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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[Truly his father's kind, just as plants. That's sobering to consider, and the comment about doing damage gets only a hum of acknowledgement from Alucard. He instead focuses on the nearest group of pine trees and begins to make his way over.]
I would consider taking not the vines then, but one or two of the flowers themselves. If you can isolate the working chemical compounds, or else distill the petals to create a variant of rosewater, you could yield a matter worth studying.
[The vines need to be left be, as far as he's concerned.]
...I'll go get a bucket.
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The Wilders are mostly gone by now, with their ailing member, so she decides simply to carry the flowers with her for now.] One of the students left their packs... [Sigh. Well, it's one of the generic ones that they hand out en masse to all the Wilders, and upon investigation just contains the typical exploration kit. She decides to put the flowers in the spare pocket for now. She'll get them to water, soon, and then pads off after Adrian. She'll just meet him wherever he finds the bucket. Maybe she can find a second somewhere.]
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[Never mind that. Alucard's noticed the pause, and so he shuts himself up and starts to actually do the work he intended to.
It feels a little childish, stuffing pine needles into his coat pocket, but Alucard doesn't let himself dwell on the thought. He instead gets the thing done, and then moves on to bucket location. Being where they are means that there's been a small encampment set up, and so a bucket is readily available after a little bit of poking.
From there, it's just a little bit of water and the needles going in. Heating the bucket is the important part, and Alucard gives himself a moment's pause. The bucket is metal, He has some fire to him now and--
--yeah, he's gonna just heat the bucket with his hands. Very quickly, causing the scent of pine to fill the air. To drown out the lingering scent of the roses.]
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While Alucard gathers the pine and gets it ready to help clear the scent, Maria sets the pack on the edge of the encampment, then goes to attend to where the rest of the would-be Wilders are. A more experienced Witch is casting healing spells over the injured Wilder as the rest gather their belongings to begin the trek back to the city.
Maria kneels to check on him, and doesn't let up, until she smells the sharp, distinct smell of pine. It's fragrant in its own right, and she appreciates it in a way. Hide the stench of Beasts with incense, and all.] Bring that closer here, let's try to clear his mind up a little if it will so he can talk to the medics.
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He's centered again. No more lingering memories. Only the present, and Maria's voice firmly anchors him.]
Very well.
[So he walks over, bucket in hand. There's no need to keep the stuff at a boil anymore, only to let it steep so the essential oils can be released into the water and thus hit the air.
The bucket is set down beside the Wilder, and there. They'll see how effective a cure this is.]
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Though, if anything, it just seems to make him relax a little, to want to sleep. She squints, then looks at the more experienced Witch, who looks back with a nod. Right, sleep is probably good, they'll watch him, they'll get him home.] I think it worked, more or less. Or it gave him something else to think about than whatever had drawn him to the flowers in the first place.
I think, perhaps... [She looks over the small procession.] We should all probably head back, at this point. We can try again tomorrow, now that those who are unaware of the dangers of the Wilde can realize even the plants are harmful.
[And with that, she looks back at Adrian, and nods.] Thank you for your assistance. [Hey, no one can ever say she doesn't have some manners.] I think this will be an important lesson for all of them.
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At Maria's words to dismiss the whole adventure, Alucard only nods. It has been a day.
When the group starts to walk ahead, Alucard does hang back. Enough to speak to Maria out of earshot of the others.]
It was the very least I could do. And you have a way for fighting through the scent of the things now.
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It comes with inherent risks, but she prefers to do that and learn what she can rather than play it safe. Nothing was ever gained by being too safe. Though, weighing risk for outcome was never a strong suit of many of the Byrgenwerth scholars. She can only imagine the state of Yharnam after her death.] Now I'm simply curious about if it's possible to extract the effect of the scent from the flowers. I suppose I have nothing but time on my hands here. So much of this little... adventure has been sitting idle.
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[Alucard isn't surprised by the cuttings in Maria's pack or her desire to go right back out and see if she can learn more about the plant. It's very Belmont in it's way, and....he has a type of friend, doesn't he?
At the thought of extracting, Alucard hums thoughtfully.]
Water and oil extracts both have different properties. Then there's distillation. That requires far more equipment than just extracts, but it's all quite possible.
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I think I will be alright for now. Though I'll keep it in mind for training future Wilders. These ones are young and eager to prove themselves. It's a recipe for them to do things like this again in the future, when they forget the danger.
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If you'd like, I can write down the instructions for the brewing that way you can shove it at them then force them to make it in say, two or three minutes maximum.
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[She quirks a not-quite smile at his offer.] I think if they can't figure out a simple recipe for pine tea, they have no business being in the wildes. You need more survival skills than that to last very long... even if these ones are... unpolished at best.
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Perhaps they don't. But a small wilderness guide to have on hand, when the mind panics, is not a bad idea either.
[He smiles a little, then shakes his head.]
I'm only here to make buildings and sometimes stick my nose into the wilderness. I'll abide by your observations in the end.
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[The question is almost a joke based on Alucard's tone.]
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i think we can end here?
[Alucard's almost smiling.]
Let's follow after them, hm?