Entry tags:
- * event,
- * intro,
- animorphs: toby hamee,
- bloody mary: bloody mary,
- dbh: connor,
- dbh: hank anderson,
- dcau: clark kent,
- dctv: oliver green,
- dragon age: dorian pavus,
- dragon age: solas,
- dragon age: the iron bull,
- elfen lied: kaede,
- ensemble stars: rei sakuma,
- ensemble stars: tori himemiya,
- fe: henry,
- ffvii: zack fair,
- ffxiv: aymeric de borel,
- ffxiv: francel de haillenarte,
- ffxv: aera mirus fleuret,
- ffxv: ignis scientia,
- fgo: cu chulainn,
- fgo: cu chulainn alter,
- fgo: marie antoinette,
- fha: caren ortensia,
- fruits basket: kyo sohma,
- fz: diarmuid ua duibhne,
- fz: waver velvet,
- heaven's official: hua cheng,
- hetalia: america,
- httyd: hiccup haddock iii,
- loz oot: zelda,
- lwa: ursula callistis,
- mc: tony stark,
- nier automata: 2b,
- nier automata: 9s,
- p3: mitsuru kirijo,
- p3p: minako arisato,
- p5: akira kurusu,
- rwby: yang xiao long,
- scum villain: luo binghe,
- sekiro: wolf,
- star wars: qi'ra,
- steven universe: rose quartz,
- steven universe: steven universe,
- the arcana: asra alnazar,
- the arcana: julian devorak,
- trails: elliot craig,
- undertale: papyrus,
- yona of the dawn: yona
Intro Log: June
I. ARRIVAL
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
"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
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.
|
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!
A little bit of pocus
I guess it would get us used to what a real bond would feel like, should we decide to go through with it.
[Which is good, because Connor wants to bond with someone already. Knowing what it's like beforehand, even if it isn't the full experience, would be helpful.]
no subject
[Papyrus mulls the idea over a little more, but still ends up shaking his head.]
Still, that seems so personal! Feeling a stranger's feelings... I'm a skeleton with privacy standards. That would be snooping!
[And certainly, he wouldn't want to do that. Also, he doesn't want anyone else doing the same to him.]
no subject
I don't think anyone would force you into doing it if you didn't want to, at least.
[He smiles slightly, an instinctive attempt to remain polite.]
In any case, my name is Connor. It's nice to meet you.
no subject
[Back home, they used magic for expressing feelings all the time, sure enough... But that's a different thing than an artificial empathic connection, and he's still coming to terms with the very idea. Conversation makes a good distraction while something in his skull churns over the idea, so he shakes the distraction off to smile right back.]
Well! Like you said, in any case. I'm Papyrus, and it's nice to meet you too! Are you... a human?
[It might be tricky to tell where a skeleton's eyesockets are looking, but he's studying that glowing circle on Connor's temple.
no subject
[He shakes his head at the question.]
No, I'm an android. I'm a machine made to look human. And, as of arriving here, I'm a Merrow- or mermaid, as some people call it.
[He peers closer at Papyrus.]
And you're... a skeleton?
no subject
[Aside from, well, the mermaidy looking parts.]
And yes! I am indeed a skeleton. A skeleton monster, at that. So... I, uh, I don't see why the transformation stuff will have any effect.
[His smile drops ever so slightly, because there was stuff in that dream, and the dream was full of people who've turned out to be real...]
no subject
[He may be a weird skeleton monster but he seems friendly enough, so Connor feels the need to warn him.]
Did you arrive here with anyone?
[Does he have someone to look out for him?]
no subject
[Papyrus takes the warning, if half-heartedly. Connor seems helpful and prone to giving well-intentioned advice, but it's news he really doesn't want to hear.]
My brother came with me, sort of... So he's around.
[And also a skeleton, for any difficulties that poses them.]
They said he's a witch, which I guess... makes him not a monster anymore?