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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2022-12-14 09:19 am

EVENT #11: MEDIATION - IC POST

Event #11 - Mediation

As the Dimming draws near, the people of Thorne, the Free Cities, and Solvunn begin to prepare their celebrations similar to the previous year. The Summoned, though, will be having a much different experience.

A week before the event, you'll each receive invitations to an important diplomatic event held in Luna. Unlike the opening of Oleuni Square, these invitations are from nation officials themselves - sealed and marked with the faction's emblem, alongside Luna's. Notably, any mention of Ikorr is absent. This appears to involve the werewolves and Luna in particular.

The invitation will specify that a resolution of conflict is under negotiation and that it's of utmost importance that all of the Summoned of each nation is present. That means you. Due to the clash that occurred last year and the fact that the Summoned's powers and magic are unaffected by the Singularity's waning, any Summoned unaccounted for will be considered a high security risk that could greatly damage negotiations. Therefore, those who wish to remain behind must submit a formal appeal to officials and will be assigned a neutral third party from Nocwich to be watched throughout the event's duration.

Everyone else is required to attend. Officials will be offering full accommodations, a generous daily spending allowance, and even personal guards should anyone be concerned about the attacks in August. They'll stress you should be further reassured, as the Dimming means magic in the native population is severely weakened. Magical attacks and other risks of that nature are thus unlikely. Most people will be conserving their strength throughout this period.

◎ For all submissions, players will have until December 28. This is a soft deadline, as we understand the holidays are a busy time, but we do ask players do their best to make their requests early in so we can respond in a timely manner and determine the contents of the wrap-up post.

◎ Since characters will be in close proximity during this event, especially while on the island and the ship, we've posted a CURRENT EVENTS thread where players can comment with notable occurrences that are happening in their threads for other players to take notice if they wish. These can include: escaping out windows, commotion with the geese, minor altercations or arguments at the inns or on the ship, and falling overboard. We may also post our own current event updates depending on what happens.

◎ We'll be updating the list of Information Revealed through eavesdropping as details are uncovered.

Luna
The deep forests of the upper peninsula eventually give way to the widening settlement of Luna. The city sprawls up onto hills and between thick groves of trees, following the natural lay of the land. Buildings in the open areas are never more than three stories tall, dwarfed by trees along the outskirts. The air is frosty, but not biting. In winter, a thick layer of snow blankets Luna.

For more details, see the section on Luna on the Nocwich Setting page.

The Summoned will be arriving in ornate black carriages pulled by ghostly steeds. Each carriage is identical except for an emblem of one of the three factions (Thorne, Free Cities, and Solvunn) temporarily inlaid on the doors - indicating where each guest must go. When all passengers have boarded, the carriages move forward without command, providing a quiet and scenic ride through the hills and forests that lead to the sprawling settlement of Luna.

The carriages begin as a singular caravan before eventually spliting off as they bring each group to their designated inn.
Designated Inns
You'll need to stay at the assigned inn for your nation of residence. It will not be possible to switch inns, though if you're discreet, you can get away with an overnight visit. You won't get in trouble for breaking the rules, but chances are you'll be sent back to your inn with all your things if you make an attempt to move, and the lone carriage ride through the city with all your belongings might be a bit embarrassing.

◎ THORNE
Those coming from Thorne are led around the corner of the main square towards one of the older streets of Luna. They'll be taken to The Teallaigh, Luna's most popular inn. While not the grandest, its reputation lies in the warmth of its hearth. The Ward family have run the inn for three centuries. The rooms are cozy and clean, providing the comforts of home, according to the Lunae. This includes soft bedding, a hearty morning breakfast, and hot evening baths. The streets outside can be rowdy during the busiest hours of the day and night, but the thick windows and mulled wine offered on the house help balance out the noise. The Ward family and townsfolk are happy to discuss the inn's history. Rumors are that the founder was something of a magician himself.

