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Entry tags:
- !event,
- !npc,
- abby littman; the lovers,
- alicent hightower; the tower,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- anakin skywalker; judgement,
- bay kennish; the star,
- brother cadfael; justice,
- caitlyn kiramman; strength,
- castiel; the hanged man,
- cirilla of cintra; the devil,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- commander shepard; judgement,
- dante; the devil,
- dean winchester; the lovers,
- eliot waugh; the star,
- elrond; temperance,
- geralt of rivia; the hanged man,
- gideon nav; strength,
- hilda goneril; the lovers,
- himeka sui; the fool,
- inej ghafa; the hierophant,
- istredd; the high priestess,
- jaskier; the sun,
- jesper fahey; the wheel of fortune,
- jo harvelle; strength,
- john blake; the tower,
- jon snow; the emperor,
- jonathan crane; the magician,
- julie lawry; the wheel of fortune,
- kell maresh; the magician,
- klaus hargreeves; the fool,
- kyle; the hanged man,
- lestat de lioncourt; judgement,
- lord john grey; justice,
- louis de pointe du lac; the lovers,
- lucifer; the devil,
- mat cauthon; the wheel of fortune,
- matt murdock; the tower,
- michael; the emperor,
- nadine cross; the world,
- nanaue; the fool,
- natasha romanoff; the lovers,
- nicholas d. wolfwood; the lovers,
- norman jayden; the hermit,
- obi-wan kenobi; death,
- prince wilhelm; the tower,
- reno; the chariot,
- rhy maresh; the lovers,
- rocket; the chariot,
- sabine; the empress,
- stephen strange; death,
- steve harrington; the lovers,
- steve rogers; the hierophant,
- sylvain gautier; the sun,
- thancred waters; strength,
- urianger augurelt; death,
- vash the stampede; death,
- viktor; death,
- wanda maximoff; the hanged man,
- yennefer of vengerberg; the chariot
EVENT #13: FEYWILDS - IC EVENT LOG
Event #13 - Feywilds
On June 10, a few days before the portals open, the Summoned will receive invitations delivered to their doors. The ink on the magic scroll reveals itself as you unroll the parchment.
Although very little is known about the Fey, one thing that precedes their reputation is their elaborate appearances.
◎ The scroll invites you to The Vermilion Court, to join the Fey during their Masquerade celebration and to meet the King and Queen. They've heard of the exploits of the Summoned, as well as your unique connection to the Singularity, and wish to host you as guests.To prepare, local services in all factions such as tailors, seamstresses, jewelry makers, and similar, are instructed to provide a discount to ensure you arrive looking your best and at your finest. Even Solvunn will do away with their plainer styles to help you piece together more detailed clothes for the week.
◎ An accompanying letter from your nation's officials assures you all details have been closely examined. Their advice is for you to accept the invitation, to prevent any political fallout, but suggest you bring a personal weapon or defensive spells - which the Fey will allow - and to take the provided portal stone that will let you portal immediately back home in an emergency.
◎ The letter also requests you to bring back information you can obtain or observe - anything at all. The Feywilds are unknown, and officials would be immensely grateful if you could help gather details. They stress that you should avoid offending or stealing from the Fey as that could be critically dangerous.
Although very little is known about the Fey, one thing that precedes their reputation is their elaborate appearances.
The Vermilion Court
The Vermilion Court resulted from the union of the Seelie Court and the Unseelie Court after the Fey emerged from hiding. The palace and most of the Fey reside in the City of the Vermilion Court. It's here you'll be staying while you're a guest of the Fey.
The Fey's isolation means their home isn't designed for outsiders. Doorways are low. Be sure to duck if you're taller than 5'6", or you'll smack yourself stepping inside. Ceilings, while also low, will allow someone of average human height to stand straight, though if you're much taller than 6'0", you'll need to be careful not to bump your head against any hanging lights.
As for furniture, fortunately, the Fey prefer to use stumps, rocks, and the ground itself as seating, so chances are you won't have to squeeze into any too-small chairs or embarrass yourself when you break their stool. Just pick a boulder and sit! Beds, however, are on the smaller side.
The Fey's isolation means their home isn't designed for outsiders. Doorways are low. Be sure to duck if you're taller than 5'6", or you'll smack yourself stepping inside. Ceilings, while also low, will allow someone of average human height to stand straight, though if you're much taller than 6'0", you'll need to be careful not to bump your head against any hanging lights.
As for furniture, fortunately, the Fey prefer to use stumps, rocks, and the ground itself as seating, so chances are you won't have to squeeze into any too-small chairs or embarrass yourself when you break their stool. Just pick a boulder and sit! Beds, however, are on the smaller side.
Making an impression with the Fey is key! Doing so will grant you some IC rewards that'll help your character with their Masquerade outfit, plus contribute to how receptive the Fey will be towards the Summoned in the future.
Further, characters will have a chance to meet two NPCs after the welcoming ceremony.
Further, characters will have a chance to meet two NPCs after the welcoming ceremony.
Welcoming
As the very first guests of the Vermilion Court in history, your welcome will contain a bit of fanfare. Admittedly, things do seem very structured and flashy, as though the Fey are demonstrating only what they want you to see. Nonetheless, there are no signs of maliciousness afoot. Rather, the Fey don't want to reveal all their secrets yet.
