faileas: (Default)
aefenglom log posting account ([personal profile] faileas) wrote in [community profile] middaeg2019-09-07 01:48 pm

☆ Event: A Tale of Two Cities

Event Log: September, A Tale of Two Cities

I. THE TRIP OUT

    On Septeril 5th, those who've agreed to go as dignitaries to Dorchacht will meet with Nerissa Bell in the Coven's foyer. Given the group is a little large, and the boat they've procured for the voyage would be a little crowded with all of them on it, she suggests there be two groups: the first one will go now and will return around the middle of the month, while the second will depart a few days after the first group returns, just to give them some breathing room.

      a. DIGNITARY: THE SHIP
        Those joining Nessie are led to the docks, where an old ship is being scrapped down, barnacles removed and hull shined to perfection. Sailors call to and fro from on board, buckets of water thrown off the side away from the docks and there's a tingle of nervous excitement from the gathering crowds come to wish the dignitaries and ambassadors a bon voyage.

        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
        Upon hearing that there are some who would be interested in investigating the device that Mhairi mentioned, a young Witch opens up the room it's being stored in now to allow them a chance to check it out. They warn that it isn't particularly cooperative, but maybe those with some knowledge of magitech - or their world's equivalent - might be able to help?

        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.

(Notes: Some small reminders - the boats take 2 days to reach Dorchacht, meaning they take 2 days to come back as well, and the teleportation device used by the espionage team is a one-time use only. The espionage team will be able to return to Aefenglom at the end of the month courtesy of some inside help, using a similar device that managed to bring them there in the first place. The Watches can be used on the ship, but are prone to static and dropping calls. Communication is possible from Dorchacht, though voice and video both feel a little muffled.)
II. DORCHACHT

    It's déjà vu.

    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."



      a. THE COVEN
        Morgana Drummond gives them a quick tour of their facilities, speaking lightly of the curriculum they have here that differs from Aefenglom's own (more of a focus in manipulation spells, be it the sort of commands that have become such a familiar sight to things such as perception and "paths" that can be seen through scrying, the other areas of practice more of "extra" than essentials) as well as allowing them to peek in on some lessons taking place. They won't be able to interact, but it is admittedly of a higher feel than what Aefenglom asks, though it's simply the seriousness of the atmosphere giving that impression. After showing them to where they'll be staying within the Coven's hospitality as well as mentioning the areas of their infirmary, library, and welcoming the Witches to try a hand at their lessons, she and Nerissa part from the characters as a whole to discuss the business of the month.

        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
        Unlike the dream, things seem to be more... well-behaved. Auctions have been moved from the pavilion and in its place are genuine vendors to purchase from: Food, clothing, toys, trinkets, protective spell scrolls, all manners of things. There's still Monsters around, a little more tidy than before, but they hold the same stares they had in the dream, pinched expression and disinterested in conversation. There are signs that lead way to auctions if one is truly curious to see the extent of that terror, to gain insight on the situation there, but tailing someone might be hard within the twisting turns of the new bazaar.

        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.

      c. THE RESISTANCE
        Whether you're espionage or dignitary, those seeking the Resistance know what to look for: a trio of stars (some worn more openly than others), protests against the city's treatment of Monsters, and dispelling runes on the walls. Once proven that you're friend over foe, they're more than happy to have the assistance of any Mirrorbound in their company: A fight against the current practices is a fight they're for, after all.

        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.

      (Notes: Those being willing, or unwilling, participants in the check-ups may reply to the top level there with how visibly infected they are for a special treat! Only for this month.)
III. AEFENGLOM

    Preparations for Meán Fómhair begin before Nerissa and the dignitaries head off on the 5th, but they seem a little quick even for the ever-festive people of Aefenglom: Apples begin the appear in great quantities to be used for later, some yellowed versus the red ripeness one thinks of when they're ready, there's hay bales tucked safely away for the days of, and there's little conversation to be made save for how things might be going in Dorchacht, though if any of the Mirrorbound try to join in they'll change the subject to Meán Fómhair in a split second, smiles thrown wider than the weeks before.