◎ FREE CITIES
Those coming from the Free Cities are led towards a section of Luna known for its high hills and winding pathways. Connected to the rest of the city by a stone bridge, the Morwyn Siglo is Luna's oldest inn. Though the boards creak and lights occasionally flicker, the building has stood above most of the neighborhood since the city expanded to these hills centuries ago. Much effort has been put into retaining the inn's classical aesthetic while ensuring it has the modern comforts needed. Morwyn Siglo is often used as a landmark for directions in this part of town. That trees and other plants grow up and into the very building itself are considered signs of good fortune to the locals. The rooms are dim, yet warm. Signs of encroachment are noticeable in the nooks and crannies. The nights are peaceful. Despite its appearance, the Morwyn Siglo is the only inn that uses fully automated magic-powered crystalline lights rather than oil or flame lamps. The food served here is considered the best in the city.

◎ SOLVUNN
Those coming from the Solvunn are taken to the New Quarter, near the recently renovated Town Hall. A few blocks from the main square is the newly opened Realta Inn and Tavern. Meant to help promote tourism in Luna, this etablishment offers more of the modern aesthetics and standards expected in other cities across Abraxas. The rooms are tidy and finely decorated without being garish. Unlike the other inns in Luna, the Realta is not run by a single family but by a collective of enthusiastic entrepreneurs and local business owners who want to see Luna's doors opened up to the rest of the world. Eager to make a good impression, the staff is hospitable and tries to show reverence to Solvunn traditions while the Summoned are their guests. The Lunae and Solvunn share close ties, after all. Goat cheese is served at the complimentary breakfast, but for a touch of something new, they also serve fine cheeses and butter from the local livestock.
The Winter Solstice
The Winter Solstice, held around the Dimming, is a month-long celebration throughout Luna. It bears many similarities to Solvunn's Winter Solstice. Indeed, some werewolves with ancestral ties to Solvunn will visit Solvunn during the Winter Solstice to observe the commune's festivities. Anyone in Solvunn during last year's Winter Solstice might even recognize a few familiar faces in Nocwich.

Around Luna, you can find the following as people prepare for the Solstice:
Bonfires
Though all of Nocwich is engulfed in an eternal night, large bonfires are lit in the would-be evening in the most popular gathering places: the large promenade by the edge of the forest, the busiest market center, and the central town square. Volunteers selected from the local youth - rarer these days among the Lunae - are honored with the "first light" where they stand in a line with flaming arrows and shoot them into the wooden pile, setting it ablaze to a chorus of excited cheers.

Mishaps have been known to happen in the past, but when questioned, most of the Lunae laugh off stories about how Old Man Tomlee had to frantically put out his window dressings when a wayward arrow found his storefront instead of the fire. It's all part of the tradition!

The bonfires signal the start of festivities. Wood is continuously added to the fire to keep it burning until the Winter Solstice concludes. Passersby, including you, are encouraged to contribute logs to the blaze. It's also customary to write out something you want want to let go of and toss it into the fire. This can be ill health, unwanted thoughts or feelings, misfortune - even people. Advertising you've burned someone's name is in poor taste, but it's common knowledge this happens more often than anyone will admit. It's said that if your parchment ignites a blue flame, then it is assured to come true. But if it burns white, then you won't be free of it yet.

Glow Logs
The forest is home to many different types of evergreen trees. A small group of elm, spruce, and yew trees are cultivated specifically for the growth of the seasonal glow logs. They're cut to sizes of one to six feet to fit inside personal homes, with the largest on display in front of public buildings and businesses.

As a guest, you're invited to decorate a log of your own, which you can display in your inn rooms and later take home with you. Supplies will be provided for you to paint and carve the logs. Examples of traditional designs are available, but everyone's free to express themselves how they want. Symbols and scenes of fertility are common and welcome, of both the harvest and mammalian variety. The Lunae don't share the same sensibilities typical to some parts of Abraxas. These images are drawn quite seriously and artfully to bring forth bountiful luck in the spring. The final touches always include glowing flowers which light up the streets and homes, making the Winter Solstice the brightest time of the year in Luna.