Royal Procession
You'll gather in the courtyard of the Vermilion Palace. Here, the same floating lights seen last month will announce the arrival of King Jaqod and Queen Rekhantra - current rulers of the Vermilion Court. Fey archers stand on opposing sides to create a pathway, then draw back their intricately carved bows - demonstrating incredible accuracy as arrows strike each other mid-air to form blooming fireworks that fill the sky.
Behind the archers are the disciples of Faerie, the faith followed by the Vermilion Court and upheld by the High Priestesses. Dressed in ceremonial garb, their illusory wings glow and shimmer as they perform an enchanting whirling dance. Each one carries an orb of light in their palms. The orbs resemble the full moon and are used as a prop to create shapes and designs through the air as they move.
At last, the King and Queen will arrive to welcome their guests. They assure you they're delighted that you've accepted their invitation and promise a week full of wonders - culminating in the Masquerade.
Behind the archers are the disciples of Faerie, the faith followed by the Vermilion Court and upheld by the High Priestesses. Dressed in ceremonial garb, their illusory wings glow and shimmer as they perform an enchanting whirling dance. Each one carries an orb of light in their palms. The orbs resemble the full moon and are used as a prop to create shapes and designs through the air as they move.
At last, the King and Queen will arrive to welcome their guests. They assure you they're delighted that you've accepted their invitation and promise a week full of wonders - culminating in the Masquerade.
At the end of the procession, you'll have the opportunity to greet one of the following NPCs:
The Fey aren't aware of, and thus don't recognize, any influence characters might have throughout Abraxas or their respective nations - so there is no rank requirement.
- The High Priestess Lady Cospraila, who is devoted to the Faerie ways
- Mestr Lord Kythros, who has a thorough knowledge of the Vermilion Court tracing back several kings
The Fey aren't aware of, and thus don't recognize, any influence characters might have throughout Abraxas or their respective nations - so there is no rank requirement.
The Cascading Boughs
Once the ceremony concludes, Fey guides will lead you to The Cascading Boughs, so named for the waterfalls that spill over its branches. High above the ground, The Boughs is one of the few locations where the sunlight is more substantial.
◎ Room Assignment
◎ Amenities
◎ Room Assignment
The Fey do love a good trick. Before you enter, the only thing they'll tell you is that the rooms will choose you. What does that mean? Step through and find out as the whirling portal door spits you out into a random room. Your roommate will follow through with no choice of their own.
You can somewhat fool the door in return by stepping through together initially, forcing it to assign you and your companion to a room together. Otherwise, you'll have to get along with whomever The Boughs has chosen to room with you. Switching is not possible - there's only one entrance into the lodgings wing, so what you get is where you're staying.
◎ Amenities
Luckily, The Boughs have plenty of communal spaces to spend time together: lush gardens, beautiful ponds, and an array of food and drink for guests to enjoy every hour of the day.
Need to freshen up? The baths offer warm waters which give your hair a temporary luxurious shimmer while your skin takes on a healthy, sparkling glow.
For a meditative space, you can visit The Listening Tree. Said to hear your deepest thoughts and feelings, The Listening Tree seems to be constantly humming in a low tone. The sound is soothing and almost mournful, like the call of a great whale. Speak to it if you wish, out loud or in your mind. Though it does not answer in words, you sense that it understands in its own unique way. When you leave, you'll feel surprisingly refreshed and calm, a feeling that will leave you in a gently pleasant mood for the rest of the day.
Exploring
The Feywilds is vast, but much of it contains dense woods, twisting vines, and towering mushroom caps. Lakes, ponds, and rivers run through the territory, while jagged mountains stand tall in the east.
Only within the City of the Vermilion Court will you discover more to explore: shops, taverns, and eateries populate the largest town in the Feywilds. Compared to other Abraxan cities, though, it's notably smaller - closer to a village than a city. Shops don't have prices displayed anywhere. Some citizens seemingly receive goods for free. Others receive them in exchange for an agreed-upon favor you can't understand. Theirs is an isolated society, firmly entrenched in ways that are much different than the outside world where, despite established borders, intermingling between cultures often occurs.
Nonetheless, the Fey are welcoming and curious. Some are hesitant, including the children, while others want to know who you are. Though mischievous, the Fey don't intend any harm. They'll be pleased to show you the sights: glittering lakes, beautiful gardens, many strange oversized creatures with an unusual amount of teeth, and The Duskwoods.
Only within the City of the Vermilion Court will you discover more to explore: shops, taverns, and eateries populate the largest town in the Feywilds. Compared to other Abraxan cities, though, it's notably smaller - closer to a village than a city. Shops don't have prices displayed anywhere. Some citizens seemingly receive goods for free. Others receive them in exchange for an agreed-upon favor you can't understand. Theirs is an isolated society, firmly entrenched in ways that are much different than the outside world where, despite established borders, intermingling between cultures often occurs.
Nonetheless, the Fey are welcoming and curious. Some are hesitant, including the children, while others want to know who you are. Though mischievous, the Fey don't intend any harm. They'll be pleased to show you the sights: glittering lakes, beautiful gardens, many strange oversized creatures with an unusual amount of teeth, and The Duskwoods.
