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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!

fearolc: (Default)

[personal profile] fearolc 2019-05-01 10:27 pm (UTC)(link)
Much like Nessie is unfazed by curt interactions, Mhairi is particularly desensitized to any gruffness. Eren will be met with firm patience, though understanding.

- After having spoken to other individuals like him who have a need to go back, they'll suggest trying to go back the way he came in, as they weren't the ones who called them there. If that doesn't work, they both reassure him that they'll put the very best in the Coven on figuring something out as soon as they can, though there'll be a suggestion that perhaps he stay in the Coven's clinic for a bit if he specifically expresses that he's got a ticking clock like that. They can do their best to try and stop the clock for him, as it were, even if it's only temporary. (Though his arrival in Aefenglom means that the clock has already been stopped, they won't be able to learn this without a great deal of examination.)

- They'll give a very similar answer that they gave to Steven in regards to the dreams in general, although his explanation of being a beast gives them pause. Mhairi explains that there's only one Monster in Geargadas that fits his description, in all fields, and tells him that they're called Dragons. Whether it was real or not is a question that they can't answer, but the more they learn, the more they're interested in getting to the bottom of it for everyone.

- This question in particular is one that Mhairi answers directly. She tells him she's not sure what he means by a single unit, but does explain the current state of Aefenglom's general military. What remains of the army is currently inactive in its original role, due to the ineffectiveness of non-magicked weaponry against the Cwyld (that she will explain, as well, as a plague that it infects humans and Monsters just as much as it does the world itself). Most soldiers are currently ordered by Parliament to protect the Wall and outlying settlements, but are not as unified as they once were. Naval forces are relegated to protecting the bay and coastline near Aefenglom more than they are looking to face off against a non-Cwyld threat.
usurpers: (Default)

[personal profile] usurpers 2019-05-02 10:32 am (UTC)(link)
he’ll be grateful for this! as they start answering him, he’ll wind down— but definitely still alarmed!

the clinic, dreams and dragons aside, he’ll express interest to learn more, including going to the clinic as soon as he can (now), although he’s skeptical. curses are probably a thing witches would know about, but he doesn’t know even a quarter about their existence.

his interest is greater when it comes to the walls and the cwyld respectively. “not as unified” gets him to retort with that’s universal with a bit of growing disappointment in his eyes. he’ll mention he dreamed on the infected touching him and leaving a bruise. it seems to match the description a little too eerily, and subtly, he touches his leg. he’ll have to get a look at it soon.

If they get rid of this cwyld, will they have a better chance at focusing on going home?
Edited 2019-05-02 10:34 (UTC)
fearolc: (Default)

[personal profile] fearolc 2019-05-02 11:14 am (UTC)(link)
The Aefenglom branch of the Coven has a number of cursebreakers, and an even greater team of healers, so hopefully they can soothe any concerns that they have about his condition. Mhairi specifically states that her wife is one of the best healers, so he's in good hands, and a good place to find answers.

Eren is one of the few people to get more than stoic, if curt, emotion from her so far, however. It's obvious she has some personal sympathy and understanding to that disappointment, although she doesn't divulge much regarding the experience. Instead, she'll tell him about the Wilders, teams of Bonded Witches and Monsters who combat the Cwyld and the infected that live beyond the Wall now; the early stage Shades, and the advanced Cwyldtid. They and the Coven are intently focused on finding ways to cure and eliminate the plague, so yes, a good number of their best are prioritizing this threat.

If they're willing to help, and are able to do so, they are welcome to while they try to find a way to send them back. But Mhairi and Nessie both aren't interested in forcing anyone to do anything they aren't capable of or comfortable doing.

There is a little visible alarm - which, may obviously be quite substantial if Eren is perceptive enough to realize the Turnskin he's speaking to isn't particularly emotive - when he mentions having been touched. She asks to see the place the infected touched him, and to describe the encounter in as much detail as a dream may allow. While it's possible it's nothing, all possible infections are taken very seriously, and Dragons are one of the most susceptible Monsters in all of Geardagas.
usurpers: (Default)

[personal profile] usurpers 2019-05-02 04:04 pm (UTC)(link)
(that’s because mhairi is a good bean)

eren will agree to show her in a place that isn’t so crowded eventually, given he’d have to take his pants off and reveal his thigh that’s . . . probably perfectly fine. it was just a dream, but their notable concern is enough to have him comply without any resistance (just really big, curious eyes). they know more about their own world than he does.