Spiced Wine Cauldron
Not far from the ceremonial glow log, you'll find a series of stalls for seasonal snacks and treats. In the middle is the most popular feature: a large cauldron kept gently simmering for several days on end. Inside is a flavorful spiced wine, which anyone can freely ladle themselves a cup from - though you'll have to bring your own mug. Deep red wine, brandy, cinnamon, and ginger are the strongest flavors, with hints of white wine and clove as an aftertaste. Additional sugar cubes and cinnamon sticks are available on the side if more sweetness is desired.

The cauldron itself never seems to get low, but there's no magic involved here. The Lunae all do their part to keep the cauldron full, adding their own bottles of wine and spices from home throughout the Solstice. This does make the flavor and strength of the wine inconsistent, but that's part of the cauldron's charm. More than the alcohol, the cauldron serves as a warm gathering place for chatter, meeting old friends, and spending quality time together.
The Sacred Geese
Geese have held an important status in Luna since its founding. The black-necked goose is by far the most common variety. They reside on farms and homesteads, as well as roam the city. Not all of the geese are wild. Domesticated geese will have a beaded band on their feet. Their eggs are a rich part of many meals.

During the Winter Solstice week, seven domesticated geese will be selected as that year's Sacred Geese. One notable goose is Daryll, the prized young bird of a local lumberjack. A ceremony is held in the town square where Daryll and his companions are presented for all to see and marvel at his plumage and feisty waddling. There, the ceremony host will hang a strange token featuring an eye around each of the seven geese's necks. The red-ribboned tokens indicate that the powers who watch over Luna have granted favor upon these geese. After the ceremony, the geese may be doted upon and gifted food as offerings...which mostly consists of people trying to fatten up the geese to slow them down for the next part.

When the ceremonial horn has sounded seven times, the geese are let loose into the city. The square erupts with the sounds of shouting and honking, feathers flying in the air as the geese take off and the townsfolk follow in pursuit. "Blind the goose!" becomes a chorus as the crowds rush past. To retrieve one of these tokens is the name of the game - effectively removing the eye and "blinding" the goose. Those successful may return to the square with the token in hand in exchange for a few decorated stone "goose eggs" that can be placed in a fire, then used to keep your hands warm. They retain heat for several hours.

Be careful: these are no simple geese. Known for their aggressive biting and powerful kicks, many local werewolves have earned scars from the ritual. They are also inexplicably immune to magic and spells, which makes them ideal for a custom held during the Dimming, a time when magic wanes. Considering the small prize, the winnings are not the point. Rather, the true purpose of this festivity is the bragging rights that come with having gone head-to-head with one of Luna's most fearsome birds. Teaming up is common. Community spirit is the most important thing in Luna, and one token can be exchanged for several prizes if multiple people were involved in a capture.

Do not harm the geese. The geese are very sturdy, so rough handling while capturing them is acceptable. However, deliberate attempts to harm or kill them will have you swiftly removed by the Lunae. You'll be served with a hefty fine, as well as shunned by the natives who will henceforth turn you away from taverns and shops. These geese belong to the townspeople, so harming any of the geese is the equivalent of harming someone's beloved pet and will be treated as such.

Anyone can participate! To see how successful your character is at obtaining a goose, comment here and we will perform a roll for your results.

If multiple characters are working together to catch a goose, only the person doing the active catching needs to submit for the roll.

Sylvcres Island
Originally known as Silver Crescent Island, Sylvcres Island sits off the coast of Nocwich in Luna's territory. This is where Luna mines its unique ore from under the surrounding waters. Miners and fishers make up the majority of the population. Across the bridge sits a stone building where negotiations will take place. You'll be arriving by ship on the evening of December 20th, which will dock next to the island for the full three days until December 23rd.

Because of the island's insular nature, it has no accommodations for guests. You'll have to return to the ship to rest and to seek entertainment. Nevertheless, for those who want to indulge in natural beauty, Sylvcrest Island has much to offer.

