moustre: (Default)
moustre ([personal profile] moustre) wrote in [community profile] middaeg2019-05-01 02:53 pm
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Intro Log: May

Intro Log: May, Game Start

I. ARRIVAL

    Out of nowhere, a glint of light catches your eye; your heart thunders in your ears as your body moves on its own, your mind consumed with inspecting the source. Your reflection stares back at you, just as curious from the surface - a mirror, a pool of water, your most trusted sword, something fleeting that your mind can barely remember - then ripples at your touch.

    A moment later, you feel a tug, and you find yourself stumbling into a dark, musty room. Behind you, a mirror stands ornately decorated with reminders of home wrought in brass and wood: the faces of people you know, and symbols important to you; all things that send a pang through your chest with the desire to return to them. Touching the mirror's surface does nothing but leave the stain of your fingerprints. When you turn turn to survey the room, you find there are hundreds of other mirrors. None of them are as decorated as yours - they're plain and dusty, speckled with age. Then you realize a second thing:

    You're not alone.

    Distantly, the ringing bell of a clocktower can be heard. But no matter its distance, the time is clear to make out: it chimes three times, stark, resonating like a pulse of something in this mirrored hall that you and many others have found yourselves in. For those familiar with magic, they might feel the power of the witching hour upon them, though it will feel different from what they're used to - in fact, everything does.

    Besides the new arrivals, however, there's one more person in the building, and only one. A young teen stands; previously bored and mulish, he's now owl-eyed and slackjawed as he takes in each arrival, either from the mirrors or coming from another floor as you try to get your bearings. In his hands he's clutching a broom like a security blanket, until -

    "M... Miss Nessie! Miss Nessie, something's happened!" he yells, as he drops the broom and turns tail out of the building.

    Leaving the Looking-Glass House makes it obvious that the clock striking three was for 3 AM - the night sky is clear, but the stars are dim in the face of two moons, regardless of their waning crescent phases.

    Follow, or explore the rest of the mirrored halls you've now found yourselves in?

The Looking-Glass House is rather nondescript two-story cottage made of grey brick, sitting at the edge of The Coven's courtyard; stones which glow as you step on them mark the path to and from the two buildings. While fairly small and plain on the outside, the inside has been enchanted to be the size of a large library, with hundreds upon hundreds of mirrors hanging, standing, and resting inside its walls. Some are broken, some are cracked, and some seem completely uninjured - but all of them are just as plain as the cottage itself, showing age in the silver beneath their glass and in the greening of their metals... Well, all except a character's personal mirror; to characters, one mirror - the one they came through - will be decorated lavishly with metal-and-wood-wrought reminders of home, and the surface will be as clear as a brand-new mirror.
II. "MISS NESSIE"

    Whether you've decided to follow the hapless young man, or decided to explore the rest of the Looking-Glass House - and perhaps finding a few familiar faces among the crowd - you feel a pull towards the foyer of the first floor. It's like a firm suggestion, as if to take you by the hand and draw you to where it begins, and the source of it becomes quite apparent upon finding one's way to the front room: a tall, comfortably-dressed older woman and her even taller wolfish companion. The woman covers her mouth with a soft "Oh my!" as she surveys those who begin to crowd in, and she turns to the werewolf (?), lowering her hand once more. (The handful of others who'd come with her peer as best they can from a ways behind her with unconcealed curiosity, closer to the door out than not. The boy previously seen before he ran off can be spotted at the very back of the group.)

    "This is right unexpected, isn't it?" She not-quite whispers, delight and confusion in equal measure in her voice. Her companion makes a quiet noise in her throat, unscarred eye narrowed - it's hard to tell if that delight is one shared by both parties. "Well, they've always said the veil is thinner during Boaltinn... We'll have to talk to James and see if he was doing anything other than cleaning, we will, but for now, we've got a full house to attend to, don't we? Ah, if they're all Witches, that'll be something, it will!"

