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lunae calamitas

June 2024

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This is the main log community for Lunae Calamitas, a private, short-term roleplaying game based on the mobile game, Mahoutsukai no Yakusoku.

While the Great Calamity looms ever closer in the sky, the very order of the world is thrown out of balance. Characters from across worlds and universes are summoned in to keep the threads that hold everything together from snapping entirely, to right what has gone wrong. As they complete missions, fulfill jobs, characters will form deeper bonds with one another, and hopefully find the strength to accomplish the impossible, and eventually, go home.

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FULL MOON CODA
The moon wanes, and retreats into the sky.

After a quick chat and a vote, the otherworldly wizards, their mentor, and their sage decide to hand Victor over to the Central government—to the young wizard who appeared later in the ordeal. As both a sage's wizard and Crown Prince to the Central throne, Prince Arthur is the ideal person to understand both the discriminatory behavior driving Victor against wizards and the political ramifications of his actions, both past and planned. He pledges to you to make sure that, even if you aren't around to see it, Victor pays for what he's done and then some, while respecting Tatara's wishes to avoid bloodshed. He'll manage his case, while making sure his uncle, Vincent, does not have too much sway, due to his relationship with the West. Ultimately, he'll be locked up for life, put to hard labor, and made sure his intelligence is not misused.

When the sun rises, everyone gets to work repairing the manor. The damage is pretty bad but not unsalvageable, and it's made a lot easier with the help of some of the other original wizards who trickle in as the day begins. So long as it hasn't been burnt into absolutely nothing, it's salvageable—hopefully your figurines are safe!

For the first time since you arrived in this world, things feel stable. The brittleness in the air is no longer there, and there's a serenity to the breeze and the sky. It's comfortable. As the previous sage and sage's wizards begin to go about their business as usual, they mention anomalies and other odd incidents they must take care of around the world, but it is nothing like what you initially remember. This is no longer a world a hair's breadth away from falling apart, and you fixed it.

Whether you noticed it in the chaos of the final fight, or you hear it from someone else, or you notice on your own in the days that follow, you will realize that your sage crest is gone. With the other wizards in place again, your job here is done. Quite literally. You are no longer obligated to Tatara or to this world. All that's left is to go home.

A day and time is chosen for the ritual, and you have a few days after the final battle before the ritual is ready. This would be a good time to wrap up loose ends before you go, perhaps for good.

And when the ritual is ready, you'll know.

OOC NOTES
๐ŸŒ™ This is the end of Lunae Calamitas! Thank you so much for playing! We hope you had fun ♥
๐ŸŒ™ This post will remain open, so feel free to play out what loose ends you'd like to resolve ICly.
๐ŸŒ™ If you have the time and energy, be sure to check out the love meme and the TL;CR meme!
๐ŸŒ™ Enjoy the journey home, and rest well. You earned it.
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CADENZA DI FIRST QUARTER
On this bright and sunny morning, Sage Tatara and Mentor G'raha call a meeting. It's mandatory.

Once every wizard is gathered in the lounge, Tatara settles into one of the plush armchairs, clearly too big for him, but absent is any of his silly expressions that might make light of the difference in size here. Instead, with a serious hue in his coral eyes and neatly pressed lilac dress shirt, he looks like he means business.

"Now that the Western wizards are back, we need to share what we've learned with each other. I know some of you have been sharing information privately amongst yourselves, but I think it's time we put all the pieces we have together.

"Everyone encountered a moon stone on their missions, and I think the general consensus is that neutralizing these stones brings the old wizards back physically, somehow. But we haven't received any reports of any of them waking up yet."

That isn't to mention the sage, who still remains missing...ostensibly. They'll get to that in a second.

"If there's anything else you've learned that you think might be related to these things, or to our situation specifically, then speak up now."
For a summary of everything discussed in the meeting, please see this comment. Thank you Mauyn!


When the conversation dies down, Tatara raises his hand to get his attention back on him and G'raha again.

"For the second order of business, I have good news and bad news."

His tone and expression are lighter this time.

"The good news is that we've found a ritual that can send everyone back. There are details we can work out in the meanwhile, especially if you've decided not to go back to your home world, but for now, we need to talk about the ritual itself.

"In order for the ritual to work, we will need rare materials from all over the world. I'll be posting the materials on the job board so you know where to look."

G'raha adds, "We'll need these materials by next week, before the full moon. There's a reason for that, but we'll touch on that in a moment."

Tatara glances at him and nods.

"The ritual is far too powerful for any of us to perform, so we'll have to wait until the old wizards wake up. But...I have a feeling we might be able to do something about that."


When Tatara stands, G'raha follows suit.

"There's one last thing I need to show you."

With a silent gesture, Tatara makes for the door of the lounge and expects everyone to follow. Yes, everyone.

Sage and mentor then lead everyone down the winding corridors of the manor, past an indiscreet door into a wing of the building that has remained relatively untouched. The lights here are off, but the chandeliers and sconces quietly flick on as they make their way down the dust-laden corridors.

Soon, all will notice that the halls they walk through are a mirror image of the residential section of the manor, except it seems no one has lived here for quite a while.

You're led up the stairs, where Tatara and G'raha stop before a door that is a mirror location to Tatara's room on the second floor. A faint energy pulses from inside, one belonging to a person unfamiliar to all.

After an exchanged glance, Tatara pushes open the door and G'raha steps inside. He gestures to the sight at the center of the room: there, on his knees, is a young man. His face is frozen, twisted in panic—in fact, all of him is frozen, and his image practically see-through, just scarcely flickering on the razor-thin edge of existence. He holds his fist high above his head, as though clinging, with dear life, to five faint ethereal threads—yellow, purple, blue, pink, and green—that float in the air above his head. The threads are just as faint as he is, fading before they reach the walls.

"This is the previous sage," Tatara says. "He appeared here a little before the Western wizards returned from their mission. I'm guessing whatever they did to the last moon fragment is related."

G'raha nods. "The sage's soul seems incomplete. Putting him back together may be the key to waking him, and the rest of the wizards, up. However—" he pauses, reaching to gently run a finger over the purple thread. It flickers faintly. "The energy in these threads is too faint to see where they lead. They do seem to grow in strength as we get closer to the full moon, though. It's likely we'll see what lies at the end of them when the time comes, next week."

"Next week," Tatara repeats. G'raha steps out of the room, and Tatara closes the door behind him. "We'll wake him up next week.

"But before that, we have materials to collect."

JOB BOARD
An important note for these tasks is that they are time sensitive. At least one completed thread of each material must be submitted before 11:59 AM EDT, June 22 for the gathering of the materials to be considered successful. Now's the time to coordinate and work together.
Water from the Lost Oasis. Mesa was once a great city of commerce in the southern part of the Central country...the part of the country that is now a vast desert. The city was once lost to the sands, and though it is said to have recently emerged from its sandy grave, it is still rather difficult to find in the desert. It is very easy to get lost, even on broom, so be careful.

