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aefenglom log posting account ([personal profile] faileas) wrote in [community profile] middaeg2020-03-06 02:59 pm

Event Log: March, Three Places, Three Happenings

Event Log: March, 3 Places, 3 Happenings

I. Aefenglom

    Spring starts to blossom to life in Aefenglom around the middle of the month. It also brings with it the rainy season - most are gentle showers, but a few powerful thunderstorms scatter across the month, dumping inches of rain over Aefenglom and the surrounding lands. The smell in poorer districts is heavy, wet, and terrible after these rainstorms as some of the sewer grates overflow, but the richer districts are as well-kept as ever. The people don't seem terribly bothered; they're used to it by now.

    With the rain, the rising temperatures, and the coming of planting season, many citizens who have them can be seen working in their greenhouses, on balconies or roofs, refreshing their plants and planting annuals. The flower shops, having smartly gotten an early start, are boasting about their spring flower stock, and just in time: the big fashion trend of the season, leading up to Eostre, is florals, live flowers braided into hair, worn in hat-brims, or woven into crowns or hair ornaments, in delicate pastel colors.

      a. Gardening And You
        At the Coven, many of the classes take a more natural tilt. Open to Monsters and Witches alike, special classes are held for any who might be interested in keeping plants. Some focus on the magical: using a Witch's magic to speed up growth, spells to repel fungi and insects, using alchemy to prime the soil with the necessary nutrients, and lessons on how and what plants to use in various rituals. Others are wholly mundane: how to build a rooftop or balcony greenhouse, how to grow different plants the old-fashioned way, non-magical uses for herbs, flower language, and how different botanicals may affect different Monsters. While Fauns might enjoy daylilies, they can be toxic to Turnskins, and everyone should know that, right?

        While regular classes continue as well, these special lessons are held intermittently at all times of the day or night, all throughout the month to ensure that the young Witches and Monsters all have their chance to get in touch with nature.


      b. Eostre (21st-23rd)
        Aefenglom's spring holiday of Eostre has three main features: parades, pies, and public drinking. It's a time to celebrate the warming of the weather, and being able to enjoy the outdoors again with the coming of spring. Parades are held for anything under the sun, often forming up at the drop of a hat, at any time of day or night, and swelling with dancing, singing people as it progresses through the streets. Along with flower crowns or flower-adorned hats, many natives hang bells on their clothing, to jingle merrily as they dance. This is a holdover from the old days where they'd use it to invite them in for Boaltinn later in the spring.

        Food and drink are sold on street corners for a pittance: primarily pies of various flavors (meat that isn't of the mystery variety tends to be more pricy, but vegetable, fish, and fruit types are popular), and lots of alcohol, including a clear, sweet liquor served with tiny, delicate blossoms floating on top. Members of the City Guard go light on public intoxication during the holiday, so long as you aren't hurting anybody in your drunken stupor, but anybody starting fights or traumatizing children might be thrown in the drunk tank overnight to sober up.

        Music is vital to the celebration as well. While nearly all the concert halls in the city open their doors to everyone, the rich are partial to having private performances in their homes. Anybody who plays professionally around the city could notice an uptick in requests! But the big event is a musical talent show held by one of the most exclusive concert halls in the city: The Last Movement. Musicians from all over are invited over the course of all three days to perform on their stage, and spread their name; the best might even be asked to return for future paid performances in ensemble shows.

II. Dorchacht (16th)

    It's been six months since the rebellion that freed Dorchacht's citizens and prompted the rise of the Circle of Three. While the new Dorchacht is still a work in progress, they feel this is a milestone worth celebrating. With that in mind, in the middle of the month, they hold their first festival; an open invitation is extended to all the Mirrorbound, those who were present for the rebellion and those who weren't alike. Many of the refugees also attend, eager to participate and to catch up with those they might have known before.

