Entry tags:
- * event,
- dragon prince: viren,
- elfen lied: kaede,
- fe: azura,
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- fgo: antonio salieri,
- fgo: arthur pendragon,
- fgo: cu chulainn,
- fgo: cu chulainn alter,
- fgo: ozymandias,
- fgo: scathach,
- fgo: wolfgang amadeus mozart,
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- harry potter: theseus scamander,
- iris zero: asahi yuki,
- loz oot: zelda,
- lwa: ursula callistis,
- mc: steve rogers,
- mc: tony stark,
- mtg: liliana vess,
- original: asura,
- original: sokie undertown,
- resident evil: chris redfield,
- rwby: emerald sustrai,
- sekiro: wolf,
- star ocean: nel zelpher,
- steven universe: peridot,
- the witcher: geralt of rivia,
- trails: elliot craig,
- trails: rean schwarzer,
- trails: towa herschel,
- vampire: the fledgling,
- voltron: allura
☆ Event: A Tale of Two Cities
I. THE TRIP OUT
She's of a medium size, able to hold her crew and half of the assigned dignitaries with little trouble, and from top to bottom the moose-like Faun of a captain calls her a seaborn miracle; short of a sea wyrm, she's never faltered nor fled the waves, but he'll admit that she's been more a fishing boat than anything the past couple years. Judging from the way his tuffed tail lashes in excitement, he's thrilled to be out on a real voyage again -- even if it's to those notoriously unfriendly blokes 'round the corner of the map, haven't been in decades time and they've always been up their own arses about this and that. While dignitaries are supposed to relax the best they can on the four day trip, the captain doesn't seem to mind offering work to those interested in learning the way of the sea or with the know-how already, eagerly asking the Mirrorbound about their experiences beyond the glass... much more than he is about talking about himself outside of his ship, who he loves a great deal and sings the praises of up and down the hour, through sea shanty and spoken word. His large antlers don't seem to get in the way of his work nor bar him from getting in and out his quarters, but watch out! They are large and they do hurt. All's not well going to and from Dorchacht, though, as while the waters are safer than the land by far, there's plenty of dangers within the deep: Infected Merrow swim in the shallows, singing sweetly from rocks that jut out at the shore, and some more adventurous ones try their luck closer to the boat too. The captain's Navigator, a Witch with just as rowdy an attitude if more polite a tone, can manage a deafening spell on the ship to keep any from falling seaward, but asks that those who can to rid the ship of those terrible pests, whether by cannon, magic, or something else similarly ranged. Oh, it'd be perfectly alright if they killed them, plenty of them out here in the sea and growing ever more, but if they simply want to scare them off then by all means! There's also all manner of sea beasts as well, from krakens on the smaller side to the mentioned sea wyrms earlier, though the captain'll say that they're just babies compared to the mother he'd faced last year -- still troublesome little bastards, best put down before they're drowned themselves, but nothing to turn tail at. Outside of these... troubles... there's disorderly sailors of Monster and Witch alike, the former being compromised primarily of Turnskin and Faun for heavy lifting, with a Harpy in the crow's nest to help with speed, and the latter being those specializing in Divination and Astrology for directions, as well as some elemental manipulation from the Evocation course. Unlike the proper Coven trained, they seem like they're a little more unconventional with their magics, using "shortcuts" and combining spells to great effect. When they're not on the clock as it were they enjoy a great deal of ale, howling stories and song, pushing each other around whilst the journey's bright and startlingly serious when things turn south. Be careful you don't get in a fight, or perhaps you'd like to show your stuff in a little competition: They're willing to do anything to pass the time. b. ESPIONAGE: THE DEVICE
