Entry tags:
- animorphs: toby hamee,
- arcv: yuya sakaki,
- attack on titan: eren jaeger,
- bloodborne: lady maria,
- fe: niles,
- fgo: cu chulainn alter,
- fgo: wolfgang amadeus mozart,
- fz: diarmuid ua duibhne,
- good omens: aziraphale,
- harry potter: newt scamander,
- harry potter: theseus scamander,
- httyd: hiccup haddock iii,
- mc: bucky barnes,
- mc: steve rogers,
- original: asura,
- she-ra: entrapta,
- steven universe: steven universe,
- the witcher: geralt of rivia,
- trails: elliot craig,
- trails: towa herschel
⭐️ Player Event Log: September, Little Dorchacht
Any further questioning will be met with silence, or urging one to seek out those who have deemed themselves responsible, three stars dawned, excited and ready: La Resistance. Characters will be led to hideouts, sent messengers, notes and even encrypted talk under a simple guise of sympathizers in and around the Coven itself, if so much as desired to hear from them. The information is the same, wherever one hears from: “ In the "poorer" sections of the city, those less off and more exposed to various influence, there are sections dubbed as "care centers" for the lost. Some of these are true orphanages for those who've lost their parentage in some way, human only, but most are simply covers for the collection and breeding of Monsters for stock. It's been thought that by breeding "domesticated" pairs together, it'd elicit a stock that's more eager to obey without the use of magic, but so far that hasn't been the case. Like a long line of domestication, basically. They don't always keep the Monsters they breed -- many are studs offered from the Coven, who are masters among masters at keeping their Monsters heeled.” Many and all speculation is confirmed, and if you agree to help them in any way, shape or form, your informant can only grin as freely as they feel once they hear you say “yes”. —Well, hop to it! Depending on what roll you play, you have a strategy you need to follow, now. Either that, or . . . If you have your own plans, you’re welcomed to drum to your own beat. As long as you don’t interfere, says their leader rather dangerously. The Resistance, you’ll realize, would go very far for control over Dorchacht, with some individuals being very for the murder of Morgana Drummond. (It's on the table, but generally speaking they'd like it not to come to that -- there are worse things you can do to a Witch.) Their numbers aren't the highest, but it's safe to say that though they are a smaller part of Dorchacht's general public, the connections they have and where they have certain players do make them formidable in a sense. They would be able to pull through given help, and would more than welcome it. You have four days! |
I. THE BOOM
Little by little, it grows darker. Lamp posts are broken, ambient magitech is dulled to shadows, and through them creep the silent steps of the war horses— the group The Resistance has tasked with creating vibrant and insufferable decoys. It doesn’t matter how it’s done, or how creative one would like to get. As long as you have the military’s attention, you’re doing a splendid job. Let it be known, though! Most veterans have taken a kindled liking to using fire to set the market and other strategic locations to flames. Tonight, we break the chains! Tomorrow, we set our city free!, they yell, boisterous and as lively as the blaze that gives Dorchacht a face that has never before been seen, or remembered: animated. It may be in the trojan horses greater interest to go along and keep them safe— not all of them know how to defend themselves from the eminent threats to come. Or maybe you have something else in mind, and desire to use the growing chaos to unfold other pieces to the puzzle the Black City hides. |
II. THE CLATTER
Do your best to get them out of the way, so to speak. Remove them from danger, shake off the nitpick employees (or duct tape a few to a wall for the kids to throw tomatoes at) and return to your objective: the basements or locked rooms. Down the poorly lit staircases and soundproof-charmed hallways will be found adult monsters of all kinds and genders. The darkness is their only friend, their living conditions are indignant, and compulsion spells still plague them to obey. They haven’t see the light of day for as long as their eyes remain opened, caged and forced into bearing offspring for their slavers. Many are exhausted, frightened, and some may even be too far along their trauma to react nicely to their visitors if left to their own devices. Some may be newcomers though, strong of mind and only waiting for you to give them freedom, to allow them to help you help them. Calm them, steady them, and free them. Lead them safely to The Resistance’s hideaways, and beware those who may come to stop you. The less you’re seen, the better. |
III. THE CRACK
Though look hard enough, trek with patience, and the sympathizers will come forward quickly, nimbly with news: a back entrance for those who want access to the city exists. Those who come will be met with Resistance members beyond these gates, disguises in hand to offer and grand thanks for joining them. Nerissa Bell will approve without openly approving— her hands are rather tied, but do take care of yourselves. She’ll do the best she can to keep accusations null and void. The citizens of Dorchacht are frightened and panicked, others join in the inspiring revolt, and even more jeer as the city splits. Some buildings may be truly lost and close to collapse by the enchanted flames and sparks of fireworks popping into the sky. Homes and businesses aren’t saved from the crossfire, even a handful of citizens are caught in the fray— no one said you couldn’t help them, care for them, and tranquilize them. No one said you couldn’t fight, either. You’re “glorified tourists”, aren’t you? Show them your glory (without giving yourself away). |

no subject
Yeah! Just hit me up when we're back in Aefenglom.
no subject
It's a date!
[ With that, she disappears back into the machinery to fix something else. ]