Either way, your task is to collect a bottle-ful of water from this barren oasis. Your only choices may be to commune with the spirits to have them to show you a phantasm of what the bustling city was like in its heyday, before it was destroyed, or to brute force dig your way to the ground water. Why here, when there are other oases in the desert? This is an ancient place of power, and the land is special.

The Central spirits here are very old and very picky—Northern wizards beware, as your presence may not be entirely welcome. Acting out may cause the spirits to lash out and cause sandstorms.

The Frozen Oz Root. Named after the world's most powerful wizard, the Oz flower is a brilliant crimson and deathly poisonous. It grows in the vast snowy plains of the North, but it is said to be exceedingly rare, despite how the color of the flower stands out so starkly against the white of the snow. Finding it will not be easy and you will need sharp, tireless eyes.

Despite how beautiful the flower is, that is not what we need. All of the flower's poison is housed in its roots, and we need the poison. However, the most important thing is that the roots remain frozen. Do not let it thaw. Once it thaws, the poison loses the quality we need for the ritual.

A Storm in a Bottle. It's the fickle quality of the spirits in the Valley of Storms that cause the eponymous storms. They're shy and sensitive, a lot like the Eastern wizards themselves, and don't require a lot of prodding to elicit any sort of reaction from them. Your job is to agitate the spirits in the valley just enough to cause a storm, and to catch that storm, lightning and thunder and rain and all, in a bottle for use in the ritual. Western wizards in particular will have an easy time stressing them out, but be careful not to push the sensitive spirits too far—the valley is also known as the Valley of the Lost for a reason (don't get trapped, please come home!).

In contrast, if you accidentally make the spirits happy, they might take the form of cats instead... Which is nice, but the manor isn't exactly aching for more cats. Just don't get too distracted playing with them if this happens, okay?

Blood of the Last Monster. The Western military and word on the street will tell you that all of the magical monsters in the West have been slain, their mana stones harvested. But is that true, when there has been no word of the death of the mythical tarasque? The legend of the tarasque tells of a large, ancient beast with six bear paws for legs and a massive turtle shell on its back, who slumbers in the depths of a remote ravine among the mountains on the Western Country's northern border. You are to collect a vial of this ancient creature's blood. Nothing more, nothing less.

Be careful not to wake it, and be careful not to kill it. If awakened, there's no telling if anyone would be able to stop a creature of that size and caliber. And if killed, its mana stones would attract all the wrong kind of attention. Besides, doesn't the West still deserve to keep some of its native fauna, magical or otherwise?

Pestilence Frog Mucus. Though once a plague-ridden bog, the Swamp of Pestilence is now home to a thriving, diverse, and healthy ecosystem. It's now also home to a very rare type of frog, its stunning green, yellow, and blue stripes eye-catching and attractive. However, this frog only emerges from the depths of the bog on a clear twilight after a day of rain in the rainy season...except the Southern rainy season isn't for another few months yet. You don't exactly have the time to wait until then, do you? You'll have to figure out a way to trick the frog into thinking it's the rainy season to lure it out, or dig it out by force... Either way, you'll need at least a vial's worth of this frog's mucus. Make sure the swamp water (or rain water, for that matter) doesn't contaminate it.

OOC NOTES
๐ŸŒ™ Welcome to your final final mingle! It's time to share info and get down to business.
๐ŸŒ™ How do you feel about the bonds you've forged thus far? Was it all worth it?
๐ŸŒ™ Pair guesses are now closed! Thank you and congratulations to all who found their pair!
๐ŸŒ™ A reminder that rewards close at 11:59 PM EDT, June 19, and that includes mission rewards. If you have not submitted rewards for your mission participation yet, then now's your last chance!
๐ŸŒ™ Speaking of time limits, if you missed it above, all materials must be submitted before the finale for the gathering to be considered a success. Plan your time and your threads wisely.
๐ŸŒ™ Your OOC plotting post is here. Please note that this plotting post doubles as the sign-up for the finale and final encounter. Read it over carefully and fill out the form if you'd like to die play.
๐ŸŒ™ Speaking of, what do you think is happening next week...?
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WAXING CRESCENT PRESTO
Things haven't been easy the past two months for the new sage's wizards, but their hard work is paying off. All twenty-five, including sage and mentor, have been personally invited to the home of the newly-appointed Lady Diane Chenon of Borda Island, located in the Western Country.

Borda Island is a popular holiday desination located off the western coast of the mainland, and as the local ruler, Lady Diane's abode is nothing less than a beautiful castle—a gorgeous piece of architecture, even if it isn't as grand as Granvelle Castle.

She invites everyone to stay for an entire weekend. But when they all arrive to their destination, they'll find that she's...absent, due to sudden business she has to attend to. No matter, though. Her staff is ready to receive you anyway, and you're given free reign over both the castle and the island.

In the castle, the staff have set out an entire feast for the crew, with all sorts of food imaginable. From large savory dishes to delectable sweets, everything is exquisite, and it's set out in a buffet style so everyone can pick and choose what they want to eat. The castle also has stunning views of the town and the western expanse of sea beyond the mainland.

Outside of the castle, the world is your oyster. Borda Island's beaches are pristine, well-maintained, with silky sand and shining blue water. While there are several other beachgoers at this time of year, the sands and seas are mostly open for the sage's wizards to lounge in as they please. If you think your water breathing magic is up to snuff, then why not go diving? There are whispers of a sunken city far off the coast (if you think you can find it!), and you may be lucky enough to run across a mermaid...

The markets aren't far from the beach, and they hold a vast array of trinkets, activities, and foods catering to every taste imaginable. What's unique about these markets is that a large section of the markets are wizard-owned, which means there are plenty of magical trinkets for sale. And that also means the native wizards are quite curious about you, the alien wizards...

Alternatively, feel free to return to the mainland to visit the Nectar District, which is not that far, all things considered. This is the wizard-only pleasure district of the Western Country, for those who wish to indulge in a bit of depravity. And it is worth visiting at least once while you're here, if at least to connect with some native wizards and learn about wizard culture. But be careful, and do be home in time for dinner—it's hard to escape a Western wizard's charms once they decide they want to play with you.


As night falls, everyone is treated to a spectacular sight. Some may have heard whispers of its arrival, some may not. Either way, the Venator meteor shower darts across the sky as dusk falls.

The meteor shower has another name among wizards—the Lineal meteor shower. Wizards live for a very, very long time, yet their pasts and experiences live on in the teachings they hand down to their apprentices. The stars, too, live a very long time, and as the meteor shower comes by every year, they trace the slight differences in time and in these relationships.

In the past, shooting stars have been considered bad omens. And though the perception of them as simply natural phenomena has become more prevalent, the superstition remains. But some see them as travelers, foreign visitors who are here to usher in a new age of change. How do you see them?

Regardless, every wizard has a memory or two closely related to the meteor shower. Take a moment to look up to the shooting stars as they color the sky, and take in the life you have now—what sort of memory are you going to make on this night, and how will you pass it on?

JOB BOARD
Rekindling. Thanks to your Northern friends' hard work, the worst of the damages have been avoided for the City of Ice. But that doesn't mean they don't need your help still.