    With the economy still being rebuilt and the farmlands undergoing work, the food and drink on offer is modest, but somewhat clumsy, charming hand-made pastries are the centerpiece of every table, along with other items and dishes imported from Aefenglom. The festivities begin at sun-up and continue into the night. Similar to Eostre, music and food are a big part of it, and the atmosphere is cheerful. Trios of the Resistance guards patrol the streets with friendly faces, ensuring the peace is kept, but they won't find any trouble until late...

      a. Rough and Tumble
        The biggest event of the day are the sporting matches, meant to give the citizens a fun physical outlet. Most of the team games, whether they be football, rugby, or croquet, are pick-up games where teams are chosen from onlookers and marked with different colored sashes. The rules are loose but generally 'don't seriously hurt each other' is the top of the list. These games take place all over, even if there isn't quite enough room. Boxing matches are usually ringed with spectators, a few even calling out bets of small trinkets or treats. Monsters and humans play together for the most part, and anyone can pop in at any point.

        One of the big draws, though, are the Monsters-only rugby games, where Monster citizens, many of them former soldiers or laborers with the bulk to match, play rough, fast-paced matches where the aim seems to be hitting the other team rather than scoring points. Bruises and bloody noses are tended to with laughter, and they don't seem to hold hits against each other. While no native Witches or humans try to join in on these matches, why not Mirrorbound? If you wanted to try your hand in a rougher environment, well. They can hardly say no to heroes from beyond the glass.


      b. The Troublemaking (cw: violence, mind-control)
        A fair while after dark falls, though, the trouble starts. With the games dying down, many are still wearing their team sashes, having a drink and enjoying the evening with each other. It's difficult to tell who throws the first punch, but fighting starts to break out - among the Monsters and humans who, minutes earlier, had been having a good time. Those more experienced with the former Dorchacht may recognize the blank looks in their eyes. These are people being controlled.

        Those without sashes, still in their right minds, retreat in fear as the Resistance guards in trios try to contain the chaos, making it pretty obvious who is who in this fight - the controlled, the uniformed guards, and then the controllers: Witches, and even a few Monsters, who wish for things to go back to how they were before, who would rather see their Monster brethren in chains. These Drummond loyalists and their followers, keeping quiet, have had plenty of time in their guarded slums to plan this stunt, knowing it won't enact real change, but wanting to make waves anyway, declaring that "Morgana hasn't abandoned us, she will return!". The team sashes need to be removed or a counter-spell applied to lift the control spell, and those responsible need to be rounded up, back to their guarded slum to await punishment. They won't go without a fight, though.

        The Resistance guards try to limit casualties, but their priorities are obvious: they aren't trying to seriously injure or kill the puppet-masters, but if it comes down to them or any of the controlled people, they will not hesitate if it's necessary. In the very early hours, after the miniature rebellion has been squashed, the people responsible are behind barriers again in their sectioned-off part of the city, the control runes on that section of the Wall lit up and keeping them inside and a wall of guards keeping everyone else out.

        The Circle of Three debate punishments. While Hilda wishes to throw them to the mercy of the Wilde, that's deemed too extreme. Many of the instigators tonight will only lose their tongue, or lose a hand. Dorchacht will not return to slavery under their rule.


      If you want your character to be controlled into fighting their friends for a while, the spell is enchanted into the team-color sashes from the games. If you don't want to be affected, it can be fought off, or just don't have your character still wearing the sash when the spell is activated!
III. The Northern Outpost

    The Northern Outpost is bare-bones still: a building with a few places to rest, some supplies for those stationed out here, and the teleporter, which can only take a handful of people at a time, unlike the bigger, more capable one in Dorchacht. Work continues in getting everything set up and ready for research into the Wilde this far north of Aefenglom. The hyena-creatures still hang around the edges of the area, mimicking voices, but the Wilders are more exasperated by them than anything, and have taken to throwing them useless little trinkets to steal whenever they get too greedy.