While not exactly the largest device around, it's one that stands out. Something resembling a Tesla coil stands atop the piece of tech, tall enough to almost reach the ceiling of the rather tall room, and various dials and knobs and gauges adorn the outside of it. Those who are perceptive to magic - training in detection spells, or who have a good sense for it, or even a sixth sense for something poised to happen - will be able to note that there's a sort of... presence in the room. It continues to build up, the more people that come in to investigate. Anyone that tinkers with it, has active magitech on their person, or even uses magic in it, only help to build the sensation. And then, when enough Mirrorbound of both the Witch and Monster persuasion are in the room - A whirring noise fills the room, as the device comes to life. There isn't any time to vacate the room, because whether it was an intentional thing to activate the teleporter or not, it's activated. The intention of using it for travel to Dorchacht remains embedded in it, and from one moment to the next, the group in the room find themselves not in the Coven, but in the midst of trees. All around you is the forest just beneath the cliffs outside of Dorchacht. In the distance, if one looks hard enough, they might be able to spot the Black City itself. Besides the storage room of the Coven vanishing in a flash of light and electricity, the device is absent, too. Some of its smaller parts can be found scattered in the craggy grass at your feet, in the roots of trees, as if it completely fell apart the moment that the magic was activated. Whatever you had on your person, when you left? It's all that you have, now. And there's no way back from here. |
II. DORCHACHT
While Aefenglom is known for its dusk-hued skies, made of lustrous pinks and purples and blues, this city is dreary to the core. The streets are covered in a perpetual fog, not unlike the city you hail from, but thicker, denser, tinged with the flavor of industrial smog from the factories whose spires you can see in the distance. Magitech lights - lanterns above doors, street posts, flickering in the windows you pass - illuminate everything throughout the entire day, as if the sunshine can't reach through the foreboding fog nor the onyx walls. Even the windows are barred, offering a paranoid protection against the outside world. Doors seem hardier, and each building is reinforced and protected in a way that may feel familiar to those that have encountered the protective magic wards. They're heavier, leaving an almost ominous presence that causes unease to hang just as heavy in the air as the smog. The people of this city are just as dreary as the streets, though they do mill about with the same frequency as any city. Those from Aefenglom may recognize familiar faces, and they might find themselves looking twice at you, as if some part of them remembers you as well. Something seems... off, however. There are fewer Monsters in the streets than there were in the dream, though it isn't too hard to catch a glimpse of one here and there. The streets even seem a little more cleaned up than they once were, as one makes their way down them. At the heart of the city, dignitaries will be brought to the Coven. There, they're greeted by a slender and elegant woman, eyes bright and clever, but just as sharp as the red-lined smile that she offers her visitors. "Nerissa Bell," she begins, tone polite if clipped. There's the sense of a woman who won't waste words from her person, and she turns her eyes towards the dignitaries. "You must be the charges she spoke of. Mirrorbound, they call you?" A shallow inclination of her head, barely called respectful, as she smiles wider, in a way that would be kind if knives were made to be dull. "A pleasure. I am Morgana Drummond, head of the Coven here, and I welcome you to my city of Dorchacht, the safest haven against the Cwyld across all of our poor Geardagas."
