Entry tags:
- * event,
- attack on titan: mikasa ackerman,
- castlevania: hector,
- fe: azura,
- fe: felix hugo fraldarius,
- fe: hubert von vestra,
- ffxiv: mira chambers,
- ffxiv: urianger augurelt,
- fha: caren ortensia,
- idolish7: momo,
- iris zero: asahi yuki,
- kamen rider: wataru kurenai,
- kh: riku,
- kh: sora,
- mdzs: lan xichen,
- monster duchess: leslie,
- original: asura,
- original: lee jongdae,
- original: sokie undertown,
- oxenfree: jonas,
- srr: yuma ilvern,
- teen wolf: stiles stillinski,
- undertale: papyrus,
- voltron: lance
Event Log: March, Three Places, Three Happenings
I. Aefenglom
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.
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)
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)
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...
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)
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 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.
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
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.