    Without wasting another beat - much to the fond irritation of her companion, certainly - the woman turns back to the newcomers of Aefenglom, clapping her hands together in glee.

    "Well then! I'm certain you all have many, many questions... As do we! First thing's first, though, first thing's first! I am Nerissa Bell, the Head Witch of the Coven - that's where this house is located right now, on Coven grounds - and this is my Bonded, Mhairi Ainsley. Don't worry, she's a right softie despite her looks! You can simply call me Miss Nessie - everyone does, short of those stuffy folks up in the Parliament, but, well, that's just how things are with them, I suppose." She pauses a beat, for breath, before continuing with a wave of her hand; dozens of chairs and stools, all surprisingly comfortable despite their wooden looks, are conjured in an instant, and Nessie smiles wide as she gives a small bow. "Take a seat, and let's get familiar with one another for a spell! The city'll celebrate without us one way or another, and we've already finished our business for tonight anyway. Isn't that right, Mhairi dear?"

    Despite the onslaught of information and excitement at three in the morning, Mhairi inclines her head slightly after a huge sigh; her voice is likely exactly as expected, low and akin to a growl. "Best to take advantage of the distraction. Let's begin, before I have to report this to Parliament."

NOTE: If you wish to interact with Nessie and Mhairi, please comment here. You have the option of handwaving the IC interaction to OOCly ask what questions your character might have for them, for us to summarize an answer for, or you can request an IC thread. Simply specify in your comment's subject and we'll respond accordingly.
III. THE COVEN

    After an hour or two of general chaos, questions that the natives attempt to help with, and injuries tended to for those who arrive in poor condition, a solution is presented. Though they certainly can't answer every question, Nerissa and Mhairi promise to help find the answers, and open the doors of the Coven to all new arrivals in the Looking-Glass House.

    The walk from the quaint cottage to the imposing structure ahead is lit only by magic provided by Miss Nessie and the Witches accompanying her, as well as the path of stepping stones coming aglow with each step that's taken across them.

    Beyond the courtyard, with its high, opalescent walls, a city can be seen. There are torches accompanying the flickering light posts outside, and the sounds of life clear even this far from the heart of Aefenglom, something that sounds like... merriment? Festivities are in full swing, even this close to dawn. The rest of the world continues on, even though you've arrived, confused and perhaps missing a few aspects of your usual persons.

    But while they certainly weren't expecting to spend the festival like this, the Coven has worked as quickly as it can. Their doors, decorated in cowslip flowers, are wide open - welcoming to the public, and to new arrivals as well.

    The Coven's main building has a surprisingly large front room, compared to its outside; the ceiling stretches ever onward, with stairs of the solidly-flush-against-the-wall variety and floating-ethereally-in-the-middle-of-things variety both. Magic and mundane intermingle as if meant to, with brooms inscribed with runes to clean making quick work of dirt and dust, shadowy figures opening and closing doors as people enter and exit, plates of snacks drifting around as if carried by invisible servers. The brooms are especially attentive to the door as new arrivals step in - they don't apologize for knocking into anyone, and really, anyone particularly scruffy will get swept at until the brooms are satisfied. None of this seems to mind the Witches coming in, with small murmurs of gratitude given to the busybody brooms instead of reprimands. Doors lead this way and that, on higher floors and on the ground floor, but runes glow by their frames in indecipherable patterns.

    Peculiar-looking devices - watches, the native Witches explain, compliments of Parliament - are passed around to all the new arrivals; they're given a quick rundown on their functions and bid to test them out when they can, and Nessie waits for things to calm before she steps up the floating stairs and addresses the room.

    "We'll see to it you all have lodgings for a bit, we will, but for now, the festival's still going on - if you couldn't tell!" She laughs a little, hands on her hips. "There's nothing we can do about things right now, so you might as well enjoy yourselves, you might. If any of you want to stay in 'til morning though, well, we can provide - just mind your manners, magic's real particular about them. At least," she winks, head tilting with the motion, "that's how I teach all my classes, it is."