Shopping & Currency
Unlike the rest of Abraxas, the Fey don't accept gold or silver. Instead, they've declared that there's a unique currency you must use to make purchases. Not all of the Fey seem to participate in this type of currency. You have to wonder if they're playing a trick, but if you want to buy something, you'll have to do as you're told. To the Fey's credit, they're happy to make a fair exchange in return.
Currency options are:
Each shop will want a particular currency from the list above. It might change from shop to shop, or even from hour to hour within the same shop - so act quickly! If you're having trouble getting the currency by yourself, you can grab a friend to help you with the task. Try to strike a bargain if you want. You could get them to lower the price or change to a type more suited to your skills.
As for the shops, there are boutiques with unique stained glass ornamentation for masks and attire that offer special glamours such as fine sparkling dust or a glowing aura. You can obtain last-minute additions to masquerade outfits with various shimmering enchantments. Small trinket-like weapons can be purchased, such as a pretty glass knife. You can also get larger prop-style weapons meant to accompany a costume. However, genuine weapons are off-limits. No matter what currency you arrive with, shopkeepers insist your money is no good here.
Currency options are:
◎ Candied honey pellets from the hives of a giant bee creature. They can be smoked out or put to sleep, but have a vicious sting that will itch fiercely for 12 hours.
◎ Sparkling pearls, easily obtained where they wash up on the shores of lakes and ponds, but cause you to forget one memory while they're in your possession. You must spend (or discard) all pearls to regain the memory. The memory is typically minor like forgetting your favorite food or that time you fell down the stairs, but some may find themselves forgetting a major event or even their own name.
◎ Something only the character can give. This can be anything, but characters should give genuine thought when making an offer. It could be a lock of hair, a feather from a pet, a kiss, or a valuable possession. They might have to try a few offers before one is accepted.
Each shop will want a particular currency from the list above. It might change from shop to shop, or even from hour to hour within the same shop - so act quickly! If you're having trouble getting the currency by yourself, you can grab a friend to help you with the task. Try to strike a bargain if you want. You could get them to lower the price or change to a type more suited to your skills.
As for the shops, there are boutiques with unique stained glass ornamentation for masks and attire that offer special glamours such as fine sparkling dust or a glowing aura. You can obtain last-minute additions to masquerade outfits with various shimmering enchantments. Small trinket-like weapons can be purchased, such as a pretty glass knife. You can also get larger prop-style weapons meant to accompany a costume. However, genuine weapons are off-limits. No matter what currency you arrive with, shopkeepers insist your money is no good here.
The Duskwoods
The Duskwoods refer to the deepest parts of the surrounding overgrown woods. A thick canopy of trees shadows much of the forest in a perpetual dusk-like state, lending to its name - though sunlight does stream through rare spots between the leaves. At once beautiful and foreboding, the Duskwoods encompass the aura of the Fey: mysterious, full of hidden secrets and dangers, and yet wonderfully rewarding for those who respect it and its inhabitants.
Here, you'll find berries and mushrooms, large insects to collect, and creatures to hunt. Nothing in the woods is off-limits. Hunting is a favorite pastime of the Fey, especially their foot soldiers, and you're invited to participate. Just be sure you know the way. The Fey won't be there to guide you, so you're on your own if you get lost in the tangled maze-like forest. Heavy mists and darkened trees can trick you into going dangerously off-path if you aren't careful.
Though the Fey prefer to hunt by bow and arrow or with a spear, you can take your personal weapon into the woods. Note that firearms will be frowned upon and are likely to get you removed from the area due to the excessive noise. The Fey won't tolerate anything that disturbs the natural state of their home.
Here, you'll find berries and mushrooms, large insects to collect, and creatures to hunt. Nothing in the woods is off-limits. Hunting is a favorite pastime of the Fey, especially their foot soldiers, and you're invited to participate. Just be sure you know the way. The Fey won't be there to guide you, so you're on your own if you get lost in the tangled maze-like forest. Heavy mists and darkened trees can trick you into going dangerously off-path if you aren't careful.
Though the Fey prefer to hunt by bow and arrow or with a spear, you can take your personal weapon into the woods. Note that firearms will be frowned upon and are likely to get you removed from the area due to the excessive noise. The Fey won't tolerate anything that disturbs the natural state of their home.
For a list of wildlife found in the Duskwoods, see the Bestiary.
One or two personal weapons are allowed in the Feywilds, but don't overdo it and show up with an arsenal. Flora and wildlife should not be removed from the area.
One or two personal weapons are allowed in the Feywilds, but don't overdo it and show up with an arsenal. Flora and wildlife should not be removed from the area.
Making an Impression
Unused to outsiders and isolated for centuries, the Fey are watching you closely to determine whether they wish to pursue continued contact. Some preferences can't be helped - they're wary of anyone large in stature, as most have never encountered individuals much taller or larger than they are, but the Fey are drawn to animal-like traits such as wings, horns, or sharp teeth. Other aspects, however, are in your hands, and you'll be able to show off a bit.
You won't be told upfront, so it's up to you to observe what's around you and use social instincts you possess to impress - if that's your goal. On occasion, if a Fey happens to see something they like from you, they'll give you a useful item.
You won't be told upfront, so it's up to you to observe what's around you and use social instincts you possess to impress - if that's your goal. On occasion, if a Fey happens to see something they like from you, they'll give you a useful item.
To earn an item, submit a thread of your character performing the tasks below for approval. Threads can be in pairs or groups of any size. Threads do not need to be completed, but should contain a couple of tags from you before submission.