The earthquakes left by the chimera's rampage have rattled some buildings, and they need repair. The magical blizzards also seem to have injured some people and damaged some of the stained glass decorations the townsfolk value so highly. Collect crystals from the Forest of Ice to try and replicate them, and try to put in as much protective magic as you can—they need it.

They also request a barrier that blocks magical signatures, much like the one erected around Granvelle Castle. It seems their patrons are back and comatose, and they would like to avoid any attacks by other opportunistic Northern wizards...

Theatrical assistance and celebration. The West is a country of the arts, as well as science, which means there is always some sort of production going on that needs hands and talent. One of the largest theaters in the City of Affluence is in need of help with costuming, prop manufacturing, and is holding auditions for roles in their upcoming play. Maybe now's a good time to get some good publicity for wizards? Or the promise of remuneration and a share of the profits will be enough, as anyone who helps the theater or helps draw crowds to their new play will get quite the financial compensation. And free tickets!

Those more musically inclined or prone to stage fright can also help with the theater's upcoming parade through the city. Those with no marching band experiences can play the most important instrument of all, the cymbal. Or triangle, pick your poison.

If that's still too much, there's always passing out flyers to advertise the new production.

The advent of summer. The summer solstice nears, and the City of Clouds has asked for your assistance! Their yearly summer solstice celebration is coming up and they need help preparing for the festival. Their usual magical muscle is unfortunately still out of commission, so they've turned to the current sage's wizards for assistance. They need help building sets for their dances and music, setting up magical illusions and lights for the main event, and clearing the land where they'll have the food and activity stalls. This may not be as grand in caliber as your previous jobs, but at this point, it may be best to begin building regular goodwill among the natives of this world. Who knows if it may end up being your home...

G'RAHA TASKS
I've heard that some wizards have found that they're capable of a unique sort of spell with another wizard around them, and that those spells can be quite powerful. While I've yet to see any for myself, I've been doing some digging to see if I can understand where it comes from and how it might be replicable. To that end, I think it may be fun to host some sort of gathering where people can try out spells with their comrades and see what happens...?

(OOC Note: This is basically G'raha sanctioned speed-dating, so go wild with this!)

TATARA ACTIVITIES
You know what the best way to bond is? Food! We should have a huge potluck feast one day—everyone make one dish they consider to be their specialty, and we'll have them all out for dinner one day in the dining hall! Don't miss it! I expect all of you to be there!

I really want to fill out my sage tome. I haven't gotten everyone so far, so I'm relying on your trusty submissions! If you could please write down what you like, what you don't like, what you're good at, and what you're bad at and then leave your papers in a stack on a library table, I'd be ever grateful! Thank you~

OOC NOTES
๐ŸŒ™ Welcome to your fifth and final (?) event! Sick of sand yet? Have some more!
๐ŸŒ™ Everyone made AC and that's dope, actually. Thank you all so much for sticking with us!!! We're in the home stretch. Things may be low key right now, but do you think you're ready for what's to come?
๐ŸŒ™ A quick reminder of the deadline for submitting your pair guesses: Friday, June 14, 11:59 PM. There's still time to guess!
๐ŸŒ™ We'll also be closing the rewards page on Wednesday, June 19, 11:59 PM. That's your last chance to get your random items, and your last chance to get your mission rewards. Don't miss out!
๐ŸŒ™ Don't forget, your OOC plotting post is here! Please be sure to use this post, since not everyone checks plurk or discord frequently.
๐ŸŒ™ Our last group to go on their mission will be West. Don't fuck it up, Westies!
[personal profile] dyingtohealyou
[Characters passing by the bulletin board may notice a new message tacked to it!]

Drinking party at the bar at 8pm. Under 21 only. Adults will be persecuted to the fullest extent of the law. Fun and games included, party hats optional. Donโ€™t be late!


[Sure enough, thereโ€™s a gathering of teens (and maybe some not-so-teens?) to be found in the bar! While the posting mentions this is a teen only event, adults are in fact allowed as long as they are cool. OOCLY please be aware there are going to be teens drinking alcohol and possibly smoking! Also additionally, please let the teens/players have fun; again, adults are allowed but only if theyโ€™re cool enough to play along without snitching them out!

All party game top levels are going to be made under Ahitoโ€™s account but please assume ICly that Akira instigated/explained them! Once the game toplevels are up you can also post your own toplevels to mingle freely if you like IDK ITโ€™S A PARTY HAVE FUN
]
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[personal profile] jokey
GET YOUR PON ON
"Come, give me a spin. Who knows what you'll win?"
You don't know when and you don't know why, but a mysterious wooden gachapon machine has found its way into the manor's courtyard. It beckons to you in a distinctly Microsoft Samlike voice, urging you to come and insert your hard-earned money and give its wooden knob a spin. Within the machine are a series of glass balls that, when broken, reveal a highly detailed, hand-carved figurine of you and your closest wizard pals. Every character in the game, NPCs included, have their own unique figure, but these are no mere decorations. These figures are intended for use in a game called Super Mage Wars. Each character has their own unique class and a cheeky little description to match. Each character also has a common, rare, super rare, and ultra rare variant, so if you're a serious fan of Insert Character Here, you better get ready to whale. RULES:

1. You can spin five times per week. Use up all your spins at once or use them throughout the week. Spins reset Sunday at 12am EST.

2. Roll a 1d27 and 1d4 for each spin. Post results below. Make a toplevel for your character to keep things neat!

3. ???

4. profit

Please assume for all intents and purposes that Akira and Robin have explained the rules of Super Mage Wars because we'd probably go insane actually giving this game its own ruleset. Basically, it's "what if Fire Emblem but a chess-like board game variant?"

Play amongst yourselves or simply collect figures of your homies just for funsies. There is no wrong way to Super Mage Wars.
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NEW MOON ADAGIO
Between the constant requests from the North and the sense of tension that pervades the manor, Sage Tatara makes an executive decision: we're going North, baby.

Of all the things that have happened thus far, let this be the ultimate test of your magic. Even as we near summer, it's frigid. Protect yourselves and your allies from the cold. Protect yourselves while also fighting off monsters (or other territorial wizards, should you make the terrible mistake of wandering into another's territory), flying through the vast wilderness, or protecting the poor humans who need your help to survive. Time to blow off some of your steam. Just be sure to obey Tatara's one rule: don't kill each other.

One particular problem of note is in the Forest of Dreams. Without its guardian, many of these rogue monsters and dangerous predators, displaced from their normal habitats, have found their way into the forest. Many of them, however, are unable to survive against the fatal toxin, and there are plenty of animal corpses and mana stones that litter the forest. It might be best to clean these up before the forest guardian returns...

That said, the toxin is yet another thing you must protect yourself against in addition to the cold. While you can likely keep yourself from dying from the toxins, you may not be immune to its effects. This deadly toxin causes anyone who breathes it in to dream and hallucinate vividly, be it images of the past, imagined futures, thoughts of the present processed and warped...