    Seems all is not quite as well as they'd like to appear.

      a. MARKET UP
        With the Parliament tense and looking westward, there starts to be gradual, but steady, increases in new appearances from some interesting individuals about the city. At face value they're no different than the vendors already found in great quantities, human and Monster alike, but one look at their wares proves different.

        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
        Unbeknownst to Aefenglom's higher ups, Dorchacht has sympathizers of its own within this city's walls.

        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
        Come Septeril 21st, and lasting til the 23rd, Meán Fómhair is tentatively in full swing. The residents of Aefenglom are more on edge than during previous festivals save the red-hued Lithia, even once the first dignitary group has returned and the second left. There's barrels of apples decorating the street corners, but they don't seem as plentiful as they should. The games have a forced cheerfulness about them too, the unaffected being children who gleefully take part in each race, each competition, as well as the doctors with their cure-alls and promises of something to promote the harvest's delight, peddling medicine and medical advice to all who lend an ear with earnest grins and a profit to be made.

        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!

moustre: (Default)

DORCHACHT QUESTIONS

[personal profile] moustre 2019-09-07 06:28 pm (UTC)(link)
moustre: (Default)

AEFENGLOM QUESTIONS

[personal profile] moustre 2019-09-07 06:28 pm (UTC)(link)
freeing: (Default)

[personal profile] freeing 2019-09-07 07:34 pm (UTC)(link)
ok so... theoretically... if someone was caught acting suspicious from the dignitary party, looking more into morgana's history – what would the repercussions be? would this put the entire dignitary group at risk? i am especially interested in the increased guards and heightened tension that a certain angry dragon mom may not be taking too seriously.
sageprincess: (Deep considerations)

[personal profile] sageprincess 2019-09-07 07:43 pm (UTC)(link)
1) What kind of housing can the espionage team expect for the duration of their stay if they seek out the resistance? Do we have to camp out in the sewers for a month, or...

2) If one wants to help with the taking down the Big Enchantment on the wall, what are the options for getting outside of the city? Does the resistance have a secret tunnel or something or do we need to bribe some guards to open the gates every time we want to go outside?

3) Long shot, but thought I'd ask: "Magic comes at a price." So does the resistance have any idea what is fueling these constantly active enchantments? Is there any way to figure out if there is, and potentially disable it if so?
hippocarnival: (Default)

[personal profile] hippocarnival 2019-09-07 07:45 pm (UTC)(link)
- Let's say Yuya talks to the coven-based sympathizers about Morgana's dragon--who are they, where they are, how they were subjugated, etc. What kind of information about her bonded can he get?

- How soon are the dignitaries told about the people who fell into comas? On the diplomacy side, what do these meetings look like that the mirrorbound are involved in? Demands, space for explanation, or nothing actually happening yet?

- Also: what does the coven at Dorchacht already know about the mirrorbound situation from what Nessie's admitted?
Edited 2019-09-07 19:58 (UTC)
fiddlestick: (Default)

[personal profile] fiddlestick 2019-09-07 07:55 pm (UTC)(link)
1) What is the music scene like in Dorchacht? Is it similar to Aefenglom or are there any restrictions to it? Also can music and/or sound be used in any way that'd disrupt the compulsions and/or be helpful to the resistance?

2) About how big would you estimate Dorchacht's military force is? To someone whose familiar to military structures and technology, about roughly how much of a threat could it assume it poses?

3) Among the common folk, what is the general opinion of Morgana and how the Coven runs things? Is the general public sympathetic towards the Resistance or the Coven? Elliot might not ask directly, but he's planning to play at a few local hangouts and try to pick up on side conversations (because no one notices the lounge pianist)

[personal profile] overworker 2019-09-07 08:15 pm (UTC)(link)
Setting Out

[Towa wakes earlier than usual on the morning of the fifth. Enough time to make the final preparations she needs to before she leaves. She puts herself in something nice for the trip. It's not a vacation, it's business. She'd like to think she can make a good impression visually too, since she's acting as a dignitary. But once she's packed and paid the Guild one last visit, she makes her way on board with the others setting out at the beginning of the month.