(he also can’t believe they’re married, but. he’ll keep that to himself)

and if anything else, he presents motivation to help if it meant he could return to where he belongs and push back his own enemies, but one more thing— where does he fall where witches and monsters are concerned? he’ll go on to mention that he’s human and can turn into a giant. sort of.
fearolc: (Default)

[personal profile] fearolc 2019-05-03 07:48 pm (UTC)(link)
(she is very tired and trying her very best)

There are plenty of places for them to find more privacy, and Mhairi will take a knee to better inspect his thigh, very intent and honestly unfazed by him needing to take his pants off. She doesn't touch him, which is initially to avoid any possible infection as well, but then becomes primarily out of respect for his space when she sees that he is, in fact, fine. While she's more on his level she'll explain the process of infection:

The blight will spread, much like a bruise that is one, solid color, from the point of infection. A simple touch will do, if the Shade or Cwyldtid manages to make contact. If they manage to cause harm, all the better for the infected - blood is a powerful thing in magic, and the Cwyld is a magical infliction. But this is the stage that it's easiest to treat the infection in, regardless of the manner of infection, and they have teams devoted to this process.

But the discoloration will spread, and eventually become a disfiguration as it hardens, overtaking the victim. Madness and an unquenchable hunger sets in for both Monster and Witch, but Witches don't last long when they start to become Shades: their magic is increased in such a way that it causes... explosive results. There's been history of afflicted Witches hiding away, only to level entire buildings with the outpouring of magic as their body is overloaded.

Once an infected individual becomes a Shade, however, it's all over. It's only the magic and hunger that drives them at that point, and their primal instinct of spreading their condition is second only to that hunger. The only answer becomes killing the Shade before they can become a Cwyldtid, creatures that grow in size and mindlessness. They've lost teams of Wilders who weren't prepared for a lone Cwyldtid.

As for his final question, she seems a little bemused by it. Giants have been extinct in Geardagas since before her time, so this... poses something interesting. They could certainly test him for magic, to see if he has a spark, but he would technically fall under Monster, she supposes.
usurpers: (Default)

[personal profile] usurpers 2019-05-04 12:35 pm (UTC)(link)
thank you so much for the info?? eren loves mhairi already.

he’s not phased by falling into the “monster” category and expresses great interest into the wilder teaming. one last question, after listening to her responses and falling a little silent: why do monsters and humans segregate? is it out of fear and appearance or something more? he’s interested about hearing from both sides, as well. he knows how misleading one point of view can be.
fearolc: (Default)

[personal profile] fearolc 2019-05-04 01:39 pm (UTC)(link)
But of course - Mhairi is not one to sugarcoat information, and if they're to stay here, she certainly thinks they deserve to know everything that they know. (Well, where she can divulge it.)

As a retired Wilder, she offers him information on how to contact the current Wilder team, and advises that he find a partner to work with if he'd like to take part. No one is allowed outside the Wall (sanctioned, anyways) without someone to watch their back.

Though she's been fairly somber while giving information, she becomes more... tired, in a way, when explaining the social climate. Things are a far cry better than what they used to be, even in her generation, and he'll find that the Coven is far more welcoming - Witches and Monsters are a constant sight here, a veritable mixing pot of people. However, she'll offer him a similar explanation to the one she does Lady Maria. Monsters are always at risk of going feral, of losing themselves, but a Bond will help soothe their mind and keep their clarity the same as it'll help a Witch from going mad from having their magic burning through them. That cycle of magic protects a Monster, and allows a Witch to have a sort of conduit, as well as a constant filter for their magic.

Despite this, people still hold onto the old fears, for which... well, she doesn't blame those that are simply afraid. Those that are afraid and angry, however, are the ones that he should look out for. Their history is a bloody one, but while they aren't trying to cover it up, they're trying to make things better.