Strangely enough, those nearby may end up sharing in your dreams... Did you want the darkest recesses of your thoughts, hopes, and fears unearthed for others to see?


Those who decide to venture far past the more populated (in relative terms) parts of the North may find themselves stumbling upon what looks to be an abandoned bandit hideout. It seems it's been abandoned for quite a while—nothing to loot here, sorry!—but there sure are a whole lot of monsters that have decided to make this hidden corner of the North their home.

While you're at it, you may find a nearby cave. Beautiful crystals dot the walls and the floors, and there are small pools of hot spring water free for relaxing. It seems to be relatively free of monsters, too. So maybe this wouldn't be a bad spot to relax, away from everything else?

However, there's one thing that makes this cave truly unique, and it isn't the vistas or the springs—it's the bats. These bats hear echoes of the past and replay them for visitors. Should you stay a while and listen, a bat may pay you a visit. And when it does, it may play for you the voices from the memories of visitors past, whose stories may hold a clue or two to your circumstances...

While the Forest of Dreams is a memory/dreamshare free for all, the aural memories replayed by the bats in the Cave of Time will come from one of the original wizards only. If you'd like an audio replay of a perhaps significant moment either in their personal life or a clue as to what happened to them (it will be randomized), then please reply to this comment!

JOB BOARD
Clean-up and repairs. While thanks to the hard work of your Eastern friends the worst was prevented, the City of Rain emerged from their short ordeal a little worse for wear.

Buildings need repair, blood needs to be cleaned off the streets, the injured need help. This is, perhaps, the only time you will be allowed to use magic openly in the city (you've been given permits and everything!), but you still are not allowed to talk outside of designated zones. Please, please don't get arrested...

As for the scrap that litters the streets? Unfortunately, you'll have to take it back to the scrapyard. But this time, there's a big, roaring bonfire out there. Just chuck all the scrap and debris in the fire. The city isn't taking any second chances—extreme situations call for extreme measures.

Reverence. Several Northern villages are currently outside the protection of a wizard, and have requested the sage's wizards' presence. They're terrified of the monsters and worried the barriers for their villages will fail sooner than later. They don't simply ask for help for free, however, and these smaller villages are steeped in their tradition—they'll pay you their respects, praying to you, offering you gifts, groveling at your feet, in hopes for a modicum of your time and protection. Do their offerings please you? Then assist them with what you deem appropriate for their worship to you: kill a few monsters for them, or a lot if you're pleased. Strengthen the barrier a lot, or not at all if you're displeased. It's up to you! You have the power here. What's it like to be a god for a day?

Ladies' night. The monthly lady officers' gathering is coming up in the City of Affluence—it's an exclusive meetup for the women involved in and related to Western military and bureaucratic affairs. Anyone is welcome, so long as they meet two requirements: they are outwardly presenting feminine, and they have an invitation to the gathering. Here's your chance to flex your transformation and glamour spells! Infiltrate the meetup with a disguise and a fake invitation, mingle, enjoy the drinks, the jazz, the entertainment, and find out what you can... What's the Western army up to? Be careful, though—don't get caught and kicked out!

The attendees seem to be excited about the new phantasmagoria technology and the upcoming display, and many whisper about the upcoming Venator meteor shower...

G'RAHA TASKS
Greetings, new friends! I am G'raha Tia, and while I hesitate to call myself a mentor or a replacement for the one you had, I am eternally grateful for the assistance I received and will do my best to help your cause in any way I can. To that end, I feel I may need to be caught up to speed on the events and get to know all of you.

We can have some tea and sandwiches and have a discussion! That's the best way to learn, sometimes.

TATARA ACTIVITIES
Even if we're not here for very long, I think we should leave our mark (not literally! Don't paint on the walls!). I got paint and big paper in the dining hall, but no brushes... Do you know what that means? Finger paint! Finger paint a portrait of yourself with your name and I'll hang it up in the library when they're all done!

Thanks to Cid and Khun, my camcorder works now. The thing is, what's the point of filming anything if we have no way to watch the film?! Could you guys work together to make some kind of projector? Or like...VHS player? We could have a movie night together!

OOC NOTES
๐ŸŒ™ Welcome to your fourth event! It's your dreamshare and memshare event! Ready to open up with your deepest and darkest secrets?
๐ŸŒ™ We're halfway through the game. How do you feel?
๐ŸŒ™ Back at the manor, Kurapika and Maya have set up a bulletin board! Leave comments, argue with your neighbors, have fun. Be nice. Don't set it on fire.
๐ŸŒ™ On the admin side of things, Lav has swapped out Wanderer for G'raha! Please say hello to your new mentor NPC.
๐ŸŒ™ Your OOC plotting post is here! Remember to keep all wider plotting to the post, and remember to check back frequently, since not everyone checks plurk or discord all the time.
๐ŸŒ™ The next country to go on their mission is North. Do you think a PVP-enabled mission will go well?
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[personal profile] promittere
LIGHT UP THE FIREWORKS

Lazuli seemsโ€ฆ agitated, this morning. Not so much in the sense that heโ€™s irritable (because that's just normal, really), but it seems as if something has gotten under his skin. He keeps looking up, out the windows or out over the horizon, and it seems eventually he grows tired of whatever it is bothering him. He accosts whoever it is that seems to have little to do this day, gathering a group of competent (...?) wizards.

โ€œI need you to come with me,โ€ he says, arms crossed and a furrow between his brows. โ€œSomethingโ€™s not right, even more than things usually aren't right.โ€

Vague, but do you really have the option to ignore him? You can certainly try, but it wonโ€™t get you anywhere. Youโ€™re being dragged onto this impromptu excursion whether you want to go or not. Lazuli drags the group to the elevator, using a mana stone to transport everyone to the Northern tower. On the other side is the same snowy wasteland thatโ€™s always there, and nothing seems amiss no matter how hard you strain your senses. Lazuli seems to get even more tense, though, summoning and mounting his broom.

โ€œFollow me. We can talk while we fly, but we donโ€™t have long.โ€

OOC NOTES
๐ŸŒ™ Welcome to the mini-event! This isn't going to be anything too crazy and not likely to impact the trajectory of the game too terribly if you spend the entire thing just fucking around and finding out, so just have fun! If you play your cards right, though, you might find yourselves a new ally.
fallingsand: (17;)
[personal profile] fallingsand
There's a small slice of sandy beach between mountains and wasteland, where the South meets Central, only an inlet of ocean between them, and that is where Bruno has decided to set up camp.

Literally.

He only had a simple tent and supplies for two initially. Tatara had asked if he could join him on his little trip out and how could he say no? Unfortunately for him, Tatara may have decided to invite everyone else, too, so, welcome, everyone, to the beach episode and a chance to relax after a potentially rough week in the City of Rain.

The sand is warm and fine, the water isn't too chilly, and scrubby little palm trees and plant life dot the dunes. Sea birds are the most active wildlife out here, not counting whatever fish can be found dwelling in the depths of the inlet between South and Central or further out into the ocean. It's comfortable enough... unless you hate sand, that is! You don't hate sand, right?

