Entry tags:
- * event,
- bloodborne: lady maria,
- castlevania: alucard,
- death note: l lawliet,
- death note: mello,
- elfen lied: kaede,
- fe: henry,
- fe: hubert von vestra,
- fe: soren,
- ffxiv: rose,
- fgo: cu chulainn,
- fgo: hc andersen,
- fgo: scathach,
- fha: caren ortensia,
- fruits basket: momiji sohma,
- got: daenerys targaryen,
- lwa: ursula callistis,
- original: asura,
- rwby: emerald sustrai,
- trails: randy orlando,
- undertale: mettaton,
- undertale: papyrus
Event Log: January, Return to Dorchacht
I. A Tarnished Reality
Upon return to Dorchacht, it's obvious that some major changes have been made with the new regime. The sky is overcast, but it's merely fault of the weather at this time of year - the oppressive fog that used to hang over the Black City is gone, along with its effects on the natural lunar cycle. The auction blocks, damaged in the fires of the event the locals now call "The Rising", have been fully torn down, not a trace of them left to sully the streets. Where the triple stars of the Resistance used to be worn in secret, a majority of citizens now bear them openly (and in many cases, proudly) on pins and on clothing. In fact, any Witches who do not display the triple stars on their person somewhere, are generally regarded with suspicion, disgust, or fear unless they're recognized as Mirrorbound Witches - careful not to be mistaken for a Drummond sympathizer. The Monster citizens won't be outwardly cruel to any Witches, but will be somewhat fearful, hurrying their children along or crossing the street to get away. Recognizable Mirrorbound, those who were there during The Rising and before, are treated a bit like celebrities on the streets, though any Mirrorbound are given a warm welcome, albeit a little less warm for Witches. Storytellers share tales of how diplomats treating one another, Witches and Monsters alike, as equals so publicly and openly within Dorchacht gave them hope that such a life is attainable, or how a band of Mirrorbound snuck into the city under the cover of darkness and helped give their Resistance a leg up in the good fight against Drummond's extremists. Others share stories of being rescued from burning buildings or cruel Witches during The Rising by brave heroes. Many of these tales are shared in the form of song, as homage to those Mirrorbound who brought hopeful music to Dorchacht through the radio, which is still operational and playing a selection of music with a little more variety. Still a bit soft, their speakers and songs are, but as time passes, they grow a little more experimental, branching out from the lullabies that used to be played. Overall, the Black City is much less black these days, a little greener and brighter from the plants left by Mirrorbound before. Where the old Dorchacht could take your breath away with its feeling of barred oppression, many of those barricaded windows have been opened, reinforcements on the doors broken down. Though things are never perfect after a revolution, and it's clear that the work continues. Armed Resistance guards patrol the streets in trios, normally two Monsters and a Witch, to keep the peace. Their first priority is the protection of Monsters, many of whom still seem anxious and scared as they go about their days - not of the guards themselves, who they often greet with smiles, but of the Witches and humans they pass on the streets. In some cases, keeping the peace means breaking up fights between their own and those humans and Witches who do not want to accept Monsters as their equals, and in some cases it means putting Drummond sympathizers in their places with intimidation and force. While they do their best to keep skirmishes out of Mirrorbound sight, it's clear that despite the improvements, Dorchacht is still no utopia, and the road to a true peace is fraught with speedbumps. As noted, characters are free to travel between Aefenglom and Dorchacht by teleporter as often as they'd like! The waypoints will remain open even after this month and travel will be unrestricted; we will note if this situation changes in the future. Dorchacht quests are also now available ICly! |
II. A Few Alterations
Instead, Dorchacht's new Coven is currently based inside an old manor located just a handful of blocks from the town square, and it's a much more informal affair. Magic lessons have continued with Resistance Witches, though the subject matter has changed instead. They experiment with different types of magic based on their own interests, but many are studying plant magic, medicine, and defensive spells that can be used out in the Wilde. Anything that will prove to be practical going forward. Lessons are also open to Monsters now, so they can see what their magical brethren are learning (and know that the compulsion and control spells that Morgana loved so much are no longer being taught). With the Coven being moved, visitors from Aefenglom are offered places to stay either within the manor of the new Coven, or in various empty houses around the city. Stay as long as you'd like, they say, and apologize that the accommodations aren't nicer - reconstruction is still obviously ongoing all over the city, repairing damages from The Rising and the fighting that happened afterward. They don't really have anywhere as nice as the rooms their ambassadors were given in Aefenglom.