    Those deciding to stay will be lead to doors that seem to follow no real pattern by native Witches; the rule is "two to a bed," so get cozy with the person next to you. They're the ones you'll be sleeping with tonight. The beds aren't too small - enough to accommodate at least three humans - and they're fairly comfortable too, for their old-looking age.

IV. BOALTINN

For those who journey out into the city, they'll be sent off with a word of warning to keep out of trouble from Mhairi, to find everything still quite lively - and still quite unaware of what's taken place. There's very little left to the shadows, with dim light filling in the gaps between the flickering streetlamps and the extra candles and such people have put up themselves. Curiously, small bonfires seem to follow a pattern, culminating into a wide plaza in the center of the Residential District where a larger, brighter one burns, with people dancing around it, their clothing jingling softly with little bells hanging from their hems. The same is mirrored on the direct other side of the city - the only difference is in who's dancing. The Eastern Bonfire has more visibly humanoid beings enjoying themselves, while the Western Bonfire has creatures more monstrous in looks. Regardless, they all seem to be happy-

And the reason is this: Boaltinn, a festival lasting the next two dusks. The nights and early mornings are filled with flickering firelight, while the morning and daytime have all but the small fires leading the way to the giant bonfires extinguished; the bonfires, however, stay lit. - and in general, it seems the city is quite happy, quite cheerful, and quite close.

    a. The Bonfires
      The main attraction of Boaltinn, as they are with any fire festival, the bonfires on each side of the city are tended to by various Monsters every hour of the day. While much of the scenes are similar - there's plenty of food to be shared, with those partaking in it cowed into sitting with someone else regardless of how familiar they might be, and children of all kinds play together and invite those sitting or watching to come too, in all manner of games, such as jacks, hopscotch, and running ribbons around the tall poles at the bonfires.

      But there are marked differences, too. The Eastern Bonfire primarily has humans or those that can pass as humanoid in attendance, and they're much friendlier to those who look similar to them; to those that look a little more monster-like, though, their replies are far more curt and their shoulders colder. The area around the bonfire is also littered with trinkets and baubles, all shiny and new and utterly forgotten by their playmates; the ribbon poles are similarly new, made professionally as if by commission. Characters are invited to try and jump through the bonfire's flames to burn away any poor relationship experiences, be it romantic or platonic, past or present; to aid them in this, those at the Eastern Bonfire will give those participating rune-etched accessories to protect them from the fire.

      Meanwhile, the Western Bonfire has primarily those who are more monstrous in looks, and they're similarly friendlier to those who resemble them, with a similar brusque and cold manner to those who look more human. The area around the bonfire is carefully kept clean, however, and the ribbon poles look handcrafted from lumber and grass, with tightly-woven knots and clumsily-made paper decorations. Those attending here are also invited to jump through the flames, but no such protection is offered; it's simply assumed that, as a Monster, you're likely much better at handling a little fire.

    b. A Little Entertainment
      It isn't only the bonfire celebrations that one can participate in, however. All throughout both the East and West Residential Districts, as well as a portion of the Shopping and Entertainment Districts, there's a number of stalls, stands, and stores available for perusal. Take a gander at the rest of the city and find something to do. Of note:

      Divination readings are available in various stalls, set up by Coven-official Witches as well as homegrown ones, with tarot cards that vary from pristine art pieces that one would almost hesitate to touch to the personally drawn and cut. They offer free readings, enticing all who pass by to join them at their table. Good or bad, the cards seem to bring with them lessons and words of wisdom, interpreted expertly by those handling them... or as expertly as possible; some readings seem a little unsure and muddy. Regardless of belief, those who take part in these readings will suddenly find their day going either exceptionally well or incredibly poor, depending on the overall feel of their reading.