Since Tatara's arrival, more than Bruno's humble setup can be found.
- There's food fit for a picnic and enough bottles of wine for the evening.

- In the evening, a (non-deadly) bonfire will be built and there'll be pillows to sit on for those who don't want to sit directly on the sand.

- A few colorful rough wool blankets laid out under umbrellas meant to provide shade.

- There's still only one sad-looking tent... However! Bruno's gone ahead and enchanted it so that, when one pushes the cloth flap aside and enters, they'll find a much more comfortable setup inside.

And, of course, anything the other wizards have decided to bring! Bruno wasn't expecting a party but now that it's here, he sure can't tell them not to have fun however they want.
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[personal profile] promittere
ANDANTE ALLA WANING CRESCENT
Another day dawns for the Sage's wizards. It's been a month, now, since arriving in this world and being given a task nobody seems to fully understand—though after the jobs the Southern and Central wizards have taken on, it seems like it might just be possible after all.

And it seems like there's another task for the wizards, from the Eastern nation. However, unlike the other requests the Sage has been fielding, this task is far too big for five wizards alone. This is a task everyone will need to help tackle, whether they like it or not. Those that aren't particularly altruistic will still be whisked together by Tatara and Lazuli both, and they may still find the journey...illuminating. Answers to what happened to the original wizards may be just within reach.

Traveling via the elevator at the manor is familiar to some of you, at least, Lazuli setting a mana stone into the control not a surprise in a the slightest. The fact all of you can, somehow, fit in the elevator comfortably may be a surprise, but it's best not to dwell on it too much. You'll be staying at the City of Rain, Lazuli tells you with the air of someone reading you a court sentence, but you've been tasked with clearing up the site of some sort of disaster. He doesn't have much information beyond that—a fact that seems to greatly annoy him—and he warns you not to break any of the City of Rain's laws well before you're out of the elevator.

Which that shouldn't be too difficult, right? Right...?

Perhaps not, as the rules of the city are extreme. There are certain areas which forbid socialization and talking entirely, some areas where only talking to strangers is forbidden, only a handful of businesses allow chatter of any sort, and the list goes on. The most pressing law of all, though, is very simple: no use of any sort of magic within city limits. Do your best to follow the rules because breaking them will result in an arrest, and do you really want Lazuli and Tatara bailing you out? With the rules laid out and lodging sorted, Lazuli ushers you to the site you're tasked with dealing with. You will have downtime to explore the city, though, as it's expected to take several days to clear things up.


The site is a terrible, terrible mess. In what must have once been a peaceful patch of wilderness, there now sits a terrible gouge in the earth, several meters deep and twice as wide across, hollowed by what must have been a powerful force. The dirt is gray and sandy, dead in the manner the Southern wizards will recognize. Plants on the edges of the crater are dry and withered and splintered and broken. Permeating the air is a lingering dread, one both Southern and Central wizards will immediately recognize...

But it is clear now, now that your magic is considerably stronger, that the spirits are agitated by the disturbance in the fabric of magic. Dark clouds hang low over the site, and low thunder rumbles in the constant threat of a storm that will never come. The spirits' agitation, coupled with the dread hanging in the air, will feel uncomfortable, and perhaps leave the more sensitive of the bunch feeling on edge. This is not something that can will resolve on its own, so your most important task is to calm the spirits. That means doing the things they like: playing music, dancing, praying, telling stories, wearing fanciful and whimsical clothes to soothe their temperaments.

Your second most important task is to clear out monsters. The unusual energy in the air is attractive to beasts magical in nature—they slink out of their hiding places in the deep wilderness to the area, and their presence is threatening the humans who regularly use the nearby routes for trade and to commute. Kill them, take their mana stones for yourself. Win-win.

The third task is general clean-up. Remove the dead plants from the earth, remove the broken trees and any natural debris that might prove to be a hindrance. Characters are more than welcome to search inside the crater for any hint or clue as to what might have caused this strange explosion, but they'll find the site picked clean, earth having fallen into cavities where there might have been larger objects present at one point...like someone was here to clear out any evidence.

JOB BOARD
Reinforcement. Peace in Granvelle Castle has been restored. A liveliness and energy has returned to the castle and the surrounding parts of the city that hasn't been seen in nearly a month. Thank your Central friends for their hard work!

Their issues aren't quite resolved, however. The castle is asking for help in creating and then reinforcing a magical barrier around the castle. The barrier is a bit bigger than what one wizard alone is capable of at this point, so band together to create and reinforce what parts you can. Perhaps it's not a bad idea to use your own hair or blood as a conduit.

The type of barrier is specific, however—they want one that masks magical signatures. If you step inside, you'll feel a faint, but powerful presence within... What are they guarding?

Recycling. The Eastern country is known for its expertise in all things mechanical, particularly when it comes to clockwork. While not as bombastic or flashy as Western technology, the use of magic and mana stones being deeply frowned upon and rejected, Eastern artisans can create truly fantastical things just with gears and cogs and a bit of know-how... But, of course, sometimes it's better to scrap something and create something new than let the old items waste away, so some Eastern craftsman have asked for help gathering clockwork automatons and other creations in order to melt it all back down. Some of them seem a bit nervous and harried, but it's an easy enough job to scrap automatons and cart junk around.

Monster hunting. The few settlements in the North have been sending in frantic request after frantic request. There has been a disturbing increase in monster activity in the North, and the native Northern wizards are as unreliable as ever. They need your help in thinning the numbers, and that's all they really ask for—you can keep all the mana stones you earn.

For those of you who haven't been to the North yet, the weather is harsh, no matter the season. Protection on oneself to survive the negative degrees is crucial; make sure your magic is up to snuff enough to keep yourself at least room temperature. And using your magic to battle on top of that? This isn't going to be an easy job, not at your level. Be cautious, and good luck.

Mana areas & amulets. You've been here for a month now, and living in an unfamiliar place, alongside unfamiliar people, using unfamiliar magic must be wearing you down. Isn't it? In that case, it's time for the last piece of your wizardhood puzzle: your mana area.

Mana areas are spots where wizards feel most at peace with themselves, most whole, and a place where they can refill on the emotional load they've been chipping away at for their magic. It can be a specific location, or a conditional circumstance. Find more detail on the magic page. Your task—given to you by your sage and your mentor—is to traverse the continent, find your mana area, and recharge your batteries, so to speak. While there, make an amulet to take back with you, like a portable battery.

WANDERER TASKS
Listen to the spirits.

You've been here long enough that it's time to see if you can actually communicate with the spirits who've laid claim on you and have been empowering your spells. Try your listen and see if you can hear what they have to say to you.

OOC Note: For those attempting this task, ping one of the mods and roll a dice! Based on the dice roll, your character will get a little tidbit from the spirits... Or they might not hear anything yet, but they can always dedicate themselves to their studies and try again after leveling up!

TATARA ACTIVITIES
Don't make promises.

If you've made a promise, don't break it.

If you break a promise, you'll lose your magic. And I don't know if I can help you anymore or send you home if that happens. I'm sorry this is so late. But please...be careful.

