faileas: (Default)
aefenglom log posting account ([personal profile] faileas) wrote in [community profile] middaeg2021-05-04 12:04 pm

Event Log: May, Arrivals from Distant Lands

Event Log: May, Arrivals from Distant Lands

I. Boaltinn Down The Hatches

    It makes for a soggy celebration when Boaltinn arrives with the first day of Maiuril, and so too arrives a massive thunderstorm, sudden and quite unexpected. The rain alternates between coming down in sheets and coming down merely steadily, leaving large puddles on the sides of the streets and raising the water level in the River Temese (to most Merrows' joy, though the lightning flashing in the sky periodically has them worried). Boaltinn celebrations usually involve bonfires scattered through the city, where feasting and dancing and leaping over the flames take place, but it's harder this year. A few are still lit to herald summer's arrival, set up under makeshift coverings, but there are grumblings among the people that it's just not the same and it's a right bad omen.

    There is a call to help mitigate some of the minor flooding, and anyone with an open garden will find it vastly overwatered, but the storm, for those in Aefenglom, is a dreary inconvenience more than anything.

    Elsewhere, some others only wish they could say that.

      a. The Efthymia (4th Wall Characters' Arrival)
        The last thing you remember before the raging sea is your home, and a glimpse of your reflection. Maybe in a mirror, in a puddle on the ground, in the corner of a windowpane, anything reflective, you stopped and glanced, for just a moment, and then-

        Then there is only being bandied about on the waves, the storm churning the sea around you, salt water stinging your eyes and splashing up your nose and mouth. It's hard to tell which way is down or up as the wave rises, carrying you with it, literally tossing you through the wind and rain to land heavily on the wooden deck of a rocking ship, coughing and sputtering. There are others like you, all around you, in a similar sad, soggy state, and there are also strange people the likes of which you have likely never seen, staring at you like you've grown three heads.

        Men and women in loose, belted clothing, often without sleeves, the light fabric stuck wetly to their bodies. Some have tall, proud horns decorated in shining metals and jewels. Others, green-skinned, have heads covered in leaves. Some have flowing hair of water or silvery wind whipping about their winged feet. Animal features, fangs, claws, feathered wings, at least half the people around you are not human, and the other half? Almost every one of them has some small, glowing, intangible creature following them, taking orders, helping out with bursts of spellwork.

        After their moment of shock, a few more experienced strangers who speak a language you can understand (unlike many of them) are quick to usher you and your soggy fellows down below deck, out of the rain, to give you hot drinks and towels, assuring you that all will be well, their Sylphs and Harpies have spotted land, a harbor, very close by and they're making for it right now. The Undines and Merrows are guiding the ship. Stay in the belly of the ship away from the storm if you want, but you might be experiencing the very beginnings of your burgeoning magic or strange, Monstrous changes, and if you can help out any, they won't say no.

      b. The Newcomers
        The ship, named the Efthymia and bearing a carved Merrow figurehead on its bow, practically limps toward the Harbor the last stretch of the way, as the storm breaks on the dawn of the 4th. They have suffered heavy damages, and need a little help docking safely. The Coven is on the scene, alerted by sailors in the Harbor District, who pointed out that the ship looks like one from Neahealand (as Aefenglomites call it), a series of islands to the south - a rare sight around Aefenglom these days. Those who can swim and those who can fly are encouraged to help out in pulling the half-wrecked ship the rest of the way to the Harbor, helped along by their own people, Harpies and Merrows and odd, pale people with wings on their feet, who carry the breeze with them. Others will be needed to help care for any wounded, or start assessing the damage to their ship.

        They're not expecting the others on board. Aefenglom has seen one batch of untraditional Mirror-unbound from a year before, and it's easy to recognize that they don't belong with the Neahealanders, so as the original inhabitants of the ship and the newcomers disembark onto not-currently-dry land, they're ushered off separately and directed to the Coven for orientation, and to have a chance at finding friends or family members who might already be here.