While help is welcomed with open arms and enthusiasm at most sections of the walls, those guards posted at one particular small district, guarded with trios of Resistance members at each entrance and warded with alarm magic to warn of escape, turn Mirrorbound away; these runes are being altered, not removed, to help contain unruly Drummond loyalists, they say. The people who now live in that guarded district are all human, whether they're Witches or no, and all refuse to bear the triple stars. "Troublemakers," the guards will explain grimly. "We have to contain them for now. It isn't a perfect solution, but they've hurt people, or tried to hurt people, since Drummond was run out of town." c. Bond Lessons
And for those who aren't in a Bond, or decline to talk -- well, they get what amounts to a "flour sack baby" in the form of a Dorchacht citizen of the opposite role of their own (a Monster would receive a human/Witch, a Witch would receive a Monster) that they must hang with for a day, ensuring no harm comes to them, bound by one of the temporary Bonding potions so popular in the Wilders' ranks. (As a note, for the second option, you have free reign of the NPC; do the personalities you find fun, be they cooperative or mischievous, shy or loud, abrasive to your character or someone they can genuinely get along with. They are all willing - no one is being forced into this. No Fae or Dragons allowed for Monster NPCs, unfortunately, as they are still very much not about.) |
III. Ahoy Mateys!
On board the various ships brave enough to return to the sea, Mirrorbound find the problem halfway through the trip: a colossal squid that's made it home at this point, thrashing ships that come too close to its den. While uninfected, it does have injuries on its body, which may be the source of its lashing out. The ships are able to bring themselves close enough for longer ranged attacks, and the Harpy on board are careful not to be captured by the churning waves caused by the thrashing, but there's others who want to seek a less violent mean to end this surf and turf conflict. Killing, healing, subduing, or relocating it are all valid options, but getting in close to do any of those will be difficult, as it has a tendency to ink up the waters around it and reduce visibility to nothing. Be careful of any creatures swimming around that are interested in the weakened squid as well, such as various carnivorous fish, sea-plants, and things that appear alike to Merrow, but rely only on instinct. The Merrow cannot be spoken to, nor are they infected; the Captains of the ships will explain that they're "wild", and refer to them as distant cousins to the Merrow that sparsely populate Aefenglom itself. |
IV. Back At Home
The refugees, in their neighborhoods on the far reaches of the Haven, seem happy to hear news from home and find The Dragon/Starlight/Fafnir freed, and while a few of them choose to return to Dorchacht, having never put down roots in Aefenglom, more still don't wish to leave the homes and families they've formed here, or the Mirrorbound who have helped them so much over the months. Some even doubt that things are as good as they say, and choose to remain for that reason - slavery and ill treatment from the upper class in Aefenglom instilled in them a sense of (well-earned) paranoia regarding the intentions of Witches, especially those back home. They hear that things have changed, but don't necessarily want to find out for themselves. Even still, the mood is upbeat, with a general consensus that if Morgana is really gone, that's at least a solid step in the right direction. In the Aristocratic District, though, the atmosphere is sour. The general sentiment is that they wish the refugees would have left with those ambassadors. The kinder ones think Aefenglom should focus on its own citizens - the people from the Outer City brought in to weather the blizzard have never left, after all, still living in the neighborhoods with the refugees. Those who are more vocally outspoken about the Mirrorbounds' presence in the city think they should have all left to Dorchacht. Let another city shoulder all the misfortune they bring with them! Many of the people grumbling about that are ones who were directly affected by the Mists back in October, either through temporary changes themselves or through being attacked by ferals. Some of the more hot-headed young people try to spread this message - through graffiti, on homes and businesses in the Haven and the refugees' district, though if caught, they're quick to run away and not willing to enter into a confrontation. The graffiti is wholly mundane and not particularly difficult to remove, just unpleasant, telling Mirrorbound and refugees alike to "go home" or "go back to Dorchacht", in so much colorful language. Seems there's still some work to do at home, as well. |
Welcome to your establishing post for the current situation in Dorchacht! This log takes place through the entire month; characters can come and go as they please. As always, you can direct all your questions HERE. This month we're also putting up a City Tracker for PC actions, both in Aefenglom's plot later on and Dorchacht's log here. Let us know what your character is doing, good or bad! The cut-off for the tracker is February 3rd.
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[Seems like a thing you'd have to do first.]
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[A frown overtakes his face.]
Which, at this point, suggests I might as well just draw up multiple plans for different scenarios and then wait for someone in charge to make their final zoning decisions.
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[She's fine with this, really!]
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Are you offering out of politeness or is that meant genuinely?