Once approved, we'll RNG from 1 of 3 items for each favor a character earns and provide you with the result. You can use the items to enhance your character's disguise for the upcoming Masquerade. All 3 items can be earned if you submit 3 example threads.
Once approved, we'll RNG from 1 of 3 items for each favor a character earns and provide you with the result. You can use the items to enhance your character's disguise for the upcoming Masquerade. All 3 items can be earned if you submit 3 example threads.
- A transformation potion that will grant and/or remove up to 2 appendages of your choice, such as horns, tails, or wings. For example, you could remove your horns and add wings, add a tail and hooves, or so forth.
- A perfume that hides your scent with delicate floral notes and provides you with a light charm that enhances your ability in one aspect you aren't normally good at. For example: words, confidence, musical talent, mimicking accents, or dancing.
- A powerful dye that will turn one feature of your choosing a different color. The dyes are only available in rainbow pastels or bright shades such as pinks, greens, purples, or metallics like gold and silver. They can be applied to your skin (become pink or blue!), hair, or eyes.
Tasks
The Fey can be difficult to win over, but they have a range of interests and love a good show! You'll have several chances and methods to make a good impression, even if you may stumble in other areas.
◎ Hunting Skill
◎ Physical Uniqueness
◎ Mount Handling
◎ Magical Demonstration
◎ Consuming Food & Drink
◎ Conversational Storytelling
◎ Hunting Skill
Hunting is a vital aspect of life. Their hunters prefer bows and arrows, but they'll be pleased to see a skilled demonstration of hunting using any method, including magic. The Gargantuan Viper Hydra is tough to fight one-on-one. Attempting to kill one alone will surely draw the attention of onlookers. Meanwhile, the Daggermaw Slug nests in dangerous areas in the Duskwoods full of poisonous flora and toxic spores. Successfully retrieving a handful of these toothy (and tasty!) critters will prove your competence in navigating the most treacherous of environments.
◎ Physical Uniqueness
You might notice the tamed creatures around the city have decorative jewelry or painted designs on their horns or tails. If you possess horns, claws, tails, or wings, you can impress the Fey by enhancing these elements on yourself with similar delicate gold chains or paint. If you have bright, colorful hair, you can achieve a similar effect by styling it in special ways, for example by adding flowers or beads.
◎ Mount Handling
The Fey have a few peculiar mounts they use. They'll be happy to teach you how to handle one or even all of them - and the quicker you learn, the more they'll acknowledge your talent. Mounts include:
- The Pearl-Eyed Leaper, an oversized lizard ideal for moving through dense treetops. It leaps from branch to branch at great heights, so handling the Leaper requires a solid grip and a steely stomach. Additionally, the Leaper can sense nervousness and will slap you with its sticky tongue if your approach lacks confidence.
- The Luminous Greatshell, a massive snail that travels quickly over flat ground and across lakes, leaving behind a slick shimmer. Its intense speed makes handling difficult. Greatshell races through the winding Misty Rivers are an excellent chance to prove yourself. Just be careful to navigate obstacles, or the snail will stop abruptly and send you flying off.
- The Grinning Longhorn is the most challenging to mount. You must be swift and agile getting on, or else it may kick, gore, or bite from impatience. Wooden replicas are available for practice, but if you're bold, you can greatly impress the Fey by forgoing any practice. Once mounted, the Longhorn is the most versatile and easiest to direct, following your wishes through an unexplained intuition. They can traverse steep, near-vertical surfaces.
◎ Magical Demonstration
The Fey love flashy magic. Show off your spells all you want, deliberately or as a part of your daily life. Conjure items, use magic as a tool to accomplish a task such as hunting or combat, or put on a fun show to entertain the Fey children. The more flash and color you include, the more the Fey will enjoy it.
◎ Consuming Food & Drink
Some dishes in the Feywilds are familiar, but others can be more unusual. The insect-like Daggermaw Slug is a delicacy, for instance, roasted over a fire or poached in citrus-scented leaves. Large bugs can feature in many meals served, while the liquor is exceptionally potent. If you clean your plates or drain your cups, the Fey will be pleased.
◎ Conversational Storytelling
As a close-knit community, the Fey love to chatter and love even more someone who can spin an entertaining yarn. These tales are conversational - anecdotes that arise naturally when having a drink or a meal. They're less interested in stories that feel rehearsed or stiff. If you like to be at the center of attention at a party and know how to embellish, you can win over some of the Fey listening.
The Masquerade
The Masquerade takes place on the final night. By now, you're expected to have your costumes and masks prepared. Spend the afternoon adding any last touches before the big event. Carriages arrive once the sun goes down, and they won't wait long for any stragglers.
This part of the event involves two aspects: a guessing game to try and identify your dance partners and the opportunity to meet one of several mysterious NPCs whose identity you won't know.
There's also a maze to enjoy for guests who want a break from dancing. The food and wine might be a bit strange, though not necessarily unpleasant.
There's also a maze to enjoy for guests who want a break from dancing. The food and wine might be a bit strange, though not necessarily unpleasant.
Preparation
It's not taboo to be seen by a select few! You're welcome to choose a close friend or two who can help you get ready for the night. The expectation is that you won't be participating in the guessing game amongst each other.