        Mirrorbound are all sent a message through their Watches, and asked by Nessie to play tour guide, to help the newcomers get fresh clothes and hot meals and find places to stay. And, if they can, to try to begin to explain to them where they find themselves now. If experience proves correct, these newcomers will start changing into Monsters, or developing their magic, very soon - if they haven't already.


      c. The Other Newcomers
        The original inhabitants of the Efthymia pour into the Harbor District, close to 150 of them soon taking up most of the available inn space and then some, drinking in the taverns with a sort of cheer despite their wrecked ship, and enjoying their first time on dry land in close to six months. Most of them don't speak the language common to Geardagas, or only a smattering of it, but a handful do, those who had been sailors or merchants before they set sail, and any of them will tell their tale for a beer.

        They come from an archipelago to the south, a land they call Diasteros, the jeweled isles. A lovely place, before the Cwyld came a decade or more ago. No one knows exactly how, whether it came with traders, or spread through the sea, or was cursed upon them by some vengeful force of nature, but it spread, eventually forcing them onto one island out of many. Boxed in, their group, the ones on the ship, set sail looking for a better life elsewhere, about six months ago. Hey, maybe they could stay here? What would you think about that, fella? Think your city would go for it?

        They're willing to answer questions about the strange Monsters with them, the Aeternae and the Sagani and the Dryads, who were never seen on Geardagas before now, but were common enough on Diasteros. The Witches among them can answer questions about their glowing, spirit-like Phylaxes. About the ship, about their home, about their mission to find a new place to settle. Unfortunately, they have no answers about the strangers that literally washed up on their decks! Weird, innit? How about another beer?

II. A Busy Coven

    With everything that's happened just recently, between the recent miraculous return of the Dryads to Geardagas, the Diasterans from the damaged ship, and the extra Mirrorbound who do not have mirrors, who will no doubt experience their changes and growing magic very rapidly (always a recipe for disaster!), the Coven is a busy place these days. There always seems to be something going on, day or night, and there are always people, Witches and Monsters alike, bustling about with armfuls of books or papers or in some cases, large potted plants or cauldrons of strange-colored, bubbling potions. (The Coven teaches many kinds of magic.)

    Attending these classes is optional, but highly encouraged. They all welcome drop-ins, no appointments or sign-ups needed, and even if the subject isn't directly relevant to you, they won't kick you out. It's important to know as much as possible in this world, so you stand less of a chance of hurting yourself and others, or so you can help others as much as yourself.

      a. Don't Be Phy-lax About Your Studies
        The Coven entertains some Diasteran guest instructors from the ship a couple of times a week. In exchange for helping them out with regards to lodging, and petitioning Parliament to let their people stay in Aefenglom for a time, they've offered to teach the Witches of Aefenglom how to summon their own Phylaxes. This is an old school of magic from their homeland, the ability to conjure up a companion for life that can assist with spellcasting, extra energy, and more. Made up of magic and a little piece of the Witch's soul, the Phylax is an extension of the Witch, though often with a will of its own. Nearly every Diasteran Witch they see around will have a Phylax with them, some glowing, translucent animal that flits around their head or feet.

        Those who want a Phylax of their own (which is many of the Witches at the Coven, so the classes are always full of other Witches) are encouraged to attend a one day workshop, which can last anywhere from a handful of hours to a full day and night, depending on how quickly the students' Phylaxes manifest. The first hour of each class starts the same, with the instructor, a smiling Witch with a playful, pink-hued fox Phylax darting around to inspect the students (perhaps even passing right through you like a ghost!), explaining what a Phylax is, what they can and cannot do, how to summon and un-summon it after the initial meeting, and how to look after one.

        With the basics covered, it's time for a field trip for the ritual part. She teaches everyone the circle that needs to be drawn in paint on the ground, and imbued with a drop of the Witch's blood, and from there, she says, that's all she can do to help! The rest is up to you. She takes the classes out to the Wilde around the city, finding scenic routes free of Cwyld to wander, and encourages participants to find a place that speaks to you, a place that lets you calm your thoughts and clear your mind. Maybe it speaks to more than one of you and you get stuck next to someone! Maybe they breathe too loudly for you to concentrate. You'll just have to deal with it, or maybe say something?

        From there, draw your circle, drip just a little of your blood into it, sit inside, and wait. Maybe yours shows up right away, or maybe it takes a while. You can talk to anyone nearby to pass the time, as long as you stay in your circle. Leaving it means having to do it all over again fresh, in a new spot.

