moustre: (Default)
moustre ([personal profile] moustre) wrote in [community profile] middaeg2019-06-01 02:53 pm

Intro Log: June

Intro Log: June

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.

    You're certainly not the only ones here, however. On the first floor, with the doors wide open behind them in the foyer, is a small group headed by two individuals. As people begin to arrive, to come from the highers floor, they're waiting - and they're waiting for you, and your questions.

    Explore the rest of the mirrored halls you've now found yourselves in, or proceed to the foyer?

    Leaving the Looking-Glass House makes it obvious that the clock striking three was for 3 AM - the night sky is faintly cloudy, but the stars are dim in the face of two moons, even so close to the new moon as it is.

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. THE WELCOME PARTY

    Whether you've decided to find a way out of the building you've arrived in, 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.

    "I suppose you were right again, love," the wolfish one says, voice a low rumble in the quiet night. The woman looks particularly pleased with herself, hands on her hips and elbow nudging at her companion, a quiet eh, eh under her breath. She goes ignored as the werewolf (?) lifts her head to assess the arrivals with her one eye. "Although the excuse of Boaltinn is absent, this time."

    "Just begs looking into then, doesn't it?" The woman gives her companion an even brighter smile, a little tighter around her eyes, then turns to those gathered in front of them. "Well then, no sense in keeping secrets! This here's Mhairi Ainsley, ambassador to the Parliament and my Bonded, and I'm Nerissa Bell, head Witch of the Coven - but you can just call me Miss Nessie, you can," she adds, winking. "The lot of you must be as tired and confused as the last batch - hullo to those who've joined us, too! - so just a moment, dearests, I'll set all you right up—"

    With nothing more than a wave of her hand, rows of seats are summoned; despite their wooden nature, they're all sturdy and comfortable, filling the foyer and spreading out a ways into the lawn behind them, making room for all of the new arrivals as well as the previous batch. After all, they'll find this just as interesting. The Witches and Monsters that accompanied Nessie and Mhairi move to make room, and some disperse into the building itself to see if there's anyone who needs tending to.

    Mhairi steps forward as the chairs materialize. "Please, those who are able, join us for a moment. There are many questions that I'm sure you have - we will do our utmost best to answer them, and you may take any that we can't as a promise to find some sort of solution or answer."

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 HAVEN

    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, it's time to make a trek to where you'll be staying while Nessie and Mhairi continue to search for a solution to the situation.

    As you're leaving with a few Bonded for guides, 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. They can even do it as they make their way out of the Coven's courtyard and to the Haven.

    Formerly part of the Aristocratic District, The Haven is just as well-kept and brightly-lit as the district it hails from. The houses err on the tall and ornamental-side, large enough to fit several families (or, according to the upper class, their one family, several dozen servants, and guests), especially closest to the Aristocratic District. They become a little more modest and smaller as one gets away from the realm of high society and nearer to the Residential District proper. Newcomers are shuffled here and invited to find somewhere to live - the Coven is currently handling expenses for the houses themselves in an program implemented by the Parliament, though if your character wishes to have anything extra - like maids, chefs, and so on - they'll have to pay for them themselves with their own earned money.

    Much of the landscape and fixtures are the same as in the Aristocratic Districts, though it lacks formal emergency services due to its roots as part of a district that already did. Much of the housing already has furnishing due to the speed at which homeowners were relocated; they were given enough time to collect their valuables, but standard furniture such as kitchenware, couches, beds, etc. were left behind for those moving in. Other houses appear the same, but the dust on the floors suggest these houses were left before the new arrivals even showed up - a reminder that the Cwyld can strike just about anyone, regardless of standing.

    Another portion of this district has been opened up to the new arrivals: the barracks, the row of buildings pressed against the very edge of the Bright Wall. As the city's military force no longer has the same presence it previously did, the barracks have gone into disuse, and a cleanup effort has been in place since before the new arrivals came through the Looking-Glass House. For those who desire something a little less opulent, the barracks might just be the answer. The barracks can also be used for business, for a welcome center, a communal space, for anything that the residents of the Haven see fit to use it for - so long as the legality isn't questionable, on the surface.