There is a notable increase in guards, both around Morgana's person even within the Coven's walls, as well as the building itself. They seem to be in the business of keeping people on a kind of "railroaded" layout of the Coven building, but can be distracted for a quick peek -- the real help comes from those with triple stars hidden in plain sight, beneath the brims of hats and worn as idly jewelry and easily missed charms. These sympathizers will actively seek those out to speak with them, to let them know that even here there are those that would like to see change brought to Dorchacht, and assist in entering places that Mirrorbound otherwise would not be able to enter. Such as the library here, which contain higher level spells including the enchantments specific to the city walls. The history is just as muddled as it is in the later mentioned public library, the "when"s being vague and the like, but depicts Drummond's rise as the head of the Coven: She came to Dorchacht on a ship hailing from Aefenglom along with a number of other Witches and rose above the rest to become the esteemed leader she is now. Without her, many of the text will agree, Dorchacht would not be as it is now. Those with any notable signs of infection may be asked to step aside and allow Dorchacht's Witches to give them a check up -- better safe than sorry -- and this goes for Witches and Monsters alike. They'll be brought to the double doors that were so heavily secure within the dream, whether they'd like to be or not, and escorted inside. b. THE CITY
Another notable part of the city that can be accessed by those dealing in espionage include the barracks if they pose as hopefuls to join their ranks as handlers for their Monsters, which are collared in a familiar way to the dream, and seem reactionary to quick movements -- they're explained to be the essential frontline of what constitutes as a military force, very important, Mirrorbound Monsters beware you not suffer the same fate. The next place one might seek out is the library: While this is all deemed public knowledge, it offers insight into the kind of history and mindset that's been bred the past decade at minimum. Books regarding the dangers of Monsters, how to care and train them, practical spellbooks for those untrained by the Coven proper... The history books themselves are vague in regards to the "when" of things, and seem to be more contemporary in comparison to how old the city feels itself. There's a variety of more cultural knowledge such a cookbooks (including those dealing with monster parts) and floriography (more dour meanings compared to Aefenglom's flurous), but the relevant ones have been noted thusly.
Riot! Disrupt the peace! The auctions, while a little more downplayed than in the dream, are still going, and the Resistance has good word on where they're being held in the grand city. Their goal? To cause a disturbance big enough to distract, but not big enough to catch Drummond's eye... that said, with her having to play the nice host to Aefenglom's associates within the main building, there's more to get away with. Free the Monsters! Whilst distracted, other members of the Resistance plan to dispel the runes in certain areas and smuggle off what Monsters they can, valuing quantity over quality. While the more mind-broken may resist heavily, it won't be hard to find Monsters of all kinds (save Dragons and Fae, which are notably absent from the auctions and city in general) accepting help to escape, eager to think for themselves once more. Find a way for them to escape the city safely, but know that the docks are heavily guarded in case of stowaways. Free the city! Kind of. A third party of Resistance members are looking to weaken the enchantment on the wall of Dorchacht itself, meaning they'll be looking for those brave enough to tread outside the city and into the Wilde just beyond its protective gates to take a look at and inscribe runes to hopefully diminish the compulsion in place right now. It won't be immediate, but it'll help in the future... just be careful, there's plenty of danger beyond the wall to contend with. As an interesting note, while the Resistances' bonded pairs are definitely unlike Dorchacht's compulsion-based ones, they're not exactly like Aefenglom's either: They call themselves comrades and partners, brothers/sisters in arms, giving it more of an equality forged from the same brass than something to do with convenience. |
III. AEFENGLOM
Seems all is not quite as well as they'd like to appear.
The goblin market, as it's familiarly called, is somewhat accepted by the Parliament as something allowed to exist as part of their mercantile culture with Coven-approved medicines, alchemical practices, enchantments, so on and so forth, and only somewhat thanks to these known wares. Beneath these, with a dropped word or a curious eye, one can find things that are more than likely not sanctioned by either branch, things the vendors say can sate Monster and Witch alike without need of a Bond, though they decline to include the fact that such things are only temporary and that, like all hits, they'll need to come back for a greater quantity to get the satisfaction they need. Overpriced as they are (due to their private nature, it's high risk, surely they understand), they sell Monster parts of most kinds, Witch's Blood that may or may not be genuine, and what they call "extra strength" potions to mimic the feeling of a temporary bond without needing a second person to partake -- of course, you're welcome to share it, the more the merrier. However, this market hides a darker side, known more