        And then… When the Phylaxes do begin to appear, the instructor just forgot to mention that, well. They can go a little wild at first! You might have trouble getting your new companion under control, or maybe yours is very well-behaved and you want to help someone else corral theirs. These newborn Phylaxes tend to fly all over the area, full of new magic and energy, and cast little spells that could be dangerous if left unchecked, like giving off tiny flames or levitating other people's belongings into the lake. Whoops.


      b. Monster Misunderstandings
        The Coven isn't just a center of knowledge for Witches. Monsters are incredibly important to balance out Witches' overflow of magic, and they have their own things to learn. Classes are held by native Monsters to teach budding Monsters of all kinds a bit about what they can do, how to be safe, how to accept and control their new instincts and abilities. This is especially important with some Mirrorbound turning into Aeternae, Sagani, or Dryads - two Monsters never before seen on this continent, and one that's been extinct for hundreds of years.

        The Coven gets some guest instructors of the Aeternae and all four Sagani types, and one of the Dryads freed from the tree last month, Filomena, teaches a class about her people. Even those who don't seem to be Aeternae, Sagani, or Dryads are welcome to sit in on the class, since maybe one day they'll Bond with one! You never know, and it doesn't hurt to be prepared.

        But the classes for the new Monsters… are a bit of a well-intentioned mess. The Aeternae and Sagani teachers are not fluent in the language of Geardagas, and tend to mix up words and phrases, with destructive or hilarious results. As well, it's difficult for new Monsters of any type to control their more magical abilities, and the Sagani especially have these abilities in spades. Maybe you aren't even attending one of these classes, just passing across the lawn, and get your hair singed by a Salamander's stray fireball, or knocked over by an ill-timed earthquake from a budding Gnome. They're trying their best!

        Meanwhile, the Dryad classes have an experienced teacher, but… well, the problem is, Filomena is very rusty and out of practice. Being frozen in horrified stasis for hundreds of years will do that to you. At some point, trying to teach new Dryads how to control the growth of a potted flower results in a burst of growth inside the Coven greenhouse, plants growing much bigger than they should and bursting out of the glass, flytraps snapping at people rather than flies, and six foot tall flowers releasing bursts of pollen. Even if you weren't at that one, you might get asked to come help clean up after!


      c. Bonding for Dummies
        Bonding is incredibly important in Geardagas. Many classes at the Coven cover Bonding specifically - extolling its benefits and upsides, mostly, with much less talk about the downsides. (There aren't many, as far as most native residents of Aefenglom are concerned. They keep you stable, and your Bonded is the best kind of company, so what's wrong with that?) The instructors tell the newcomers and old-comers alike what to expect, why they should Bond, and why a Witch and a Monster makes for the most perfect, balanced pair.

        For those who are curious to try one out, temporary Bonding potions are provided, should you find a partner! Maybe another curious soul, or maybe someone you know already, even strangers can Bond temporarily to see how they like it. These can be broken at any point with none of the pains that come from annulling or breaking a regular Bond, so what do you have to lose? The instructor will pair you with someone if you're shy! In fact, she gets a little pushy urging you to give it a go with someone, anyone. Do you fend her off, or do you try out a temporary Bond just to shut her up?

III. Twin Flower Blood Moons

    CW: Drinking, mentions of smoking pot, mentions of group sex (implied, not explicit). If you choose to use these elements, please mark your threads accordingly!

    The Sisters, the world's twin moons, go dark and new in the sky on the 11th, and despite being dim round shapes in the sky, the very edges take on an almost petal-pink hue. While native Witches are weaker during the new moons, Mirrorbound Witches, including those who are newly arrived on the ship, are much stronger than normal. The effect seems to be multiplied this month, and newer Witches may not be used to the rush of power, leading to magical mishaps. Any Witches still getting used to having a Phylax might notice their spirit companion is more active, whether they want it to be or not, casting spells without their say-so, wanting to run free and use their magic to the fullest.

    But that isn't why the moons are the talk of the city this month. That petal pink hue intensifies and brightens gradually as more of the Sisters become visible over the coming days, getting the Coven and the Diasterans talking excitedly, and the civilian Aefenglom residents with a superstitious dread, about the Twin Flower Blood Moons.

    Some Aefenglom residents think that any shade of red in the sky is an ill omen that portends bad things to come, but others in the Coven think it could be a good thing, a celebration that the Dryads have returned to Geardagas, even in small numbers.