For more details, see the section on Luna and Sylvcres Island on the Nocwich Setting page.
The Ship and Ocean Journey
Welcome aboard The Arcanis! This "cruise liner" is considered the height of luxury and the pride of Luna. Its massive form cuts through the water smoothly, and its large sails are embroidered with thread dipped in sap that offers a brilliant glow under the moonlight. Instead of the defensive cannons or pikes one might find on a merchant ship, there are neat rows of small rowboats on either side - just in case.

The decks are spacious and could be mistaken for a grand opera house. Pillars decorated in onyx filigree and platinum fill the ship's interior. Curved staircases lined with candles allow access to all the floors, as well as the main deck. Are you wondering if this ship is conceivably bigger on the inside? You can ask the staff, but you'll only be met with surprise. Locals will tell you that it looks as expected - there's nothing unusual to it.

High-ranking officials will be traveling in a smaller, but equally luxurious ship, separate from The Arcanis. It'll be possible to see said officials from the upper decks as the two vessels sail alongside, and they will be docking at the island nearby.
Skyline Sea
Upon arrival at Sylvcres Island, you'll be notified of a wondrous event that will take place within the next few hours. Once a year, during the Dimming, creatures of the deep sea take to the skies. Legend has it these creatures never used to reside in the water, but the Singularity's growing strength forced them to migrate deep under the ocean due to the interference with song frequencies.

Most of the marine life are whales and sea jellies, but following behind them is the fearsome golden serpent and its friendlier but no less gigantic companion the rainbow carp. These creatures will not attack. Instead, they will simply migrate across the sky and vanish into the stars.

You can watch this incredible phenomenon on the deck of The Arcanis or on the shores. You'll get a thick fur blanket to protect you from the cold. Mulled cider will warm your hands, and tasty spiced nuts make for a great snack during the viewing.

Those watching are encouraged to make a wish and then share that wish with one other person. The Lunae believe sharing a wish with another will help it come true.
Accommodations
Cabins
Cabins are below the deck, spread out between three separate floors. Each room is numbered in an elegant, swirling script. Sconces line each wall in even intervals and a long, plush carpet in deep burgundy runs along the center of the hallway. All rooms will host 2-4 guests based on demand. Each stateroom is roughly the same style and layout, containing:

  • 1-2 queen-sized beds draped in silk sheets and velvet duvets
  • 2 couches stuffed with decorative pillows
  • 1 black marble fireplace that always has enough kindling
  • 1 table and 4 chairs for afternoon tea
  • 1 window covered in thick curtains and lots of floor pillows nearby
  • 1 vanity and bench
  • 1 small closet for luggage and hanging wardrobes
Tavern & Eatery
Meals can be taken in the eatery, laid out like a banquet hall. If you have special dietary needs, you can talk to the head chef, a large and intimidating werewolf who is - when you speak to her - extremely friendly and cheerful. Food is served in the style common to Luna, meaning meals are hearty and filling. Bread, cheese, and ale often accompany each selection. While the factions have covered expenses, including dining, extra silver pieces will let you have someone bring a meal directly to your cabin.

Between mealtimes, you're welcome to visit the small tavern and lounge that offers a small variety of spirits and snacks. Offerings include wine, dessert, savory pastries, fresh bread, cheese, and pickled fish. The tavern is dimly lit, smells of spice and iron, and can grow crowded at peak hours. There are also comfortable couches and tables for chatter, reading, and relaxation.

Spas & Baths
The communal baths and the wellness spa are the highly sought-after amenities aboard the ship. The spa boasts a variety of treatments and pools to aid common ailments. Guests are wrapped in fine silk robes and guided to relax to their fullest. Possible relaxation packages include:

  • an herb therapy sauna meant to ease stress, tension, and anxiety. Works great for congestion.
  • a seaweed wrap meant to rejuvenate and revitalize energy. Also good for dry skin.
  • a mud mask made from clay from the island, said to release toxins from the skin and the spirit. Pairs well with champagne.
Art Expression
Claimed to be one of the most popular activities, guests will be able to unleash their inner artist with the stroke of a brush onto canvas. Everyone is free to use any medium. Art supplies are provided. For the beginner class, the prompt is to depict something or someone meaningful from home. Share your creations with your fellow Summoned and discuss your art! With permission, you can have your piece displayed in a temporary gallery until the end of the island trip.