      Carts and booths are available for one to partake in more food, however there's a stipulation to taking anything from these vendors: one must share this food with others, either in pairs or a group. While relations between humans and beasts seem to be a little frosty, they can be seen intermingling a tad more freely when it comes to this portion of the celebrations, sharing the treats and small meals that are being offered to everyone. The food available all seem to be those easy to hold in hand, not unlike modern-day food trucks; of note, the thin pancake wraps seem to be the most popular, with a bubbly drink similar to a milkshake filled to the brim with drinking straws for best sharing experience coming in second. Flavors are plentiful and varied, though they err closer to the fruits, vegetables, and spices side of the spectrum.

      Finally, the more pleasure-based businesses offer the chance to relax one's weary feet and take a chance with a little aromatherapy with their rose baths. While traditionally this had its roots in imbuing the bather with good tidings and blessings for the upcoming seasons (or so they'll say when asked), nowadays, it's simply become a luxury treatment for those needing a little TLC. The waters here do have the added bonus of making those who share them friendlier and more talkative with their partner(s) - and yes, all baths are a shared experience. Rather than being split by sex, baths are split by monster and human; co-ed bathing exists for those who don't mind mingling with the opposite species, and if really pressed, they can offer separate baths for different sexes, but their focus seems elsewhere.

    c. Impulsive Compulsion
      Throughout the whole festival, new arrivals, particularly those with magic talent gifted to them by the world, will feel like they can do anything and will push themselves to the limit. While not inherently detrimental, those who feel it will become more reckless, their inhibitions lessened and impulses heightened; trying new things is easy as pie, with any thoughts of fear left far in the back of their minds. While magic is highly discouraged on festival days, given their rest day quality, those under the spell of Boaltinn's madness will feel the temptation to try some anyway, regardless of knowing the proper way of performing it - perhaps it's about time to try out what one discovered in that strange dream...

      Those found doing magic will get a firm scolding, but no actual punishment; it's only looked down on, and they'll be cautioned against using too much. If any property damage occurs due to reckless magic use, however, there are fines; those without any money to their name can be recruited to pay it off by working at the buildings and stalls they may have accidentally damaged, serving people, looks, or whatever else the business might offer.


    Welcome to the intro log! While mingling on the log itself is highly encouraged, feel free to make your own logs; take the prompts offered and go wild, go crazy, go stupid, have fun. The network system is free to use once characters have their watches as well; information on that can be found at the bottom of the Setting page, while any extra questions about it can be found in the FAQ index. Quests can be picked up now as well! While technically most of them won't start until after festivities, you can go ahead and put your name on some by replying to the May Quest Pickup thread on the Quest Board. Finally, if your character is getting into any Shenanigans, let the mods know and if you have any questions about the log, ask them here!

galrad: (Aɴᴅ ʏᴏᴜ ᴡᴇʀᴇ ᴛʜᴇ ʀᴏᴄᴋ)

[personal profile] galrad 2019-05-06 10:48 am (UTC)(link)
War is still war. It effects those involved in it. I'm sure there are planets out there that have no idea about the Galra threat- and they shouldn't have to. That's why we need to stop them. To stop it.

I hope you have a chance to stop them. Everyone deserves freedom; but then, I suppose on the flip side they probably believe they're doing the right thing, too.

I don't... know if there's more than one. It looked like one we had met before, but also... different. We call them Robeasts- but I don't think this one was a Robeast like anything we've seen before. It was more like Voltron; like mech. A person-shaped space ship, if you will. A war machine.

Either way, it spells bad news.
fordola: (7)

[personal profile] fordola 2019-05-06 10:48 am (UTC)(link)
And I've never heard of Eos. Maybe somewhere across the seas? I dunno. But you've got Chocobo, at least.
fordola: (6)

[personal profile] fordola 2019-05-06 10:49 am (UTC)(link)
Planets-- oh, you mean stars. Maybe. And, uh. My star's called Hydaelyn?
fordola: (7)

[personal profile] fordola 2019-05-06 10:49 am (UTC)(link)
Yeah... not just the glowing.