If you're particularly secretive, private enchanted dressing rooms will be provided to truly obscure your identity.
If you're particularly secretive, private enchanted dressing rooms will be provided to truly obscure your identity.
Outfits & Glamours
In the days leading up to the Masquerade, you'll see shops with masks, outfits, and accessories. Examine what's popular among the Fey to build your look to fit!
The Fey prefer avant-garde fashion, elaborate hairstyles, and intricate accessories. Where a simple ball elsewhere might involve a flowing dress and a tiara, the Fey attending the masquerades will adorn themselves with detailed headpieces, overly stylized hair, and thematic costumes.
Seelie magic has an equally important role. Illusions are used for more than changing one's hair or eye color. The Fey will cast transformative effects that alter the shape and look of their very physical forms. They might add additional limbs, give themselves tails or horns, or elongate their already spindly bodies into something insect-like.
The Fey prefer avant-garde fashion, elaborate hairstyles, and intricate accessories. Where a simple ball elsewhere might involve a flowing dress and a tiara, the Fey attending the masquerades will adorn themselves with detailed headpieces, overly stylized hair, and thematic costumes.
Seelie magic has an equally important role. Illusions are used for more than changing one's hair or eye color. The Fey will cast transformative effects that alter the shape and look of their very physical forms. They might add additional limbs, give themselves tails or horns, or elongate their already spindly bodies into something insect-like.
Don't be afraid to get weird. While beauty is an aspect, the Masquerade is also about transformation. Characters are welcome to play it safe if that's what they prefer, but those who break the mold will best catch the eyes of the Vermilion Court.
Masquerade Night
Outside the Cascading Boughs, golden carriages await at sunset. Climb on in. The ride is less than an hour long, and you'll have the opportunity to meet your mysterious companions on the way to the Vermilion Palace. Small refreshments of berries and sparkling wine are available inside the carriage.
Upon entering each carriage, you'll be handed three butterfly pins, to be pinned on guests whose identities you uncover during the masquerade's guessing game.
Upon entering each carriage, you'll be handed three butterfly pins, to be pinned on guests whose identities you uncover during the masquerade's guessing game.
The Vermilion Palace
As the carriages draw near, the whimsical spires of the Vermilion Palace tower over you. Some stand tall and sturdy; others twist like tree branches, adorned with windows or small balconies throughout. The palace shimmers a faint silver in the moonlight. A light reddish mist hangs low on the grounds, giving the palace its name. The mist is cool and refreshing to walk through, and leaves no stains or traces on clothing.
The stairs leading up to the main entrance appear carved from geodes. At the top, two-story tall doors inlaid with the same silvery filigree give the palace its shine. As you walk through the doors, the red mist surrounds you for a split second. Then you're instantly deposited into the main ballroom.
A disembodied voice announces you based on your chosen pseudonym or title and your appearance rather than your true name. Though you're positive you just walked into the palace, you can't tell whether you're inside or outside. The domed glass ceiling floats above the dance floor. The walls appear to be halved or missing entirely, leading to a sprawling landscape of forests and gardens. Don't stare at the ceiling for too long - you might give yourself vertigo or a falling sensation.
The stairs leading up to the main entrance appear carved from geodes. At the top, two-story tall doors inlaid with the same silvery filigree give the palace its shine. As you walk through the doors, the red mist surrounds you for a split second. Then you're instantly deposited into the main ballroom.
A disembodied voice announces you based on your chosen pseudonym or title and your appearance rather than your true name. Though you're positive you just walked into the palace, you can't tell whether you're inside or outside. The domed glass ceiling floats above the dance floor. The walls appear to be halved or missing entirely, leading to a sprawling landscape of forests and gardens. Don't stare at the ceiling for too long - you might give yourself vertigo or a falling sensation.
The Ballroom
The ballroom consists of the main dance floor. It's flanked by several seating areas with tall tables and chairs, each with a different flower motif tying them together. The lighting is gentle as the moon's glow filters through the ceiling, broken into a colorful prismatic effect. A masked orchestra plays on a rotating stage throughout the evening, playing the most popular songs in the Feywilds. As one piece flows into the next, the colors of light shift with the changes in key, pulling excited cheers from the Fey guests in attendance.
Attendants carry bottles of Full Moon Wine. The Fey never turn down a refill, and there is an expectant air that the Summoned should also accept. Strangely, the wine's taste changes after each glass. The flavor seems to be entirely dependent upon the recipient and varies from a sweet soda pop-like mixture to bubble gum left for several weeks under a table. But it would be rude to make a face if it's not to your liking, wouldn't it?
Food is much more familiar. Hors d'oeuvres make their way around on platters, and full meals are available upon request. Unlike typical hors d'oeuvres, which are small dishes meant to be eaten in a bite or two, the Fey's version is notably large. Further, no matter what you partake in, the item appears ever so slightly ... off. A deviled egg with a blue yolk, a cracker that is delicious but weirdly mushy when you bite into it, a vegetable skewer that tastes like a sweet dessert instead of savory. Like the wine, the Fey watch expectantly to make sure their guests are enjoying the cuisine.
Attendants carry bottles of Full Moon Wine. The Fey never turn down a refill, and there is an expectant air that the Summoned should also accept. Strangely, the wine's taste changes after each glass. The flavor seems to be entirely dependent upon the recipient and varies from a sweet soda pop-like mixture to bubble gum left for several weeks under a table. But it would be rude to make a face if it's not to your liking, wouldn't it?