For the artist with a keener eye, an evening figure drawing class is available. This class will have volunteer models who will be seated nude in a variety of poses - but guests are encouraged to pose, as well, if they wish! Bottomless wine and dessert will be provided to aid creativity.

Music & Gambling Lounge
For those who wish to leave their luck up to chance, The Lucksmith's Guild is a good bet. Patrons can gamble in a number of games, all the while listening to the local bard on center stage. While typical activities such as cards, dice, darts, and even arm wrestling are available, Luna also has two games that are popular when the ale is flowing strong.

  • Dragon Egg. A small pebble or "dragon egg" is used to bounce or toss into a mug of ale in the center of a round table. Each player stands around the table in a circle. If you miss, the egg "hatches" and you must appease the hatchling by putting silver or gold into the "pot" or by "running away" (forfeiting the game). The last player remaining takes the winnings.

  • The Long Embrace. Two participants cup their hands with one another with a live needle slug inside. The first to remove their hand is the loser. If the winner still holds the slug after the opponent pulls away, they double their winnings. While the slug is not poisonous, its sting - which occurs when the frightened slug "puffs up" to reveal its needles - can leave an intense burning itch that can be soothed by even more ale. Fortunately, the itch only lasts a few minutes and fades completely afterwards.
Charlie the Turtle
Beyond the size of the ship, The Arcanis has a peculiar resident. Charlie, affectionately referred to as Admiral Chuck by the captain, is an ancient turtle that's resided on the ship since its first voyage. He's often seen lumbering through the upper and lower decks at an average turtle pace. However, staff will claim that they've seen him speed by out of the corner of their eye, but none have proof.

Legend has it that Chuck may have witnessed the Sinking of Tornis or perhaps even once was a resident creature of the now-vanished city of Tornis. No proof of this exists, either, but turtles are extraordinarily long-lived so he may have been there.

Those gifted in animal speech can have a conversation with Chuck. If you want to attempt to converse with the ancient turtle, just reply to the Question thread with what you'll say to it, and an answer of some sort may come. Keep in mind that he is, in the end, just a regular turtle, so his insight may be limited.
Negotiations
Negotiations will have been ongoing for some time, but formally, the heads of the major nations will gather in the secluded building on the island between December 21st - 23rd. A 3-day banquet will be held in the surrounding areas. Officials who are not attending the meeting will be present at the banquet. During the day, less formal meals will continue to be provided on the ship.

The purpose of the dinners, as has been the entire week, is to keep all those of importance together in one place so that everyone who holds the ability to shatter tenuous goals of peace can be accounted for. If you feel somewhat held hostage as a Summoned, you'll get the sense some of these officials are in the same situation as you are. Perhaps that's one of the subjects that can be overheard?

Officials attending are as follows:
THORNE: Queen Ellya Galdwin, King Brydan Galdwin III
FREE CITIES: Marlo Reiner, Fallon Marsh
SOLVUNN: Winifred Bordeaux, Rowan March
A general overview of how the talks will progress is detailed below for each day. Anyone present will be able to openly learn this information. Just approach any Nocwich official organizing the event and ask. Otherwise, said officials may also approach you and your table on their own to keep attendees apprised.

December 21
The Dimming and the talks begin.
THORNE is requesting further provisional aid from Solvunn through its harsh winters, with a promise of no disruption from the Free Cities. They also want a formal apology from the Free Cities for the assassination of Grigory Jannus.

◎ The FREE CITIES is asking Thorne to cede the Badlands to them, arguing that it's a wasteland of no value to Thorne (...beyond preventing the Free Cities from pressing up against Thorne's borders, of course). They also want a formal apology from Thorne for the fire meteor attack on Libertas and Thorne to withdraw its accusations over the death of Grigory Jannus.