Don't think these buggers - this Coven - is gonna drug us like that, though.
wordsinthesoul: (something strange)

[personal profile] wordsinthesoul 2019-05-06 10:53 am (UTC)(link)
Half?

[This is more than a little bizarre, and he straightens up, frowning.]

A gem… who could give birth? I realise we've only just met, but… if you are willing to tell it, I should be more than eager to hear it.
galrad: (Aʟʟ ᴡᴇ ʜᴀᴅ ʙᴜʀɴᴇᴅ ᴏɴ ᴛʜᴇ ᴘʏʀᴇ)

[personal profile] galrad 2019-05-06 10:55 am (UTC)(link)
[ Nothing familiar to Keith in her explanation, either. That wasn't as surprising as Keith probably should have found it. But it wasn't his first experience with the knowledge multiple universes existed, either. ]

I haven't heard of the coalition of the thirteen clans, but that probably isn't a surprise to you since you haven't heard of Voltron.

It's... hard to explain. Voltron is a giant robot made up of five robot lions, piloted by us- the Paladins of Voltron; defenders of the universe and for awhile, the last stand against the Galra empire. Thankfully, we've found some friends along the way and have started to free planets. Thus the coalition.
wordsinthesoul: (out and about)

[personal profile] wordsinthesoul 2019-05-06 10:57 am (UTC)(link)
It was all a little embarrassing, really.

[He hums.]. They don't seem the sort- and those who greeted us did seem fairly enthusiastic for our arrival. Even if they were confused… Still, I don't think we should assume everyone will be that way. But- we may as well see what there is to see for now, don't you think?
galrad: (Tᴏ ᴅʀᴏᴡɴ ᴏᴜᴛ ᴛʜᴇ sᴛʀᴇᴇᴛ ʙᴇʟᴏᴡ)

[personal profile] galrad 2019-05-06 11:10 am (UTC)(link)
[ There wasn't anything wrong with liking dogs, in Keith's opinion. There's a reason why Kosmo is one of the most important things to him in not just his Universe, but any other too. At the other's offered hand Kosmo stepped forward to sniff it a bit, before tucking his wet nose against the other's palm, an obvious invitation to pet. ]

You don't need to apologize for talking about my wolf. I agree it's a heck of a lot better thing to dwell on than the mess we're all in. [ He sighs, smiling a little as Kosmo sits down, making himself content as he looks for further affection. ]

He's gotten more attention than anything since we both got here, and the ham is living it up. Some kids gave him scraps of meat earlier, and an old lady before that gave him a jerky treat. It's more than he's had in awhile and I can tell he's enjoying himself.
ipseite: (131)

[personal profile] ipseite 2019-05-06 11:24 am (UTC)(link)
MAGNIFICENT, ty :]
usurpers: (Default)

[personal profile] usurpers 2019-05-06 11:27 am (UTC)(link)
[ eren can’t help but to feel— you know, he actually doesn’t know what to feel. not that he wants to live forever, but. five years left for him is a grain in comparison.

and yet, when it comes down to execution? ]


It’s not so different. [ he holds the little totem out for mikleo to take instead; he noticed the way he looked toward the fire, even though he’s got more than a feeling that he was elsewhere in thought instead of wanting to jump through it. ] None of us are.
ipseite: (030)

[personal profile] ipseite 2019-05-06 11:31 am (UTC)(link)
Well, no, but they are good questions, don't you think? That it is a runed enchantment, yes, that I can tell—but of the methods, I can only guess. I shouldn't call it a hypothesis, per se, ( a judicious clarification, ) as I had already observed several others make the leap bearing their trinkets.