Food is much more familiar. Hors d'oeuvres make their way around on platters, and full meals are available upon request. Unlike typical hors d'oeuvres, which are small dishes meant to be eaten in a bite or two, the Fey's version is notably large. Further, no matter what you partake in, the item appears ever so slightly ... off. A deviled egg with a blue yolk, a cracker that is delicious but weirdly mushy when you bite into it, a vegetable skewer that tastes like a sweet dessert instead of savory. Like the wine, the Fey watch expectantly to make sure their guests are enjoying the cuisine.
Rose Garden Maze
Want to do more than dance? Stepping outside into the greenery will send you into a rose garden maze. Filled with the same red mist, the rose garden maze is as beautiful as it's disorienting. No dangers lurk to hinder you, though giant butterflies flutter and overgrown lizards scale the hedge walls. Their sticky tongues might steal a piece of your outfit or any food you're holding, so be careful!
Finding your way out is a bit tricky, but not overly difficult. Small orbs of light will guide you from point to point if you're feeling especially lost. The Fey like a bit of mischief, but they don't want anyone to be miserable at their grand party. You might even run into some of your mysterious companions. Maybe you can finish the maze together? Be sure to keep up your hidden identities while you do!
Completing the maze will lead you back to the ballroom as if you had never left, and you'll have the bonus of smelling like a bunch of fresh roses.
Finding your way out is a bit tricky, but not overly difficult. Small orbs of light will guide you from point to point if you're feeling especially lost. The Fey like a bit of mischief, but they don't want anyone to be miserable at their grand party. You might even run into some of your mysterious companions. Maybe you can finish the maze together? Be sure to keep up your hidden identities while you do!
Completing the maze will lead you back to the ballroom as if you had never left, and you'll have the bonus of smelling like a bunch of fresh roses.
Guessing Game
Socializing with other guests is a game from the start. Fully masked and disguised, you never know just who you are talking to.
Remember those butterfly pins given to you in the carriage? Hold onto them since getting rid of all 3 is the goal! Talk to your mysterious companions, ask them questions, and deflect their suspicions yourself. Any guest you can "pin down" receives a butterfly pin from you placed on their costume.
Although concealing your identity is important, the masquerade is equally about having fun. Provide a few bizarre clues or lean into your costume (maybe you'll only communicate in a single word or a howl!) if you want to help your partner slowly figure out who you are...if they can!
Of course, if you're not very good at it, that's alright, too. It might just be obvious you're you in a mask, and you'll end the night with many pins in you. The point is to enjoy yourself. As long as you're having a grand time of it alongside the Fey and you're giving it your best efforts, your hosts will approve.
Remember those butterfly pins given to you in the carriage? Hold onto them since getting rid of all 3 is the goal! Talk to your mysterious companions, ask them questions, and deflect their suspicions yourself. Any guest you can "pin down" receives a butterfly pin from you placed on their costume.
Although concealing your identity is important, the masquerade is equally about having fun. Provide a few bizarre clues or lean into your costume (maybe you'll only communicate in a single word or a howl!) if you want to help your partner slowly figure out who you are...if they can!
Of course, if you're not very good at it, that's alright, too. It might just be obvious you're you in a mask, and you'll end the night with many pins in you. The point is to enjoy yourself. As long as you're having a grand time of it alongside the Fey and you're giving it your best efforts, your hosts will approve.
Getting rid of all 3 pins will earn your character a glowing orb activated by moonlight. During clear nights when the moon is bright, set it on a windowsill to watch a beautiful scattering of lights cast over the walls and ceiling.
Mysterious Meetings (NPCs)
During the night, you might find yourself with a dance partner or a companion who isn't one of the invited Summoned. Who are they? Well, that remains to be seen. You probably won't find out right there, though you can make your guesses. Maybe you'll get it right!
To receive a brief interaction with a mysterious NPC, fill out the form here and reply with a link to your character's top level in the event.
Only one character per player can sign up. Dances are short, so there won't be a lot of time to chat. Give your questions or responses some thought!
Only one character per player can sign up. Dances are short, so there won't be a lot of time to chat. Give your questions or responses some thought!
Magical Demonstration
The truth is that he can find certain people any time he wants to. Jesper has put items that he made for them and it has a distinct sense only his Durast ways can be pulled to. Tricky, maybe, but when he wants to find them, it's not always easy. Inej with her disappearing tricks, and Kaz with his withdrawing but studying. Except this time when he goes looking, he finds Kaz surprisingly charming a crowd of children.
Jesper smiles and watches him, not super comfortably because usually he leans against things, but he is so very tall compared to everyone here and it's not as easy. He notices Kaz using his new magic skills too and there is pride in his heart. He catches Kaz's eye the next time he looks up and winks but he doesn't get in the middle of it. He likes to watch.
It's only after Kaz's little show that he puts up his hand and the coins snap up into it. See, he can do some tricks too, but he wasn't going to take away Kaz's audience. He deserves the attention. "Pretty impressive, Brekker."
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It isn't his to judge or control though, and he would just prepare himself to be there to pick up the pieces when what Kaz believes is the inevitable happens.