SOLVUNN wants assurance that the Singularity will remain untouched and undisturbed, something they believe is the correct way of the world. This means no feeding of any caskets to the Singularity henceforth, and no movement to try to destroy it from the Free Cities.
December 22
The Dimming ends, and the Singularity will steadily begin to regain its strength over a week or so.
THORNE will apologize for its excessive use of force, but will not withdraw its accusations or request for an apology over the death of Grigory Jannus. If the Free Cities will acknowledge its role in this unprovoked attack, Thorne may consider ceding a portion of the Badlands to them. They will not back down on feeding the Singularity its casket, but promise the events last year where multiple caskets were fed will not happen again.

◎ The FREE CITIES is considering allowing Thorne to receive its provisions (grain harvests only) from Solvunn without disruption in exchange for Thorne's apology for destroying Libertas. They will also promise not to make any aggressive acts towards the Singularity if Thorne gives assurances it will not try to siphon the Singularity's power for its usage. They will not give up their current claim on the entirety of the Badlands.

SOLVUNN continues to push for its reassurances regarding the Singularity, but appears amenable to Thorne offering its singular annual casket to the Singularity, agreeing that it's been done for hundreds of years without noticeable harm. Solvunn has also put forth a claim to the Badlands, suggesting that Thorne and the Free Cities can prevent conflict by yielding it to a (supposedly) neutral party. It should not go unnoticed that Solvunn is the furthest from the Singularity, and that having a claim to the Badlands will put its territory closer to the Singularity's crater.
December 23
The final day of the talks. How discussions proceed may depend on messages received from characters. The outcome will be detailed in the wrap-up post.
The Banquet
While events in Nocwich were previously about displaying its culture, this time it's noticeably different. The touch of werewolf culture is minimal. Luna's message is clear: its only role is to serve as host and mediator. The negotiations and any related events are largely from the three factions.

Banquets take place on the island itself inside a warmly lit hall, but food is prepared on and arrives from the kitchen staff on The Arcanis. Seating is assigned. You'll also be able to communicate with officials in your faction at the negotiation table if you choose. Only one message can be delivered per person, so choose your words wisely!
Seating Arrangements
So that everyone involved can be assured they're receiving the same treatment and information, seating has been assigned for the formal evening dinners, with a roughly even mix between each nation. Each table seats 6-8 people. Seating will change each day. You'll have to find your name to find your seat, although assistants will be there to help if you're lost...or to redirect you back to your proper seat if you're seen wandering too much.

OOCly, players can plan their seating any way they like. With 3 evenings of dinners total, characters will find themselves at a different table each day. This means chances are high you'll be able to have your character sit and meet with everyone you want to thread with!

This feature is not meant to be restrictive. Its main purpose is to allow players to seat characters together who might not otherwise interact or be at the same table if given the choice. Don't worry too much about organizing or adhering to any strict seating arrangements. Feel free to have characters end up next to their friends by happenstance if that's your preference.
Delivering a Message
As one of the Summoned, you'll have the opportunity to communicate with your faction at the negotiation tables. During your time on the island, you can send a message or a short letter and have it delivered. This letter can be anything you want, within reason. Messages should be pertinent to events unfolding and can include topics such as:
◎ Your support and/or disapproval of a certain initiative being proposed as part of the negotiations. Do you disagree that the Badlands is as important as the Free Cities believes? Do you feel Thorne should relent on seeking an apology in favor of something better? Let them know.

◎ Additional proposals that you feel will aid the factions, but possibly your interests, as well. If you want to harness the Singularity's power yourself, you might consider encouraging the Free Cities to agree not to destroy it.

◎ Information you have that you believe can alter the course of the discussion.
To submit a message, reply here using the form provided under your corresponding faction heading.

Note that characters can only deliver a message to their own state officials. They will not be able to communicate with a foreign nation sitting at the negotiations. You can choose to address a specific individual, but both sitting at the table will be able to read it.