OOC NOTES
๐ŸŒ™ Welcome to your third event! Everyone's lasted a month, congratulations! Keep working on your magic, keep forging those bonds.
๐ŸŒ™ As your characters settle into the world, they might find themselves irresistibly drawn to crowds, to music, to dancing. It's hard to resist the allure of a gathering, and it's hard to keep yourself from swaying to music when it fills your ears, no matter what sort of person you used to be. You're changing...
๐ŸŒ™ As we enter the second month, we are announcing a deadline for finding your pairs. This will be Friday, June 14 at 11:59 PM EDT. Remember, you may submit a guess at any time, and there is no penalty for getting a guess wrong, so long as you have a thread to back up your guess and consent from your partner. The pair page is here.
๐ŸŒ™ Your OOC plotting post is here! Remember to keep all wider plotting on this post, as not everyone checks plurk or discord frequently.
๐ŸŒ™ Next up for missions is East. Let's hope they don't have to talk to anyone for this one.
dadsandals: (yama6)
[personal profile] dadsandals
It's been three weeks since everyone's arrived in the wizarding world. Three weeks of a relatively peaceful time in the manor, despite the "death" at the ball and Ye Old Mika Feast. People have started to settle in, adapt to their circumstances and work on honing their magic skills.

On Wednesday, however, there is a disturbance.

It starts off very, very quiet. There's a low rumbling that can be heard in the distance at various times during the day -- rumbling that will grow louder, very quickly. The source of it is pretty apparent, and it's hard to ignore the giant round saucer-like object flying towards everyone at different times. A closer inspection of this object will reveal that it may or may not actually be quite familiar.

Musashi, the roomba, has gone feral, and will be in an off-and-on chaotic state for about 3 hours.

An encounter with Musashi can result in dealing with any of the following scenarios:

๐Ÿšฟ When Musashi is actively cleaning โ€“ in other words, if it's actively vacuuming up bits of rubbish on the floor โ€“ it will leave the floor completely spotless. This, however, comes at a price: It leaves a mysterious dust behind it, and inhaling the dust will cause your magic to go haywire for a short period of time. If you've learned repair-based magic, you'll over repair things in your immediate vicinity to the point where those items start breaking down. If you've learned how to make sugar from previous weeks, you may start to generate countless sugar crystals with no end in sight for a minute or so. Stuff like that. Good luck with cleanup!

๐Ÿšฟ When Musashi has nothing to clean and is just moving around, it won't just slide around like usual. It'll start zipping left and right, and has a good chance of hitting anyone in its path. It may also magically slip under your foot and transport you down the stairs, across the hall, or even from one end of the manor to the other โ€“ just as fast as a regular broom would. Hopefully you have good balance, because it seems like something about its hold on you is rather magnetic. You cannot simply hop off of the roomba. It'll require either an intense burst of some kind of magic, or outside help to get you off of Musashi's literal wild ride.

๐Ÿšฟ You may want to also keep an eye on items on your person while Musashi is out and about. It will feel compelled to suck up every object โ€“ and I mean every non-human(oid) object that it comes across. If it hits your leg and feels a key in your pocket? It will try to vacuum it up through your pants. It may even tear your pants in the process. Normally, it'd be easy to hold onto your belongings, but since this Musashi is magically powered, it will put up a fight.

A magically powered roomba also means that it has an unusually large amount of storage, so even things like knapsacks aren't safe!

๐Ÿšฟ Those who get their belongings stolen by the roomba may realize that their stolen items have been returned to the wrong person. You may even end up with someone else's belongings, yourself!


Musashi can be stopped in various ways, and when it's stopped, it will fall back asleep and go dormant again. These dormant periods won't last long, though. It'll keep causing mayhem up until the third hour is up...aka, when its master wakes up from his dream. Then, its magical energy will be cut in half and behave like a regular roomba again.

(OOC: I will leave roomba-stopping solutions very open-ended! You can trap it, smack it around a bit, engage in real combat, sing it a lullaby...the possibilities are endless, I just want people to have fun with it!)
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[personal profile] promittere
THIRD QUARTER ALLEGRO
While our newly-arrived wizards have been settling in, learning their magic, and getting to know one another, the sage and their mentor have been busy with a different kind of work behind the scenes—bureaucratic work. It hasn't been particularly exciting, but it has paid off.

Because now, the world is ready to receive them.

Put on your finest clothes, because Granvelle Castle invites you to a welcome ball in your honor.

Didn't bring any fine clothes with you? No need to worry—specially chosen tailors from Central Capital have been commissioned to take care of you, and they will be visiting the manor to get you gussied up in the fashion of your choice for the day (by this, we mean feel free to pick whatever fancy clothes you want for the ball).

As the sun sets on the designated day, all the residents of the manor make their way to the castle. Granvelle Castle stands proud in Central Capital, its lights a beacon in the darkening city, and its doors open to outsiders for the first time in weeks. Upon arrival they're greeted by brightly lit halls, welcoming staff, and a grand ballroom, windows flung open to let in the spring breeze and pale moonlight. Everyone and everything seems determined to make this a cheerful affair, despite the underlying sense of dread and tension.

Live music fills the air, played the greatest musicians in the world. There are some larger ensembles, solo acts; some pieces are of more traditional folk dances, while some are slower, and some are upbeat and avant-garde. Regardless, the floor is open for dancing—grab a buddy and dance the night away!

Lining one wall is a long banquet table, filled with plenty of food and drink, both alcoholic and non to sate the new arrivals. The hors d'oeuvres and small plates comprise an array of delicacies from around the world, with everything from savory lobster bites to the sweetest portions of tres leches you have ever tasted. It seems someone has also put in a specific request for Japanese food—a part of the banquet table has been set aside specifically for Japanese dishes, and this includes small portions of ramen. There also seems to be a plate on the far end of the table filled with lovingly stacked pieces of charcoal... Is that meant to be food?

You aren't the only ones in attendance tonight. Representatives and dignitaries from around the world are also present—they have quite a lot to say about the unusual situation, and they are most curious about these otherworldly individuals tasked with fending off the moon under their national banners. The most dignitaries are from Central, West, and East, while there do seem to be a few representatives from the less populated North and South. Those from Central, West, and South in general seem to be the most social, while the rest are more reserved. There are also a few of the castle staff that seem (begrudgingly) willing to speak with the new wizards. Most are here to chat and mingle—lend them an ear, you may learn something new...

For those tired of socializing, the ballroom opens out onto a breezy, spacious balcony. It looks out over the main thoroughfare leading to the main castle entrance, and the nighttime lights of the Central capital twinkle in the near distance. For those that would rather take a breather, there is a small patio table and a couple of chairs. Despite the waxing moon in the sky, it is a very nice evening.

If you would like to have a chat with an NPC, then please respond to this comment. NPCs will be assigned randomly if no preference is given. While everyone has something valuable to say, they're not giving potentially sensitive info out for free—let's hope your diplomatic skills are up to snuff. We're doing our best to give everyone meaningful conversations, so please bear with us!