And immediately puts herself to work. She's brought supplies for sewing protective enchantments into garments for any monsters that may need them. She makes sure everyone's taking care of themselves and eating well. And when the monsters draw close-- she uses her gun to shoot long range evocation magic to scare off the infected merrow without hurting them. She laughs sheepishly and puts the weapon down.
]

Phew... I didn't think the trip would be so... exciting. But I think we're safe for now. I wonder if I should wait a bit just to be sure before I get back to work...

[While she has things she could be doing, she doesn't want to celebrate too early.]

Worn Out Before It's Even Started

[Between her anxiety and the amount of work she's been putting in to prepare for this trip, she's really tired herself out. While she'd like to keep working, even she knows that she's going to burn herself out at this rate. So she accepts that now might be a good time for a break.

Once night falls, Towa lays herself out on the deck and stares up at the sky at the stars. It's a view unlike the one from home. Looking at the vast sky, she feels more at ease than she has in days. It's only for a short time, but she puts aside all the expectations and the worries and just lets herself exist.

...it's in this way, with a smile on her face-- that she falls asleep. She must have been more tired than she let on.
]

Tour the Town

[First thing's first-- Towa intends to take a proper look around the Coven in this new city. Like the former Student Council President she is, she takes this opportunity to make note of everything they learn as they're shown around. Once the formal tour is over, she considers her next move. That's when she notices the familiar sign of the triple stars. With a smile she approaches, and makes idle chatter about the city. To hear that they seek change, she's glad-- and with their help, she goes into the library to see if there's any new information she can find. And to see some information on Drummond, she's glad she did.

However, getting out may be a bit more difficult. One of the guards notice her and she freezes up awkwardly.
]

Oh! Hello... I'm sorry, I think I'm lost. I was looking for one of the friends I came with... eheheheh...

[Please help her, she's a terrible liar...]

Riot!!!

[When it comes time to slip away from the official work, she changes into something a little less vibrant-- something that stands out a little less, in favor of not drawing any more attention to herself than necessary. Since she's acting as a dignitary, the less she looks like herself the better, so she takes her hair down too. It's not much, but it's a decent effort.

Now that she's here though, it doesn't take her long to realize how much the resistance has on it's plate.
]

Let's see if we can't lighten their load a little bit. I miiiight have a little bit of experience disrupting the peace here. I'd like to help stop the auctions.

[Feel like joining her, walking on the wild side?]

Wildcard!

[There's nothing Towa's not willing to get herself involved in, one way or another-- so all prompts are welcomed.]

setting out

[personal profile] proficience 2019-09-07 08:36 pm (UTC)(link)
[Dazai has actually put in the effort to dress up in an outfit eerily similar to the one he'd worn in the Mafia. Save for the bandages on his face and the jacket -- he didn't opt to wear those today, the latter for the reason that he no longer owns a black jacket.

He figures that, at the very least, he'll have to put on a diplomatic air for this meeting. Which would work out for him if he weren't swaying back and forth as he walks onto the boat. He clearly needs a nap, and he quickly rests atop a few barrels, face down, drifting right to sleep as soon as possible.

However, he hears the sound of that gun go off and it startles him awake, and he wanders over to who had set it off.]


Exciting? Oh. I think I've missed the excitement.
moustre: (Default)

[personal profile] moustre 2019-09-07 08:40 pm (UTC)(link)
It would not put the dignitaries at risk unless she sought answers in more private quarters (and then there'd be a more stern watch on their guests, along reporting it to higher ups to deal out appropriate punishment of scoldings and dock work on board the ship they came on), but Dany herself may be subject to increased questions regarding her intentions and suspicions giving her a personal guard to follow her about. Just to make sure she's safe, and definitely not to ensure she doesn't cause trouble.
overworker: ToCSIII screenshot (pic#13376456)

[personal profile] overworker 2019-09-07 08:53 pm (UTC)(link)
Heehee... sorry if I woke you.