    The Sisters are full and bright, seeming bigger in the sky than normal, on the 26th, a vivid reddish-pink and casting a warm moonlit glow over the city. Witches will find themselves weaker, unless they have a Monster Bond, permanent or temporary, and then they'll find themselves feeling just as good as Monsters. Monsters get a power boost as their instincts rise to the surface, and while they can try to shove them down, that only tends to make things worse. You can go feral if you clamp down on yourself too tightly, cling too hard to your human (or whatever you were before) nature.

    Meanwhile, the Diasterans have their own view on the Twin Flower Blood Moons. They're a cause for celebration, for Monsters to revel in their natures. Sagani feel more connected to their elements, Undines frolicking with Merrow in the river or the harbor, Sylphs flying overhead with Harpies and a few Dragons in some complicated dance, Gnomes shaking the earth joyfully, Salamanders dancing through bonfires and lighting every candle or torch they come across for good luck.

    The Dryads, both the two who returned to Aefenglom from the Heart Tree, and the ones who came over on the ship from Diasteros, along with Faun friends, find a patch of land outside the city and grow a magnificent garden laden with fruits and flowers, where they can play music and drink, open to anyone who wants to stop and smell the roses or taste fruit wine fermented on the vine.

    And the Aeternae? They find a public park and set up a full on party that lasts for hours and garners a new record of noise and indecency complaints to the City Guard (who, frankly, will let this pass unless someone gets hurt). How they get it all together quickly, no one can say, but they have rich food, gambling, drink, and, if you're of age and know who to ask, weed (from a Dryad friend, supposedly, primo stuff). They have music and dancing and all the finer things in life to enjoy. At some point, they kick out anyone who is underage, and start to lose their clothes. Maybe that's your thing. Maybe it's not! But if it's not, it might be time for you to go, because they show no signs of stopping until the sun has risen.

    Whether you stick to the tamer celebrations with the Sagani or in the Dryads' garden, or party hard with the Aeternae, it's never a bad thing to experience some different culture. The Diasterans seem much more free and open, in tune with nature and the underlying magic of the world.

IV. Mis-Communication Devices

    Not a day passes after their arrival before Miss Nessie makes sure that all of the wave-tossed Mirror-unbound (some are jokingly calling them the "Oceanbound", but she has more manners than that!) get hooked up with Watches, communication devices used by the Mirrorbound. They can be used to make general inquiries to the network, asking after anything someone might want their fellow Mirrorbound to tell them, and just so there are no difficulties, she makes sure there are people on hand to teach the arrivals how to use them.

    Except. Well. With all the magic in the air this month, the network, a complex sort of magitech, is acting up a bit.

    Maybe your Watch broadcasts something you didn't mean to send, or didn't even type (did your speech to text function get turned on?)! Maybe it turns on and starts playing other people's messages at top volume at 3 in the morning. Maybe it butt-dials someone you don't want to talk to. They'll be working on recalibrating things at the Coven, but, well, it might take a couple of weeks to fix, sorry!



    Welcome to May's event log: Arrivals from Distant Lands! This is our 2nd anniversary and our 2nd Fourth Wall Event, meaning if you want to try a new character or aren't part of the game at all, you're welcome to come play with us for the month and see how you like things! The log and network comms, [community profile] aefenglom & [community profile] middaeg, are now open to non-member commenting and will remain so until June 1st.

    Fourth Wall characters can top level on this log using the event prompts, or make up your own wildcards! You can also use this post for making network posts of your own, since the comms do not allow non-member posting. That said, feel free to comment around on logs or network posts made by our current players, unless they specify that they do not want fourth wall guests. We also still have a Fourth Wall EMP right here that everyone is welcome to use! As a note: we do allow characters who would be otherwise unappable such as doubles, though we are not allowing CRAU characters from other games on the fourth wall.

    Play nice and have fun! We hope to see you all when our Reserves Open on May 18th! Your fourth wall threads can be used as samples, or for AC for current players.

fuelingfire: (Default)

Re: GENERAL

[personal profile] fuelingfire 2021-05-04 06:52 pm (UTC)(link)
If desired, Lahabrea can have a few extra full color watches available for fourthwallers to temporarily make use of, so players can choose if they want oldtimey sepia or Kodachrome for the duration.


Not really a question I guess but I wanted to make an offer!