JOB BOARD
Rejuvenation. Thanks to your Southern friends' hard work, the South has been saved from a potentially devastating crop failure, and these fledgling towns can continue to grow as they're meant to! Give them a pat on the back and a round of applause.

But the South is not without its scars. While the root cause has been taken care of, the damage has been done. A town's wheat field has been partially destroyed—help them tear out the blackened, dead wheat, till and fertilize the soil, and replant what can be replanted. The City of Clouds, the most prosperous of the Southern settlements, have also offered extra tools, hands, and seeds to help set the town back on the path to recovery. Transport these supplies to the town. Let's hope your broom skills are up to snuff too, because it's a long ride.

Shadows in the night. The residents of the Central capital have recently been reporting eerie sightings after sundown: shadowy figures lurking in corners, the constant feeling of being watched, and, in some extreme cases, these shadowy figures attacking when traveling alone at night. Many reports seem to indicate an odd concentration of these creepy figures lurking around the Granvelle Castle moat, as though trying to find a way into the castle. Residents are understandably frightened and unnerved and cannot go about their nightly business—beat back what shadows you find and make the streets safer for the Central capital residents.

While physical attacks don't seem to do much against them, they dissipate rather easily under magic. Try not to wear yourself to the bone, though—there are a lot of them.

Escorting nobility. The Eastern Blanchett noble family have called an important meeting, inviting nobles and others of import from across the Eastern Country. However, their castle lies beyond Sherwood Forest, a very large, dense, and deep wood—while a fine natural defense for the Blanchett family, it's a bit of trouble for those looking to visit. While the Blanchett's own forest guard is absent, it is your job to safely escort these nobles to the Blanchett abode, and back out. But be careful: lurking in the shadows amongst the trees are all sorts of territorial predators like bears and wolves, not to mention the magical beasts that sneak up on unsuspecting prey. You may come across a brigand or bandit or two, since the forest is a near perfect hiding place for illegal activity. And please—try not to get lost.

Typical of any Easterner, the nobles are reluctant to make much small talk and are a bit suspicious of the new wizards, but they are otherwise pleasant and will generally comply with most requests.

WANDERER TASKS
Can you go a week without ruining food or the pots and pans? Stop being so wasteful and learn how to cook or stop trying.

Learn how to use magic to repair things. Again, if you're going to keep ruining the kitchen at least learn how to put it back together.

TATARA ACTIVITIES
I need milk. I'm trying to perfect latte foam art, but I haven't really gotten the hang of it yet... I used up all the milk (oops, sorry!), so I need more. Actually, could you grab me other kinds of milk while you're at it? I want to experiment! I'm sure other markets in the farther reaches of the world will have weirder milk... Please!

We should start a veggie garden! Or an herb garden? Doesn't matter! I found a nice sunny patch of grass in the training forest—we could dig up that spot, right? Help me get it set up! I need people to dig, and till... Oh! We need seeds to plant, too! Please and thank you~

OOC NOTES
๐ŸŒ™ Welcome to your second event post! Get out your snazzy outfits. It's time to party.
๐ŸŒ™ As you grow into your magic, your character might start realizing they can differentiate between everyone's magic. Everyone has a unique signature, and you may be able to start sensing who cast what, where. Someone put a magical seal on the kitchen door? Smells like Shinjiro's magic. Akira had some of Solomon's sugar? You can sense that, too!
๐ŸŒ™ As you start getting past the basics, your character might realize they have a much easier time with certain kinds of magic over others. For North, this will be offensive and attack spells; for East, this will be intricate seals and curses; for West, this will be manipulative magic like illusions and transformation; for South, this will be healing, purification, and protection. Central? A little bit of everything. Read up on your country if you need a refresher!
๐ŸŒ™ It's been peaceful at home in the manor thus far, hasn't it? Do you think that will last?
๐ŸŒ™ Your OOC plotting post is here! Remember to keep all wider plotting contained to the OOC post, since not everyone checks plurk or discord frequently.
๐ŸŒ™ Our next group to go on their mission is Central. Be ready, heroes...
dadsandals: (yama20)
[personal profile] dadsandals
The bath at the mansion really is extensive -- probably more extensive than a lot of them have seen, considering there are literally multiple pools of varying temperatures, probably statues and indoor plants or something for atmosphere, steam rooms, complimentary bath things (everything in the manor is kind of complimentary but shshhh) and whatnot.

On this particularly fine and nondescript day, though -- there's a bit of a commotion whenever you wander in butt-naked for your soak or whatever you like to do in here (you can hang from the ceiling like a bat or something we ain't the judge of you); there's two enterprising wizards flitting about poking at things.

The thing with ๐Ÿช„ Cid Kagenou ๐Ÿช„ is that he is Very Into Baths, and Very Into Magic, and thus the Bath Magic is one of the few areas where even his li'l old self can shine. Or not shine, given that they've all been here for 2.5 days (extremely rough estimate) and the miracle is nobody has blown up the mansion trying magic yet. But there is definitely magic happening! Since there's already steam and everything.

And then there's ๐Ÿ‘“ Yamato ๐Ÿ‘“. Yamato is Here and enabling himself by watching Cid experiment with various things in the area. Initially he probably would've tried to stop him, but seeing what Cid's been doing has made him want to try some magic experimentation of his own. Pairing a teenager who kind of knows what he's doing with a man who has no idea what's going on makes it even more of a miracle that the mansion has not been blown up yet.

But if you look even closer, you'll spot various small differences:

๐Ÿ› all of the water has bubbles in it; the hot bath in fact looks like it has small duck-shaped bubbles just sort of trundling along, occasionally a duck pops and releases a puff of scented air (scents may vary at your discretion)

๐Ÿ› the cold water bath keeps turning different colors, maybe they should stop experimenting with it before somebody ends up blue for the week

๐Ÿ› some of the statues and potted plants have been slightly altered; nothing too outrageous, but at least one or two statues have been turned into roomba replicas and there's a potted plant with leaves that look like people in the manor's faces in miniature

๐Ÿ› the steam room is letting out an intermittent screaming noise that sounds very human, but there's no one in it

๐Ÿ› some of the bath soaps are extremely bright and keep on changing colors, as if they were colored like a disco ball (rave! in the bathhouse!)


............. Enjoy your bath!

(OOC: This is backdated to before the South mission so South Wizards get in on the fun too!)
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[personal profile] promittere
WANING GIBBOUS OVERTURE
The seconds tick by, the elevator rattles. There's a soft, musical chime announcing your arrival before the elevator doors creak open, leaving you and a number of others in the courtyard of a stone manor. The manor is large, looming over the trees surrounding it, and the gardens are well maintained, rows of hedges and beds of blooming flowers as far as you can see. The doors linger open until you clear the threshold, as if waiting patiently for you. Dawdle too long and youโ€™ll feel a gentle push, nudging you out into the yard. The doors shut with more rattles and a cheerful ding!, and if you turn to look at it there's nothing to be seen behind you but the milling strangers.