( she had reasonable expectation of not being burned alive if she couldn't make the jump, and from her own life, reasonable expectation of being able to do it. )

I did detect a glow, as I passed through the flames. It's difficult to say much with precision without simply speaking to one who knows, but it is worth having done, I think. And having done it, I may keep it. So I have one to study.
usurpers: (Default)

[personal profile] usurpers 2019-05-06 11:33 am (UTC)(link)
[ he can’t believe ]

You don’t know. [ huff! ] Just say so instead of beating around the bush.
fearolc: (Default)

[personal profile] fearolc 2019-05-06 12:00 pm (UTC)(link)
Mhairi does seem curious regarding what his job back home was, so she'll ask! A fair trade, after all, learning about one another's homes like that.

However, there are a few options and explanations she can give:

* Smaller tasks usually involve going beyond the Wall to research infected flora and fauna, with either the goal to cure them (if they catch them in time) or to end their suffering if they're too far along. Occasionally, they'll be asked to bring home infected specimen for research.

* Sometimes, an individual will run outside of the Wall - even going so far as to enter the Wilde - when they find that they're infected. Much like with the flora and fauna, Wilders are tasked with either coaxing them back to be treated or with ending their suffering if they've let themselves get too far along. Mhairi is somber when speaking of this one in particular.

* Harder tasks can include escorting convoys and following trade routes to assist travelers and traders - those who basically have passports to allow them to do this - in getting from settlement to settlement. There are teams of Wilders specifically trained for this job, and it's often the only one that they'll do.

* While all Wilders are trained in research and combat, to ensure their party remains safe, there are some who are specifically trained in extermination. Shades and Cwyldtid are fueled only by two things: an insurmountable hunger that can never be quenched, and the need to spread the Cwyld. Exterminating them is a serious, dangerous job, but is a job nonetheless.

For those that aren't Bonded, they can work for the Wilders at their base of operations! Tending to the wounded, organization, management of assignments, training - there are a great deal of options that allow one to support the Wilders. Taking on quests outside of the Wall that are less dangerous also means that there are fewer things to worry about.
wordsinthesoul: (regret)

[personal profile] wordsinthesoul 2019-05-06 12:02 pm (UTC)(link)
Ah, that's good to know! I should have specified, though, I'm sorry for the trouble! I was more curious about what it looked like for the netowrk- how someone would tell a message was private, or as much as they could manage?
usurpers: (SEPPUKU)

[personal profile] usurpers 2019-05-06 12:06 pm (UTC)(link)
[ brows slant. grumpy has just turned mildly offended. the guy is getting a kick out of his troubling— not that he’d want to be heard. he’d rather be ignored than subtly toyed with. ]

With a mind like that, we won’t have to.

[ be gone thot ]
wordsinthesoul: (out and about)

[personal profile] wordsinthesoul 2019-05-06 12:24 pm (UTC)(link)
Ahhh, gotcha. In this sense, I'm thinking more of a direct messaging sort of thing. So- if I understand you right, effectively you could get some sort of lock to what the other person's using for their identification?
wordsinthesoul: (maybe it's nothing)

[personal profile] wordsinthesoul 2019-05-06 12:30 pm (UTC)(link)
Cool beans and yeah! Good to know! Thanks, and sorry for the trouble.
usurpers: (Default)

[personal profile] usurpers 2019-05-06 12:33 pm (UTC)(link)
Hey—

[ thank god for reflexes. eren already stays alert when she doesn’t respond to him, having a feeling that she was more out of it than in at this point. she wobbles, and that’s both the way one should be leaning to sit. when she comes toppling down, it’s a clumsy catch, but he’s made an effort to be quick enough and avoid letting her body hit the ground.

she’s . . . exhausted.

without another word, he tries his best to situate her into a more floor friendly position, and for a moment— seems unsure of what to do. but, he’ll keep watch. maybe it was best to take her back to the coven, but he’ll wait to see how she reacts. ]


Can you hear me?