to those living among the aristocracy or who have the money and means to it, and characters are more likely to find themselves led there one way or another -- be it kidnapped or tricked, the black market isn't picky about how they drag their targets in. While Aefenglom prides itself in its fairness and equality, as in example with the goblin market not all is what it promises. Nowhere else is this more true than with the black market itself, using techniques familiar in Dorchacht to control their living wares, emboldened by the absence and turned heads of the government while remaining as discreet as they can be, they've ascended from the tunnels beneath Aefenglom to turn old houses into private auctions and the more deserted streets into bazaar-like adventures. Not all of these are unwilling wares, characters may find, and drawn by necessity for their own well-being or for their family's, but it's clear that a greater number are those from the Outer City. b. PROPAVANDALS
While Bonds haven't been specifically dissuaded against, given that there's alternatives to the more permanent tethers, not all are in favor of changing completely. It's been ten years since Miss Bell gained her seating, such citizens'll say, and there's been decades prior where they hadn't needed that. That Monsterkind and Witches could be, and sometimes were better off, apart. Home remedies and extra practice, or finding a substitute, was all that was needed. More privately and growing in whispered popularity, that there ought to be more restrictions on the two in general. Once these words have started, both conversations planted as well as encouraged for thoughts already leaning a certain way, small attacks on those Bonded being to occur. They target the main populace and those with connections to the Coven itself, especially the Mirrorbound given Nerissa's alleged responsibility to them, and it seems they're well-practiced in hiding their activities because all investigations done towards the perpetrators, whether done by the Mirrorbound or officials themselves, will lead to only dead-ends outside the City. The culprits are hard to catch on foot, using the environment they'd grown up with to their advantage in escaping any manner of way -- it isn't just humans, but Monsters causing trouble as well -- but it isn't impossible... Just that they refuse anything but their right of silence on the accusations, claiming they'd had no part in anything, regardless of what proof might be found. The attacks and vandalism itself range from harmful messages appearing with magic on walls and doors, vaguely threatening letters written in ink that evaporates in sunlight, to fruit thrown and possessions left in tatters after breaking and entering. They don't stop at residential houses either, aiming for businesses held by those with any connection to the Coven, held by those with Bonds, and seek to cause any number of annoyance and distaste to those they attack. If it weren't for their Bonds, their Coven connections, they wouldn't be treated this way. That's the message they seek to send. c. UNEASY FESTIVITIES
The medicines are largely placebos with some possible side-effects for those that aren't, such as voice changes and intense cravings for various foods, but they seem to be very popular this year -- there's at least a couple merchants talking up the good fortune Dorchacht's stress has brought this year to one another, quieting down when they catch outsiders eavesdropping. With the continued attacks on those Bonded and Coven-affiliated, with one of their Speakers across the continent and the other sorely wrapped in Parlimentary business dealing with the attacks, the city holds its breath and tries to endure. Tries to be bright and cheerful while keeping obvious supplies behind their counters, to keep fright from their expressions and mind lest it invite the Cwyld to their midst, and ultimately drawing apart from one another in a time where unity is more than needed: Time will tell what actions might sew shut the new wound struck across Aefenglom. |
Welcome to September's event log! The questions thread is split into two this time: one for Dorchacht, which can be found HERE, and one for Aefenglom, which can be found HERE. Please keep questions to their respective cities! This'll help both us and your fellow players in sorting information. Additionally, this event is a little special - we've prepare an OOC post to go along with it. Check it out over HERE - don't forget about it, as it'll help us see how things'll progress in the cities!
no subject
If you find blood gross, you might want to stand clear when I take down that guard.
[ It seems he's found his target: an isolated guard who seems distracted. It's a quick, disturbingly efficient take down with only a brief scuffle. A solid headbutt, a knee to the gut, and sudden chokehold. Enough to subdue and drag him off to a nearby alleyway. The headbutt was enough to probably break the guy's nose, judging by the blood splattered on his face (and Berserker's). The disguised dragon peeks his head out long enough to make eye contact with Chandra before going out of sight again. ]
no subject
[She's not squeamish, but that smacks of some really gross, really dark paths she has no desire to do anything but set on fire.
She keeps quiet while he takes down the guard, reminded in a way of a much more brutal Gideon. The efficiency and physicality of Berserker, at least, calls that image to mind. With that done, she slips into the alley.]
Good job.
[Stooping, she pulls out a knife. The guard is going to die, if Berserker hasn't already killed him flat out.]