As with Inej, more and more, he finds himself knowing just where Jesper is when he's near. Perhaps it's subtly catching sight of movement, or color in this case, or there's a connection there he doesn't know how to explore but when he meets that warm gaze, his lips twitch.
Of course, so does his heart. Being caught like this isn't easy for him, especially when he knows that while Jesper knows Kaz can put on any act, he also knows more about Kaz and his motives than he sometimes likes. So he might well notice the true kindness he shows, how careful he is with the fire around the children. It might be that they're guest and the damage they might cause. Certainly that's what he'll claim.
The coin shoots from his hand to Jesper's and he can't help but to roll his eyes. "I could call that cheating, or I can try and learn that as well."
He hadn't thought about learning the skills of the Materealki, though maybe it will become a focus. But then he hadn't spoken to Jesper about what he suspects he's gained of an entirely different order. Mostly in that he suspects Jesper would want to practice it. On him.
"Can't master skills unless you use them. I suspect they might have more magic than I do, but it's a nice chance to both charm the locals and hone my skills a bit more." He pauses a moment before asking. "Enjoying yourself?"
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Jesper is well aware that Kaz has a bit of a soft spot for children. It was one of his saving graces as he started becoming known as a cold-hearted bastard. Jesper can see something light in him when he's putting on a show for them. A lack of weight, like there is less weighing him down in that moment, when he is focused on showing off rather than dwelling on anything himself.
He flashes a grin and sits down across from Kaz, since the others have disbanded for now, and that at least keeps him from not having to worry about bending over in these tiny spaces. Jesper has no idea how tall people without his dodging instincts are dealing with the low ceilings. Probably with a lot of pain! He sets the coins down.
"It's absolutely cheating, but that's why you should learn." What do they care about cheating, if they get what they want? Criminals, through and through. He reaches out for Kaz's gloved hand and takes it, squeezing warmly. "Their magic is unique too, Seelie apparently. Think only they can use it." If Jesper can learn, he'll try, he always does.
"Yeah, I like them. They're my types of people, I think, mischief makers. Bit dramatic." He kisses Kaz's gloved knuckles. "How about you, my love?"
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Most of them don't end up on the streets by choice. It's because of someone else's choice, and things go terribly wrong. They don't want to be there. That he will always be conscious of and careful about taking care of when he cans. Even if they have homes and they're just enjoying the company of the strangers.
Though he snorts at Jesper at that comment. "I don't believe I said it was wrong, I said cheating. I rather respect that though..." He arches a brow then. "Are you offering to try and teach me to be a Frabrikator?"
It's not a horrible idea. Not even all of it, just that he could learn some of it as he had learned fire. Would it be impossible?
He laughs at that. "Except you make up to of them in height. Which I guess is certainly dramatic."
He can't imagine him being anything else either. Nor want him to be.
He actually smiles at the kiss, though if you didn't know him a person might not know it's a smile.
"I'm surviving. There's no water, best I can tell there's no blood in the food, and no one seems to mind how much clothes I wear so doing better than some things."
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"When they questioned me about how the bridge was made, it seemed like a skill they weren't aware of." It was terrifying at the time to be interrogated over it, he'll probably never stop fearing the forced entanglement with Grisha and the army, but it did gives him some pride. If nothing else, if it's ever the right call to work with them, he knows he has something they want.
"There's water in the baths but I know you avoid the public ones." Jesper's smile turns flirtatious. "Which is too bad since I know you'd be something worth sneaking a peek at." Jesper looks forward to a day when he might be able to see Kaz in all his naked glory. It's an exciting concept that could be true. Then after that would be able to put his mouth on every part of his naked glory, but it's a process. Might take a few years. He's dedicated.
"We'll have to think on your masquerade look. Covering you head to toe will be easy for this one."
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He's echoed those feelings before, and he means them. He's practiced on the way he's learned.
"That's interesting to know though. That there's a skill that's held back from them somehow. I wonder if it's like certain Shadow and Sun Summoners. Is it that unique or totally unknown?"
And now there's more he plans to do research on.
Something that distracted him for a moment before he shakes his head slightly. "No, not public baths. I suspect barring the doors would make us bad guests, but no."
There's something there though, in mentioning barring the doors. The desire to be with Jesper in that way, to share that with him, but knowing he has enough issues in a room full of people full clothed.
He hesitates though in talks about the masquerade and looks. He glances away and then back at Jesper. "What if I wasn't entirely covered though? If the point if a masquerade to fool others, wouldn't that be a give away?"
His voice is normal, his expression unwavering. Inside though he feels like he's trembling in his very blood at the thought. His need to win about to outweigh his phobia.
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He hasn't slipped up with gambling since the last time, so he had to start getting monthly tokens again from Inej. An uphill battle each time. Jesper hadn't even been tempted during their capturing, but he leaned too far into the other end of his issues, a bloodlust he never experienced before. It's all being worked on.
"I don't know, I can't entirely explain it, but it makes sense to me. Because changing the composition of something, it's not a spell, it's a skill." It's not a spell that you can simply point to something and tell it to be liquid but in a way where it can become solid again. He doesn't think they have a fluidity compared to Durast abilities. "It means I would be very valuable someday, if I wanted to be." It's a last resort but he's not above it.
Jesper raises both of his eyebrows at that idea. "Kaz ...." He takes both of his hands this time, squeezing them. "I think you would look magnificent." Any piece of his skin showing would be. "But I don't want you to push yourself too far when we've been going slow."
