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!

fulgency: (038)

arrival

[personal profile] fulgency 2019-06-03 02:05 pm (UTC)(link)
[It's less the voice and more the sound of the mirror taking its beating that draws Ozymandias near. At first, he assumes it to be a Berserker that's also been brought to this place. It's the most reasonable explanation, anyway. But once he finds the origin of the sound, from behind, he doesn't recognize her as any of the Berserkers residing within the walls of Chaldea. And yet despite that, were these mirrors normal ones, it would have long since shattered in the wake of her fury. There's no denying that.]

Be still! [he speaks, loud enough to be heard over her strikes.] You do more harm to yourself.

((ooc: p.s. i leave it up to you if you want the tdm to be canon or not! i'm cool either way. c:))
dustprincess: ([44])

[personal profile] dustprincess 2019-06-03 03:28 pm (UTC)(link)
[Weiss stops momentarily to look behind her with a huff.]

I'll be fine! I can just use my-[She catches herself before looking at her hands.]... Right. I can't use my Aura here.

[Great. How was she supposed to heal?]

((ooc: I don't mind it being canon. Also, sorry for the lack of replies, I was on vacation ;;))
fulgency: (023)

[personal profile] fulgency 2019-06-04 01:37 am (UTC)(link)
[Ozymandias raises an eyebrow at the mention of an Aura. He doesn't know it is precisely, but feels confident in guessing it's some form of magecraft. Likely either protective or healing, or perhaps even both.]

[He crosses the short distance between them, humming thoughtfully once he's able to see her hands better. It seems he arrived at just the right time before she could do any severe damage, but no doubt she will be feeling that for a while.]


It doesn't appear you will require a physician, at least not immediately, [he says before looking up at her. Whatever he was about to say next escapes him for a moment as recognition settles in. Ozymandias' expression shifts from one of concern to puzzlement to something far brighter.] We've met before, haven't we?

((ooc: no worries. i just got back from my own vacation so was equally slow. :) hope yours was good!))
dustprincess: ([27])

[personal profile] dustprincess 2019-06-04 06:50 pm (UTC)(link)
[If asked, Weiss could explain it in very explicit details. Star student right here.

She keeps looking at her own hands, then shakes them for some relief.]
I just need some ice and I'll be fine.

[Maybe.

Weiss blinks and really looks at him.]
.... In that weird dream!

((ooc: it was good! hope yours was as well! o7))
fulgency: (016)

[personal profile] fulgency 2019-06-05 02:30 am (UTC)(link)
[Ozymandias nods. Yes! Exactly! That odd dream in the caverns that never seemed to end, looping back from the entrance to the lake again and again!]

[Though now that he's looking at her, she seems significantly less bird-like than when they met. Ozymandias chooses not to comment on that as it seems unwise and an easy way to cause offense depending on which appearance is true for her.]


How strange to meet someone from a dream in the waking world. [And it must be the waking world. He hums thoughtfully as he looks at the mirror.] Though our arrival here rivals that easily in strangeness. Have you traveled through such means before?

[Finding oneself in another place or era isn't a novel concept to him. It doesn't even particularly bother him (too much) to find himself without others from Chaldea. But being pulled through a mirror is unfamiliar and it's concerning that he cannot go back the way he came. Especially when coupled with... Well, he hasn't quite put his finger on it, but something feels off. He doesn't feel in danger of fading, but he also doesn't feel as though it would be necessary for him to have contracted with a Master. It's something that reminds him of that dream where he met her and yet he knows he is not dreaming.]

((ooc: it was, thank you! :>))
dustprincess: ([26])

[personal profile] dustprincess 2019-06-05 04:20 am (UTC)(link)
[At least they are free from that. Until the next time if this world decides to do that again.

And she's thankful to be less bird like. That was the least favorite part about the dream to Weiss.]
No. I usually travel by foot or vehicle if I'm going anywhere. Sometimes by Glyph if it gets me there faster.

[She really misses her Semblance in this place. Looking at her mirror again, she reaches up and traces a rather intricate looking summoning circle.]

What I'd like to understand is how they know so much about us to rim these mirrors with all of this.
fulgency: (009)

[personal profile] fulgency 2019-06-06 01:34 am (UTC)(link)
[Glyph? Another thing Ozymandias is unfamiliar with but sets aside for now. He looks at her mirror, brow furrowed. Unlike the mirror he came from, the mirror she was striking and he assumes she came from doesn't look nearly as resplendent. Instead, it looks older. Forgotten even.]

When you look at this mirror, what do you see?
dustprincess: ([38])

[personal profile] dustprincess 2019-06-06 02:01 am (UTC)(link)
[That's an odd question. Still, it gets Weiss to really look at the mirror.]

Memories. Things I've done in the past. Before I started traveling with my friends to try and save our world. [She taps something that looks like a vial.] I used to be an heiress of a Dust company.
fulgency: (016)

[personal profile] fulgency 2019-06-08 03:57 pm (UTC)(link)
[The notion that she's trying to save her world doesn't exactly surprise Ozymandias as he remembers she mentioned being skilled in hunting monsters. But that is still quite the undertaking. Admirable, too.]

[Ozymandias smiles his silent approval.]


I'm not familiar with what Dust is.

[But to be an heiress means whatever the business, it was clearly successful. Or used to be at the very least if her past tense is to be any indication.]