    To help with filling up the larger houses - and even some of the smaller ones, and the shared rooms in the barracks - the Witches put together a little roommate finding service, on a smaller scale from the grand opening of the Haven. For those who aren't entirely sure who they want to shack up with, they have a small survey for them to fill out and post on the board they've magicked up in the center of The Haven.

    The board also very helpfully reads aloud each form for everyone to hear in a cheerful, monotone voice. It isn't able to be shut up, nor is it easy to ignore, being imbued with a kind of amplification magic. It seems like the prank previously attached to the spell has been fixed now, at least, so it doesn't read rude descriptions anymore - simply the information you've offered up yourself.
IV. CLASS ACTS

Once is happenstance, and twice is coincidence - but Nessie won't take any lip about it, especially given some of those who arrived aren't turning out to be Witches, but the other half of the spectrum: Monsters. It's one thing to grow up knowing what you are and what you'll look like, and it's another entirely to be thrown into a world and have to deal with it without any idea of what to do. In the days following arrivals, Nessie gathers her best Witches and Monsters, and gives them a simple task: figure out who is what, and give them a little help. On a volunteer basis, of course; anyone who doesn't want to be tested for magical potential (or a lack-of it, signifying being a Monster) will not be forced to be, but they will be encouraged to check out the classes offered regardless.

    a. A LITTLE BIT OF HOCUS
      Those exhibiting magic potential - or who are interested in magic or Witches, regardless of if they were tested or not - are brought out to the Coven's courtyard. They're given a quick primer on magic, the different classes, and taught a few entry-level spells and concepts before they're set free to practice their new magic (with supervision, naturally). Try your hand at conjuring candy, evoking a little fire, teleporting a few feet, tossing a few enchantments on others or inanimate objects - get those flowers singing! But be careful: inexperience is a Witch's greatest enemy, and these spells might just end up going a little haywire. Your simple light spell might end up as bright as the sun, or maybe instead of a nice breeze you bring in a major windstorm - effects are either big or small, with nothing in-between.
    b. A TINY BIT OF POCUS
      Those exhibiting a lack-of magic potential - or those who are simply interested in Monsters and Bonds, regardless of if they were tested or not - are brought to the Coven's basement. Despite its below-ground existence, the area is well-lit and feels as open as the main room above. They're given a quick primer on Monsters and transformations, the full moons and their effects, and a key part in keeping them from going too wild: Bonds. Those attending are encouraged to form temporary bonds, which is done by the two characters simultaneously drinking a tasteless silver-colored liquid from the vial provided to them. This Bond will last up to a day and has the same effects as a real Bond, though lessened in strength and muted in feeling.


    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 new characters will have to get settled in, you can go ahead and put your name on some by replying to the June 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!

cult: (Default)

IC THREAD.

[personal profile] cult 2019-06-01 09:29 pm (UTC)(link)
upon entrance, wei wuxian's heart practically stops and it hasn't been that long after he's been through an experience like this. shaking at the sight of the wolfish creature that's bringing tears to his eyes, he takes a deep breath and does what any sane person would do the moment chairs are brought to his attention — he hides right behind it. a hand to his stomach that covers his stab wound, he really feels like he's about to faint!

this gives a horrible first impression but that's like an overgrown monster, a ... ... dog! is this how people live nowadays? to have such a scary beast just hanging out there... the nerve. though, this isn't the time to complain as he stays right where he is — grey eyes peek through the space of the chairs sitting side by side. "ah, s...s... si...sister ne.. nessie! sister, sister..! do .. do you .. does..." a shaky hand points towards mhairi, showing his concern and the fact that he's overwhelmed with fear.