Then there's a sting, mild at first. But soon, the spot where your sage's crest is starts to burn. It's as though you have been branded, and the searing heat clings to your skin. Should you look at your crest, you'll find it glows a faint red, like the dying embers of a fire, but given enough time it will cool to black and no longer hurt.

Once the pain fades, you notice is that the air around you feels distinctly different. It's hard to say exactly what makes it different, or how. It feels brittle, but malleable. That perhaps if you said or did the right thing, you could command reality to your liking—

The wind blows, stirring leaves and flowers, and that's when you notice there are two people in the courtyard that did not emerge from the elevator like everyone else. The taller of the two looks briefly shocked, before a warm smile blots it out, while the shorter of the two looks remarkably unimpressed—for as much as you can make out his expression under the large hat he wears. He glances at the taller man, the charms that hang from his hat clinking, and crosses his arm over his chest.

The taller man nods, turns to the group, and says, "Sorry. I know you were probably in the middle of something important. But...I need you. My name is Tatara Totsuka. I'm your sage, and you are my witches and wizards."

He looks up to the moon hanging in the sky, still pale and visible despite the light of day, and lays it all out for you: a wizard under the sage's guidance is supposed to fight off the Great Calamity—the moon—when it nears. But you are not meant to carry out this task. The original sage and twenty-one wizards suddenly vanished not long ago. No one knows what happened to them, or where they are. They aren't dead. They are gone.

That you are here, that there are so many of you, that you came from different worlds, means that this is a mistake. Something, somewhere, isn't right. Yet the world has decided to claim you in a frantic attempt to keep itself together.

This world is breaking. If you don't fix this, then you'll be stuck here fighting the Calamity yourselves.

When Tatara looks back down to the rest of you, there's a smile on his face, tinged with apology. "But I think it'll be okay. We'll figure this out... Right?"

The golden light of sunset is oddly cold. It settles over you not in a welcoming embrace, but in a possessive hold. There is a sinking feeling in your gut: whatever your home was before matters no longer. Welcome to a world on the brink of destruction—let's hope it's not for good.


The day begins to draw to a close. You're given the rest of the day to process Tatara's words and to familiarize yourselves with the manor. There are plenty of empty spaces in the manor with sparse furniture where you can rest and try to unwind, and hopefully get some sleep. Everything about today might be a lot to unpack, but surely you can at least relax and prepare for the next day.

The morning starts with the sound of bells. A cacophonous racket of them, ringing in your rooms, in your head, jolting you from whatever slumber you can grasp. The source seems to be a note, unassuming if not for the way it shakes with each toll of the bells, and the noise only stops when you read it.

"Go to the courtyard," it says, and if you try to ignore it the noise returns, growing louder and louder until your vision swims and you find yourself standing in the courtyard with everyone else—and the shorter of the two men from yesterday.

"Practice starts right now," he says, looking bored and just as unimpressed as he did yesterday. The sun has barely started over the horizon—it's early, almost absurdly so. "You need to learn magic sooner instead of later, unless you want to die like miserable worms. If you do, just quit now so we can replace you with someone useful."

His explanation on magic is brief—he explains that magic is a deal struck between caster and the spirits of the world, using a meaningful word or phrase to communicate your will to the as-of-yet unseen spirits of the world, who will respond to your desires and power your magic. A focus, an object of significant meaning, will help strengthen your ties to the land and direct the magic for your spells. If you have nothing that would work as a focus right now, he says, chances are the perfect thing will find you anyways.

While he looks unhappy to do so, he emphasizes that magic—as it works here—is all tied to your emotions and your convictions, and then he assigns you a challenge for the week. He wants you to come up with your incantation—the words you'll use to cast all of your magic—as well as find or draw forward your focus, with the final task being summoning a magic broom you'll use for transportation.
Threading out magic practice and ICly discovering your characters' magic words, manifesting their foci, and summoning their broom will count as three different jobs, and will be eligible for a set of rewards each. While not technically classified as a job this time around, this is a special circumstance. When you've accomplished any of these things, please submit them to the rewards page as a job submission.

If you're having trouble coming up with a focus or incantation, think about your answers for the first and third mandatory questions on your app! Your focus of choice does not have to be in your character's inventory—if what works best for them as a focus did not come with them, then they can focus and reach across universes to bring it here with them.

JOB BOARD
You may have just gotten here, but people across the continent still need the sage's wizards to do things for them. The job board will typically have 2 - 3 requests each event that can be turned in for rewards when completed.
Sugar delivery. Confectionery shops and pharmacies put in regular orders for wizard sugar to the manor, and despite the unusual circumstances, now is no different. Wizard sugar—sugar spontaneously created through a wizard's magic—is said to have restorative properties and said to bless those that consume it, so it's no wonder it's in high demand. It also happens to be one of the first things young wizards learn to do. So once you've perfected your sugar, go deliver it to the shops in Central capital and to the Southern merchants waiting for shipment near the Central tower.

The Southern merchants, in particular, seem rather anxious to receive as much sugar as possible, as soon as possible.

WANDERER TASKS
The wizards' new mentor knows that this must be an incredibly overwhelming experience, so he has a list of things that should help break down the process of learning and understanding magic. Or that's what he says, at least, but it feels like he's trying to make things more difficult...
Nobody is going to hold your hands for you, and the best way to learn is to understand the root cause of an issue. Use that paper being left around for something actually useful and do some research on the spirits of the countries you've been tasked to represent. I'll be expecting some actual thought out papers within the week.

For the idiots who can't research to save their lives, prove you can actually manage the bare minimum. There's a spot you can't reach without magic within the manor grounds—bring me one of the trinkets you find there.

For the even bigger idiots who are overconfident, come find me and we can spar. I won't go easy on you.

TATARA ACTIVITIES
Tatara knows things are tense and uncomfortable for his new wizards, so he'll offer up a few activities each event post to help them relax if things get too tough.
We're all new here, but we'll be friends before long, I know it! There's a table in the dining room with paper, pens, markers, glitter, and pins so we can all make name tags and get to know each other better. We'll go from strangers to neighbors to besties before you know it!

Oh, you should probably get a feel of the manor, too. This IS your new home, after all! And what better way than...hide and seek?! Sounds fun, right? I'd tell you MY favorite spot to hide, but then that wouldn't be fair!

I don't know how long we're going to be here, so it probably wouldn't hurt to settle in. Grab a friend or two and head to the market in the Central capital to stock up on whatever food you like and stuff for your room. May as well get comfortable!

OOC NOTES
๐ŸŒ™ Welcome to Lunae Calamitas's first event post! Yer a wizard, whether you like it or not.
๐ŸŒ™ While not technically jobs, ICly working out your character's focus, incantation, and broom are all separately eligible for rewards. Good luck on your basics, little wizards! You'll need them...
๐ŸŒ™ Your OOC plotting post is here! Please keep all your plotting on the plotting post, since not everyone uses discord or plurk.
๐ŸŒ™ The South will be going on their mission next week to get this party started. Keep an eye out, Southies!
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