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[A lot, as a matter of fact.]
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[Alucard considers, then nods.]
I could use the help. Shall we?
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{She effects a bow.]
Lead me to this obnoxious builder.
[Oh, right.]
It was...Adrian, right?
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[Leading on. Which really means walking through a lot of construction and trod pathways to a little set up area that seems to be mostly administrative.
And to have a queue going in, which just means Alucard sighs as he takes his place.]
Do you want to keep your momentum going by storming in?
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[Honestly, she could go either way.]
Let 'em see we're mad and dread it.
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[Alucard should not be smiling at the idea. Yet here he is, doing that exact thing.]
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Grinning, she shoves her hands into her pocket and steps into line, already letting go of her emotions enough to start her hair smoldering at the tips.]
They earned this. Asking for help but taking for granted that we can just change what we're doing. Wasting time is the worst.
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[Alucard pauses. The hair smolder is a lot. Just. Let him process it.
Processing done.]
Nice touch. When do you intend to unleash the full flame effect?
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[She reaches up a finger, curling it through a coppery strand.]
That's just something my body does on it's own.
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[Alucard is not so stupid or so rude as to reach up and touch. But there is more than just mild curiosity in his eyes when he asks.]
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[It's mostly for effect. It's not even really all that warm.]
Sort of a byproduct of the thing that gave me my magic, back home.
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[And behold, the line moves up by a very small amount. Alucard inches forward with a sigh.]
And it's remained here in spite of....well, what happens upon arrival.
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[She waves a hand airily up at her hair.]
I know I look human, and technically I am, but I'm also a Planeswalker. A...kind of mage that can move between worlds. Something here is suppressing my ability to leave but the other parts of it have stayed.
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That's new.
New in an absolutely wonderful way if the look of raw, unbridled curiosity on the dhampir's face is anything to go by. He's been raised in a world of science and magic, surrounded by night creatures, but oh. Not even his father tried that.]
Forgive curiosity but how do the mechanics for that work, precisely? The actual action of it, not the part of being stuck here. Everyone seems to have undergone that.
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[That said. Chandra actually has some really good answers for this!]
I gather in energy, and channel it through my Spark. It's...hard to describe exactly what that is, but a lot of scholars call it a "birthmark on the soul." Once your Spark ignites, you can channel that energy and use it to open a gateway into the Blind Eternities.
[That's the short of how she does it, exactly.]
The Blind Eternities are the space between worlds...basically a vast expanse of nothingness. It basically rips apart anything living without a Spark, so most people don't even know it exists. The other worlds out in the Eternities are basically the only bright spots, so you just sort of jump into one, and then you're in another world. It takes a lot of energy to do it, so most Planeswalkers can only jump about once every day, but that varies from person to person.
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[Alucard listens intensely, nodding at the explanation. Sparks sound like intent as Sypha once explained magic to him, but far more anchored to one particular type of magic. Walking between planes in this case. Not something done lightly.]
I can understand the general concept and mechanics. [He thinks. He's not sure.] But what exists on those other worlds? What value lies in the destination?
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[That...well...that feels so obvious that she has to laugh.]
I've been on worlds where there aren't any civilizations that have discovered anything technological beyond the wheel, and I've been on worlds so advanced they make this one look backwards. Some places are full of giant monsters, and others are peaceful havens full of scholars.
Each 'world' as we think of it is an entire universe. Different stars, different planets turning in the sky, whole new pantheons of gods. We live in a multiverse of infinite possibility, so you could really ask what doesn't exist on those worlds.
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And then the obvious question:]
Which has been your favorite?
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But she has a ready answer!]
It's a world called Zendikar...as it was a few years ago before some...ah...stuff happened.
[Explaining the Eldrazi is not something she wants to get into right now.]
And as it will be. Zendikar is a wild world, with few civilized settlements. Some, like humans and goblin tribes, a few odd vampire clans and even some elves in the deep forests, but a lot of it is just wilderness.
It's beautiful, and there's so many neat things to find. Ruins of lost civilizations, caves to explore, all that kind of thing.
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His gaze is perhaps too intense at the description. He murmurs vampire clans with a soft wonder that shows how foreign that concept is for him. A world like that and...oh.
It would be worth a visit, so far as he can determine.]
Have you been only the one time?
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[It hadn't been there, in any usable form anyway. The steel it had been etched into been pretty badly corroded, so that made it a bust. But she did meet Nissa there, which was a plus.]
The second time about two years after that. To help a few friends deal with some monsters that had moved in.
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idk if you want to fast forward , end it here, something else....?
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