[Guns are convenient for this sort of thing, but they aren't very discreet. She can't imagine it was the smoothest wake up call.]

The ship's Navigator said that they're infected Merrow. They were trying to charm some of the crew. Still, I didn't want to hit it... but that means it might be back.
moustre: (Default)

[personal profile] moustre 2019-09-07 08:57 pm (UTC)(link)
1. Unfortunately, it's the sewers with the safety of the Resistance or up to the players themselves to figure something out. Like in any city, there are places to hide, but they might have to put in place illusionary and other protective measure during the duration of their stay should they choose to chance above ground.

2. Sympathizers come in all forms. The Resistance have their ways, one of them being two guards marked with triple stars as their out during certain shifts of the day. There are tunnels outward, admittedly barred and... disgusting, given their origin in sewage, but it is possible to exit out this way as well.

3. They have no idea, but have the idea that the answer either lies within the walls themselves or in the Coven's main building. Most certainly something is keeping it alive and well, and has been for a while, as runes and enchantments don't keep long without some magic source, but they haven't been able to pin it down. That's why, they'll admit, these are just sort of measures to weaken it bit by bit rather than be rid of it entirely.
sageprincess: (Slightly horrified)

[personal profile] sageprincess 2019-09-07 09:07 pm (UTC)(link)
please god say there is a bathhouse somewhere in the city, it is hard to be stealthy when you stink to high heaven

[personal profile] proficience 2019-09-07 09:09 pm (UTC)(link)
Charm?

[He blinks and then chuckles a little, moving to sit next to her.]

Well, I'd like to see one try and charm me! [Back home, he'd be charmed. Very, very easily. Now, though -- it'll prove difficult. He's content with who he has, and fleeting one night stands don't really appeal to him anymore.]

Besides, I doubt they'd have any interest in a vampire.
starseedling: (YOU CAN'T BLACKLIST FREEDOM)

[personal profile] starseedling 2019-09-07 09:11 pm (UTC)(link)
Moving a question from the old post since it was pretty late over here, and adding some other stuff:

1) Is it reasonable for a character to spent the first "shift" as a dignitary and then basically go full strike team after that for the rest of the month? Going off the grid, essentially, instead of going home.

2) How does the monster control spell fit in with the Fae and Faun's natural resistance to enchantments? I'm assuming it works anyway since exceptions weren't mentioned, but I'd like to know if there is a notable distinction between this magic and others that they would be better able to resist?

3) Speaking of Fae, since there aren't any here, how do the locals react to Steven? He's been planning on trying to make a good impression to performing for them and using his illusions to put on little productions like he would back in Aefenglom, and it'd be good to know what the general crowd feedback he gets from that, especially when Fae apparently aren't really a thing here.

4) What are the dignitaries intended to be doing from day to day? Are they pretty much just touring the city with no other expectations, or is there going to be actual discussions/organized business with Dorcha people happening at some point?
freeing: (dany148_anabiotic)

[personal profile] freeing 2019-09-07 09:19 pm (UTC)(link)
follow ups!!


1. The other witches that traveled to Dorch with Morgana – is there any point in seeking them out oocly and icly? Is that just back history or is there any importance to her having fellow Witches who have seen Morgana's transition from Aefenglomper to Dorch Coven Leader?

2. Do dignitaries have right to leave and explore without supervision or are they guests limited to certain times to view the city / meet with people, etc? Just wanted to know for any thread plotting possibly with espionage team, if meeting is an option.
holyswordwielder: (Default)

[personal profile] holyswordwielder 2019-09-07 09:22 pm (UTC)(link)
• Given their anti-Monster stance, are Monster dignitaries treated by the general populace any differently from their Witch counterparts? If so, to what degree? Is it especially dangerous for a Monster to go wandering about alone? Are dragons and fae treated differently from other Monsters?

• Speaking of dragons and fae, if Arthur were to ask a random citizen about the noted absence of them in the city, what would he be told? What would he be told if he asked the same question of a member of the Resistance?