While we can't promise that every message will be actionable, we'll take a look to see overall how characters may sway the proceedings.
Obtaining Information
Be sure to pay attention and make the right moves - you'll find several avenues to gather information across all three days. Those of greater influence can use their reputation to speak to people in high places, while those who are lesser known can take advantage of their status to get close to someone without being noticed.
Eavesdropping (Rank 4 or Below)
As with any gathering, chatter is common. If you haven't made too much of a name for yourself among the natives (rank 4 or below), you'll have the chance to listen in on a conversation or two. This includes brand-new arrivals.

There are a few places where you can (somewhat) safely eavesdrop:
◎ The wine bar at the evening dinners, where attendants and organizers are seen conversing and coordinating around the corner nearby.

◎ The ship's lounge, where lower-ranked officials tend to gossip. "Sleeping" on one of the comfy couches from too much wine isn't unusual.

◎ The island's shores, where guards patroling the perimeter can be overheard as they pass by. High cliffs and loud ocean waves can help obscure you.

◎ The banquet tables. If you find yourself a bit "lost" by the wrong table while searching for your assigned seat, that's perfectly understandable.
To have your character listen in, reply here using the form provided.

Characters can eavesdrop on any faction they choose, including their own. OOC, players can choose the location and faction their character is attempting to seek information on. However, in-game, it's up to you whether your character will deliberately attempt to listen in and if they've sought a faction or person in particular. If you prefer, this act can be entirely accidental so characters who might not be the type to try and spy can still have the opportunity to participate.

Players can submit to listen in once per character, but you can also have a bonus opportunity for a second piece of information if you link a thread which describes your character in one of the specified areas above.
Meet & Greet (Rank 5 or Above)
A rare opportunity has presented itself where high-ranking officials can be found in one location. The nature of diplomacy means that if you've made enough of a name for yourself (rank 5 or above), chances are a foreign official will grant you a courtesy greeting and entertain a brief chat.

You'll have the chance to ask a couple of questions from the following officials you might not otherwise get to see face to face:
THORNE: Anastasia Rhett, Lyle Vela, Jolene Sybell

FREE CITIES: Quilleth Kaur, Aleksander Klingel

SOLVUNN: Isar Hart, Josselyn Creed
To have your character ask a question, reply here using the form provided.

Players are welcome to have their character ask a question from someone of their own faction, as well! However, keep in mind characters will have plenty of opportunities to interact with NPCs from their own factions outside of this event.

Players can submit one question at a time per character for up to two questions total. You can spend both questions on one NPC or you can use them on two separate NPCs.
gynvael: (141)

[personal profile] gynvael 2022-12-28 01:45 am (UTC)(link)
[ Nero receives a look. Frankly, Geralt isn't certain why the rest of the details matter. (No one will ever be able to convince him why excess details matter until he's specifically asked to divulge them.)

He hums. After a moment, he shakes his head. He thinks he knows, but he isn't certain enough to commit it into words. ]
I'll see what else I hear.

[ It isn't the sole reason he's here. Mostly, he did want to simply see Nero in person. So he's fond of the man. What of it? There's familiarity in the sheer annoyance Nero evokes in him. And they did have that—

Experience. Which he's not talked about since. Hasn't any plans to. ]


What about you? Haven't lost any more arms to the gods?
ofthesword: (--032)

[personal profile] ofthesword 2022-12-28 02:18 am (UTC)(link)
You are so bad at this. [But Nero sounds almost bad about saying it. Geralt gets a pat on the shoulder for it, but -- yeah, he'll keep it in mind, 'cause Geralt felt like it was worth spending $2.99 of mental capacity to say it in the first place.

Big spender.]
I'll keep a look out, old man. Or an ear out.

[Not that, little as he gets involved in politics and shit, it surprises him to hear councils argue. About trade, no less. And Thorne's made everything a pretty prickly subject, anyway.

Nero's not bringing it up, either.]


You lose one arm and everyone thinks it's a freakin' pattern! No, I haven't lost any more arms, thanks. But -- [And here he pauses, stops talking, in the most not-usual-Nero way, and rubs the back of his neck. Has Geralt even thought about it? Nero hadn't, not for a long time. But all this empty time on this ship, what he heard around Solvunn, what he saw, and what the other Summoned had mentioned. The timing of it all.