"i'm going to f — faint..oh my.. a solution! solution! can your.. uh.. b... bonded? hide behind a box or something!? this is way too hard...!" it's hard to ask questions when your fear is just chilling right there!
andernach: (05)

[personal profile] andernach 2019-06-03 02:27 am (UTC)(link)
Hide behind a... Nessie glances at Mhairi, as if seriously considering her size - her smile's a bit more of a grimace, but, well. He wasn't outright being rude or aggressive to her Bonded - just seemed a bit scared. More than a little sad, but she pats Mhairi's arm and turns back to Wei Wuxian.

"It's fine, dearest, I'll just come to you - my Mhairi can field a few kids on her own for a bit."

And with a gentle apology to anyone nearby, she'll do just that, squeezing through chairs until she gets to him. Hands on her hips, peering dlown at him with a bit of a curious pout on her lips. At the very least, she can block his view. ...As long as he stays on the floor, the bottom of her dress voluminous enough to do so.

"Any better?"
cult: (Default)

[personal profile] cult 2019-06-03 02:47 am (UTC)(link)
better enough, he can complain really he can, he's that terrified of her bonded only because of what she reminds him of. now, with her out of sight.. she's slightly out of mind but he makes no efforts to move from his spot, scared that he'll probably run into her or worse.. what if she's behind him Right Now? if he keeps thinking like this he might actually pass out.

"you're too kind sister, this is much better." he clears his throat so that he doesn't choke out another sob, blinking in hopes to stop the tears from coming and finally allows a deep breath to escape past his lips. "does this mean ... your kindness is trustworthy? i know most of us are new and confused but.. should we be wary of this whole magic thing?" of course, she'd be able to do it with ease but could their be repercussions? will things backfire?

"like back home, you could learn something unique but one could go down a much more dangerous path.. will we be facing such a predicament here? not everyone can be good all the time."
andernach: (11)

[personal profile] andernach 2019-06-09 03:41 pm (UTC)(link)
Not everyone can be good all the time indeed. A slight shadow passes over her face, but it disappears just as quickly, Nessie leaning over a bit more to brush away some of the lingering wetness from his face with the back of her hand. It's not the first time she's had to comfort some poor folk, that's for sure.

"Power always carries with it a risk, but as long as you follow the Coven's teachings, you'll be just fine. The worst of it is necromancy, but we don't even teach that here, aside from a few key spells - only the most controlled of us get that privilege." Herself included, given her status as perhaps the Coven's best healer - but that's a digression. "Magic is about choice, but we do try to make certain we stay on the better path over all - the one that benefits the most of us, really. Harm for harm's sake isn't helpful in the slightest."

She smiles a little kinder, pulling away once she's satisfied he's a bit better looking.

"You've got nothing to worry about, dearest. I won't steer you wrong, nor will anyone else here. Witches might be a bit more accepted around these parts, especially compared to our Monster companions, but other places trust us a little less - wouldn't do anyone any good to revive that type of thinking, would it?"
cult: (Default)

[personal profile] cult 2019-06-09 05:22 pm (UTC)(link)
he can't look horrible for so long since this is a cute sister willing to dab his face from the tears. he pauses, thinking about what she's saying and she's not wrong, she's wholly right because he's been taught the same thing. "so there are others who teach outside the coven? as long as we stay away from them, it's fine? scary, scary.. are they outside this place?"

bingo, yahtzee! now that's a familiar term he knows quite well but he keeps a cool head, nodding and curious to if she'd say anything else in relation to it. this was the same thought process back home, people were against it but it can't hurt to try does it? "if it's about choice, if they choose to take part in the worst of the worst, can they truly be labeled as deterring from a proper path? in a way, they could be making a good choice if it's to protect their loved ones, right?" is that bad to ask, hopefully not but since he's practically feeling a little better — he takes a seat finally on the ground without cowering, legs crossed as he looks up to her.

"huh? i understand that but it's a shame monsters aren't as respected as witches. please apologize to your companion for me, i just have a bad experience with..." dogs in general but it does make him feel bad considering monsters have it hard around here. must be worse when having a more doggish appearance! "ah, yes, yes, wouldn't want to bring back such cruel thinking but you're such a kind sister! very informative."