• What can be learned of Morgana from the Resistance? What would the resistance’s response be to one who proposes the notion of organizing a militia to fight against Dorchacht’s military and armed guards? How long has the Resistance been around and who leads them?

• Piggybacking on Dany's question, I assume poking around Morgana's background with the resistance constitutes as “seeking answers in more private quarters”, so how would those questioning sessions go for someone caught being especially suspicious? I figure it wouldn't get violent unless the suspect outright admitted to being up to no good, due to the delicate truce between Aefenglom and Dorchacht, but I wanted to check in just in case.

• Last but not least, those agate pendants Arthur and Berserker have... can they be used to track down the source of enchantments?
Edited (one day i will spell dorchacht correctly automatically) 2019-09-07 21:35 (UTC)

[personal profile] overworker 2019-09-07 09:26 pm (UTC)(link)
[It's good she doesn't have to worry about him jumping overboard, but still--]

I don't know... Why should they care if you're a vampire or not?

[Each type of monster has it's own unique traits, it's true, but she doesn't see that as a negative thing the way some might.]
moustre: (Default)

[personal profile] moustre 2019-09-07 09:45 pm (UTC)(link)
honey we and the resistance would not let anyone deal with that, it's unsanitary, they have baths you can use with magic purified water
sageprincess: (Power within)

[personal profile] sageprincess 2019-09-07 09:56 pm (UTC)(link)
SISTERS BE PRAISED
firewalled: (No you never crash if you don't try)

[personal profile] firewalled 2019-09-07 10:16 pm (UTC)(link)
Is there any chance of a monster (maybe in disguise if necessary) to sneak into the auctions and snoop around there a little more?

Also, are there any temporary bonds in Dorchacht? Would any resistance Witches consider a temporary bond with an unbonded monster in order to be more of a help with the enchantment dispelling?
firewalled: (You can make it on a wish)

[personal profile] firewalled 2019-09-07 10:28 pm (UTC)(link)
Do monster parts include feathers, fur, eggs, and other more easily acquirable pieces, or are they more likely to be teeth and talons?

If someone was interested in selling, say feathers or antlers or other parts like that, would the market be interested as well?
curruid_coinchenn: (are heard cries for mercy)

Berserker (Cú Chulainn Alter) | OTA

[personal profile] curruid_coinchenn 2019-09-07 10:56 pm (UTC)(link)
[ 1a. Dignitary - the ship ]
[ Berserker, as expected, keeps to himself on the ship. His role here is as a guard dog, there’s no need for a distraction. For now, he’s decided part of his role is keeping everyone on the ship safe. This means dealing with the infected merrow and other sea beasts. His weapon of choice isn’t appropriate here — he intentionally left Gae Bolg behind in Aefenglom. No, he’s relying on a handy harpoon, dispatching creatures with it by throwing it with disturbing accuracy.

It’s the pulling it back part that’s annoying. He looks to whoever’s nearby and tosses them the rope. ]


Make yourself useful and help me…unless you want to deal with them yourself.

[ 2C. The Resistance (Who in here tryna start a riot?) ]
[ In a Grail War, Berserkers are a force of chaos. They are made to disrupt and destroy. Even for an Alter Servant like this particular Berserker, he still has a talent for chaos. In this case, a resistance member has used disguise magic on him to cover up his monstrous features and have him pass amongst the populace as a human. This gives him better access to the city without suspicion.

Even without the draconic appearance, he’s intimidating, emanating a cold and threatening aura. People avert their gaze quickly when he walks near them, a natural bubble of space forms around him. This is a perfect environment to start trouble. At least he starts simple, knocking down displays and challenging the owner to do anything about it with an icy gaze, then…he gets inspired. Something else given to him by the resistance: a bottle full of flammable liquid, a rag, and some matches. Yes, a molotov cocktail. Walking into an alcove, he puts the rag in the bottle, lights it, and throws it far towards the back where there’s no people nor monsters, but a good amount of flammable material. It’s enough to be a nuisance, but not an actual danger, given the stone surrounding everything.