Kaz has let himself touch Inej and Jesper, he is getting much better with being comfortable around certain others, but there is so much potential for disaster at a party. People would casually touch others never meaning offense. They have been building his tolerance slowly, as they promised him when he first told them the truth.
"I could be by your side all of the party, but it would be pretty obvious who you were in that case." He'd do it anyway. Jesper isn't secretive. Everyone will know it's him.
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Yes, there was the one time where he had slipped, but in the end it was better than it could have been. Especially since then and their fight.
"But there's nothing else I ever want to change about you."
He nods as Jesper explains about his abilities, because it does make sense given their world. "Interesting to think that all they have managed in this place and that they haven't seemed to master. But that said..." His eyes narrow. "You are not valuable to anyone but us, because we have your best interest at heart."
This place didn't, and he remembered how he felt in the talks about Jesper joining the army here.
He shakes his head. "That would definitely given it away and ruins my chances of winning," he points out. "I know it's a risk but when have I not taken those when the rewards are great?"
Great in a different way here but it still benefits him in many ways, especially mentally and emotionally in this place.
"I can avoid others. Do what I can to avoid contact but I need to see how far I've come."
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"To be fair, it's not as if the Grisha in Ravka knew what the hell to do with my kind either. They had them wasting all their effort making clothes." Corecloth is worth making, that's not the point. They are both wearing it now. But there is so much more they are capable of doing. Durasts can be exceptionally dangerous, as Jesper is an active and every day example of. But from what he's heard, they are very overlooked. So maybe it's osmething similar here, they might be able to do what he can do, but they simply don't think of it. He's unique for a Durast.
"I almost signed up, you know. When you lot were taken." No, Kaz absolutely does not know, because Jesper never told him. He hasn't spoken a word about that experience, in fact. He was focused on getting them back, he did that, he lost his shit in public about Mat, he licked his wounds privately and locked it away in an emotional box. "I thought they'd help us more if I did."
It was a back pocket kind of idea. If there was absolutely no other way. And if he thought the Free Cities could actually help him, which in the end, they couldn't. Jayce and Viktor did it. The Summoned saved themselves.
"I support whatever you want to do, sweetheart. And if you need to leave, it'll probably be easy." There will be so much going on and so many costumes and such that slipping out will be simple.
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He can't help but to give a rough laugh at that.
"The Second Army follows what they're told, like any Army. Imagination and creativity is beaten out of them on the training fields. For us that is different." He knows Jesper has a brilliant and bright mind, and he isn't held back by military thinking.
It's why, when he speaks of joining the army, Kaz's hand moves suddenly. Long, nimble, bare fingers catch Jesper's jaw, not tight but making a point, his dangerous gaze catching the other man's.
"If I ever found out you joined the Army of all things for my sake, I will show you just how talented you were in making my cane."
A cane that Jesper could easily destroy with a touch, but that wasn't the point and they both knew it.
He leans in suddenly, the kiss as fierce and dark as his look a moment before as if he could ensure with that kiss that Jesper would never do something like that. Not for him. He wouldn't have that over his head, that blood on his hands. Not others, but Jesper's if something happened to him. He's come past the days of people being commodities. At least his people.
Yet there was so much more there than anger at the thought. He was kissing Jesper, touching him barehanded, they were in public. That, he hoped, spoke as much as his words.
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Jesper instinctively wants to jerk back, but it's Kaz so he stays still and lets him grab his jaw. He knows that the piece of news wouldn't be appreciated by his lover, considering what it would mean for all of them, but it didn't matter at the time. He was desperate. He would've done anything. He isn't sorry about that, he can't be.
He's about to reply when Kaz leans in to kiss him and he meets him in the middle with fierceness and passion. There they are making out in public in a way that probably is going to get inappropriate quickly, but that's never stopped either of them before. Jesper cups Kaz's cheek, runs through his dark hair, tangles fingers tightly in the strands.
He only stops the kiss so they can breathe. As usual, Jesper doesn't actually care that much about where they are. The two of them are dangerous in public settings. Gray eyes, silver in moments like this, look at Kaz and catches his breath as best as he can. "I love you, Kaz. There's nothing I wouldn't do for you."
And that is an answer all on its own. Jesper isn't going to promise anything. He will do his best not to do things that Kaz wouldn't want, but at the end of the day, he'll sacrifice and he'll protect and he'd be lying to say otherwise. They got to their people in time, that's what mattered. But it won't be the last time they're in trouble.
And leave them there?
And while he would have Jesper learn all he could, trusting in not his own control entirely - the mind of an addict after all - but he knew between them they could keep him reined in. Or so he believed.
It's why he didn't want to risk the chance of the Army using him purely as a weapon. Without that balance what might be stripped away from the young gunslinger that they might never recover after the fact?
And it's those fears, words he might never speak and certainly never call them a fear, that held him tight in those moments. Those fears poured into that fierce kiss, emotions he had trouble conveying in words even as he was quickly learning. Such as those first breathless words when the kiss breaks.
"I love you, Jesper Fahey. "I'll hold you to those words, but I offer in return the promise that if it's mine to give you, you'll have it."
Leave it to Kaz to make it a deal, a fair trade between them, but one that means everything to him.
Yes!