    The infection in the area is still spotty, but it's improved since the expedition; there is a safe enough ring of land around the Outpost itself where the patches of Cwyld have been burned away. Exploration outward from here is slower, more thorough, more cautious, with quite a bit more documentation being made.

      a. An Ancient Cave
        Not too far into the month, a group of Wilders on one of these day trips venture north, and come across a precarious entrance to a wide room that seems almost bored out of the stone of the cliff-face. It's very old, and very abandoned, that much is clear. One theorizes that the entrance was only cleared by a rockslide in the last twenty years, and who knows how long it was left alone before then? Litter from past residents is scattered sparsely over the stone floor: broken, empty jars, a few heavily rusted knives, stone arrowheads, nothing that would have been particularly magical. More of interest, though, are the old paintings and writings etched into the walls, crudely depicting Monsters with spears or short swords, Witches with staffs, humans grouped behind them. They face down beasts that must be extinct, or perhaps these are drawings of Cwyldtid, done in a now-faded black ink.

        The writings are scattered, some so faded they can't be made out at all and some newer (in the last few hundred years), done in two distinct styles. These will take time to translate based on previous findings. The oldest writings are in an unfamiliar language that cannot be found in the libraries of Aefenglom or Dorchacht, rough and less complex. Other phrases can be translated with some time and research, though - mostly ominous warnings like: "they come at night", "turn back", "bowels of the netherworld", "suck out your soul", and "all die who enter below". Below what? It's impossible to say. The only thing 'below' is rock. But it's a curious discovery, that once upon a time, there were people out here.


      b. The Settlement Ruins
        Lately, the Wilders at the outpost have been keeping an eye on the ruins, idly discussing what should be done about the ghosts that roam every night. Late in the month, it becomes obvious that they aren't the only ones out here. Cautiously spying, they find a band of unscrupulous necromancers taking up temporary residence, treating these grounds like their own personal playground. Cast out from their cities for their crimes, their abilities much greater than any necromancers in Aefenglom, these men and women don't seem to care about the spirits that cannot leave; they toy with them, laughing as they all, even the previously docile ghosts who ignored the living, fly into fearful rages or try to flee. They control the ghosts and their charred bones alike for entertainment, as if so many people dead is a grand old time.

        Why Aefenglom despises necromancy likely becomes clear the longer these necromancers are observed. The only Monsters with them, their sick answer to Bonding, are long-dead, their corpses fully under the necromancers' control, but still bearing a spark of terrified awareness in their white eyes. One Wilder in particular goes white at the sight - one, a long-dead Puca, used to be her Bonded, before he went missing in the Wilde five years ago. Their horses, their familiars as well, all are dead, in varying stages of decay, shambling around, unable to make a sound or move of their own accord. All six Wilders present are horrified and disgusted both, and with enough help at their sides, will stage a hasty, rushed attack. Out here, outside the city, dealing with these vile non-citizens, there is no justice system, and for Witches like this, they will show no mercy.

        The only way to free the poor souls trapped in unwanted Bonds even after death is to kill the necromancers controlling them. It may be possible to interrogate them briefly, but they're hostile and derisive, and the agitated Wilders want blood for their friend. Whether these necromancers escape or die there in the ruins, well. That remains to be seen.

        Once they're all dealt with, whether they're chased off or slaughtered, the angry, terrified spirits are next. As a last ditch effort, burying bones and bodies, staging funeral rites of any kind, playing calming music, or even simply showing them understanding and apologizing for their trouble will contribute to finally laying them all safely to rest.


      These dead-Bonded Monsters cannot speak or move of their own accord. They can only be freed back into death, or allowed to leave with their necromancer masters. The ghosts will be agitated until calmed, but now all of them can be eventually be encouraged to move on.


    Welcome to March's event log! Unless stated otherwise, this log takes place all throughout the month. Feel free to use these prompts in your own logs if you want. Enjoy checking in around Geardagas this month! As always, you can direct your questions here.


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