Fire causes chaos. Berserker allows himself a twisted smile. ]


Free one of them while they’re dealing with the fire. [ He whispers to whoever’s closest to him. ] I’ll make a bigger scene so you can get them out.

[ 3b. Propavandals ]
[ Berserker spent the first half of the month out of the city and is grateful to be back in what’s become his home. What he’s not grateful for is the newfound harassment — he’s not secretive about his Bond, so it comes as no surprise he becomes a target for the vandals. As he steps out of his shared apartment, he spots one of the provocateurs and gives chase. Anyone who gets in his way is unfortunately a victim of collateral damage: he pushes them out of the way without a word, refusing to let his quarry escape. It’s unfortunate that he loses track of the culprit when he reaches the city walls. An unfamiliar face, certainly.

Berserker turns back to the last soul he knocked over in his relentless pursuit and offers them a hand up. ]


You were in the way. I have nothing against you.

[ 4. Wildcard ]
[ Got an idea? Did we already plot something out? Drop me a starter or PM this journal/messages me on Discord glitzkrieg#0673! ]
Edited 2019-09-07 22:57 (UTC)
rollfordiplomacy: dns (Default)

[personal profile] rollfordiplomacy 2019-09-07 11:07 pm (UTC)(link)
A few questions I'd love humored!

1. Moose Captain is a delight. Can we know his name? Will he or the crew share their booze with helpful passengers? ... How handsome is he? Is it possible to Seduce the Moose?

2. What are the living/sleeping accommodations like on the ship? Do passengers have private or shared cabins? Beds or hammocks?

3. Everett thinks it's much too dreary around Dorchacht and they could really use some color and life to brighten things up! Using his faun magic, could he plant and grow new plants around the city? What would the reaction to this be? He would have brought a variety of seeds along with him for this purpose, all plants he knows would thrive in the low-sunlight conditions, while still being aesthetically pleasing.

Additionally to the above: Could he create a large enough explosion of flowers/plant growth that it could pleasantly disrupt or distract from a slave auction?

Thank you, mods!
foursakes: (pic#12705079)

[personal profile] foursakes 2019-09-07 11:09 pm (UTC)(link)
four would like to have a word with morgana away from the dignitary team, if that’s possible, and will be tremendously insistent! five minutes only! after some observation of how things are run in the city, including the dull full moons, this sweet, sweet . . . human (harpy)? will commend the head witch’s rule and throw her aefenglom dignitary companions under a bus 🙃 bleeding hearts that don’t know how good a whip can be

as a mirrorbound plagued by this world’s monsters and the atrocities of the full moons, she’d like to offer her strength and spread the ways of the black city back to aefenglom. so, morgana and company— how can lady four, intoner of the fourth song and a ruler herself back in her homelands— be of assistance to directly infiltrate aefenglom’s coven, streets and more to make one big dorch? 💚
faithlikeaseed: cw for graphic eye injury further down the page (blind - chipmunk grin)

[personal profile] faithlikeaseed 2019-09-07 11:44 pm (UTC)(link)
1. Since I'm assuming one way to unlock the Secret Cutscene is via Cwyld infection on the way over, what would be the general response of the ship's crew to someone getting bit--either in combat or due to surprise ambush or whatever other reason--by one of the infected Merrows? Bandage it up and deal with it when they get home? Stuff the unlucky individual in quarantine (though then presumably he wouldn't get as far as meeting with the Dorchacht folks...)?

2. Is what's behind Door Number One significantly character-affecting to the point that people intending to avail themselves of that should avoid planning anything else for the city until they know what happens to them?

3. If Myr escapes the cutscene in a functional form, he'd be interested in talking to the Monsters of the resistance and learning their stories: Where they came from, what their communities were like in/around Dorchacht, whether they were born there or abducted from outside it, what Monsters raised in Dorch are taught, if anything, about their place in the world.

4. Also, because I'm horrible and my brain won't let the idea alone: Young Monsters in Dorchacht: What happens to them? Are they anywhere in evidence in the city?