You already finished him, or should I?
no subject
He's all yours...We just have to figure out what to do once you've got what you need.
no subject
[Good enough. Chandra kneels down and drives the dagger into the dead man's side, letting some of the blood ooze out slowly. It's a quick sharp cut and she wrenches the blade up and out, before wiping it clean on his uniform.
Then the magic begins. She quietly begins changing, a low rolling sound growing in speed and intensity as she traces her fingers through the dark liquid pooling on the cobblestones. In a few moments, the body begins to glow with a sullen orange light, the skin bubbling slightly as the heat begins to claim it. In a moment more, she claps her hands together and the body suddenly bursts into flames from the inside, collapsing in on itself in a spray of ciders. Only ash remains, and that's easy enough to mistake for soot.
And out of the smoldering ashes pop a dozen little elementals. Tiny thunderclouds that barely seem solid, crisscrossed by blood-red lightning that pulses through them. None are bigger than a foot tall, but they're very animated!]
Alright. So I can send some of these with you, and you can direct them to help you. I'll take the rest, and we'll get this done.
no subject
There's an unspoken kind of fascination with how Chandra's magic works and the way the body burns away. It's not like he hasn't seen this before (Caster prefers fire magic and he's seen that at work numerous times). When the elementals pop out is when he stops gazing back at the entry to the alley.
He simply gives a nod. ]
I'll take a few with me. They'll make good distractions for my own distractions.
[ Murder and chaos on the same day, it's like heaven. ]
no subject
[She mentally passes off control over about half of them, and they form a little knot at his feet.]
They'll listen.
I'm ready when you are. So go make some noise and I'll make my move. Five minutes, tops.
no subject
No time to think on that, though. He nods. ]
Five minutes is more than enough. [ A Berserker only needs a few seconds to create chaos. ] Just don't get squeamish on me if you hear screaming.
[ As they make their way further into the auction block, he separates himself from her. Make a scene, cause a distraction. He takes a few small bottles from his pockets and sort of...sticks them in the familiars. That feels weird, but okay. He tells them to spread out and break the vials.
Berserker pretends to be interested in some of the wares as the familiars do their work. The sound of breaking glass is immediately followed with localized panic from the people the contents hit. His own venom turned into a chemical weapon of sorts. It's enough to cause a significant panic with three broken bottles sending parts of the crowd running from things that aren't their. Hallucinations and panic are a great way to cause pandemonium very quickly.
Berserker, of course, doesn't react to the scene. He simply takes a few steps back, not wanting to deal with the aftermath. ]
no subject
[Screaming? No. If he was doing things like eating people she might have an issue, but he doesn't seem the type. And these people deserve it.
Chandra's quick to take advantage of the pandemonium, no question about that. She rushes in as the guards rush away, breaking the lock on the slave wagon with a little trick of hers. A skeleton key she'd enchanted to unlock mundane locks.
The people inside soon start shuffling out, needing very little urging...the chaos alone making them skittish and wanting to get clear.
But how bad does it get?]
no subject
To further the chaos, Berserker tells one of the familiars to go start fire in the corner furthest from them. It's not enough to burn the place down, of course, but it's enough to cause an even bigger panic and greater cover for them to either escape from or use it as cover. The dragon seems quite pleased with how all of this is going. The guards can't decide what to deal with first: the violence or the fire. Their attention is split, forcing a divide. ]
no subject
The imps know exactly what to do, having little difficulty finding things to set ablaze. Hay, wood, scraps of cloth...anything flammable and unattended is a target.
The guards panic, smoke beginning to billow up around the area, stoked as much by the presence of the little minions as by the flames themselves. It seems that they're quite good at hiding, too.]
no subject
This might be a good place for him to slink off; he did his job and his accomplice accomplished her goal. Maybe they could make a scene elsewhere, but not seems like a good time to make his escape. ]
no subject
Great job. Thank you.