Nero licks his lips. He trusts this guy, even if he's fuckin' weird, and tight-lipped, and his daughter's threatened to kill him, like, twice.]
No one's said it, but I can. I think what we did in those woods is connected to the shit we all just went through.
gynvael: (235)

[personal profile] gynvael 2022-12-29 09:40 pm (UTC)(link)
[ He's perfectly good at this. Geralt's fuck off is written clear across his face, so he chooses not to expend any effort saying it. Which, possibly, just serves to prove Nero's point.

When Nero continues, though, his brows draw together. He has not, actually, considered it, if only because oddities around the Singularity has been unfortunately too commonplace. But it is true, these are...what. Gods awoken? Entities and monsters? Has it something to do with the ones that plagued their dreams?

What Nero says is a possibility. He also doesn't want to jump to conclusions. ]


Have you revisited the shrine?
ofthesword: (--045)

[personal profile] ofthesword 2022-12-30 07:59 pm (UTC)(link)
[It totally proves his point. Case solved.

Not for nothing, but an arm is a hell of a sacrifice. And it wasn't just that. Their drawings, Himeka's scale. A whole ass goat. Wanda's magic, essentially. And all of them are doing the best they can (and Nero doesn't let himself get down about Thor, if he can help it), still affected in their own ways, but.

He just knows what Sparda blood can do. And it can do a hell of a lot in the wrong hands.]


Not yet. I was planning to until this whole fuckin' trip got forced on us. Between that and lookin' into the people who've been disappearing, I've been busy. But yeah, when I go back. To see what the hell's waiting out there. 'Cause something is. I can feel it.
gynvael: (136)

[personal profile] gynvael 2022-12-31 10:13 pm (UTC)(link)
[ He had warned Nero about fucking with that shrine, but it makes him wonder: the Summoned can't be the first to perform a sacrifice. So what makes this different? Because they connected to the Singularity?

He looks back up. ]
Do they know? Your Council?

[ They must. It's their shrine. Is it not? The Free Cities seems all too aware of what their stolen off-worlders have been up to. Only feels reasonable Solvunn would, as well. ]
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[personal profile] ofthesword 2022-12-31 10:31 pm (UTC)(link)
[It may be clear by the way Nero opens his mouth and pauses, frowning, that he didn't really. Think about it.

To be fair. He did not expect to get his arm chopped off that day. It'd really thrown him off for... uh... months.

Shit.]


That's a, uh, good question. [Yeah. A good question. That he did not raise.] No one's come up to me and asked about it, if that's what you mean, and a guy doesn't usually regrow an arm. By the time we made it back to the settlement, no one was worse for wear. Except Wanda's goat, I guess, but I don't think anyone expected it to come back alive. [He's digging himself a grave here, isn't he.] I'm guessin' they know something might be activated out there, but... honestly, I think they'd already been spilling enough blood themselves. I don't believe the Council doesn't know people keep disappearing.
gynvael: (208)

[personal profile] gynvael 2022-12-31 10:41 pm (UTC)(link)
[ Mm. There it is. The familiar face of a man who did not consider the consequences of his actions. Now who has he seen it on before dozens of times growing up?

Wait. A goat— ]


How many blood sacrifices did you make in one fucking day?

[ Was one not enough. Also, Wanda was in on this, too? Somehow, he'd received the impression she's one who would know better. Apparently not.

Regardless.

He folds his arms across his chest. Nero has spoken of the disappearances. In a village that small, he can imagine it stands out. It isn't like the Free Cities—or even a Thorne—where thieves, monsters, testy drunks, (a certain Witcher confronted by brigands, possibly) can all account for a handful of lost souls. ]


Let me guess. The villagers aren't questioning it, either.
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[personal profile] ofthesword 2022-12-31 11:05 pm (UTC)(link)
[Nero pauses again, and his eyes jut away; very much the clearing of his throat and the silence that follows when one is caught stealing cookies from the very hot pan.]

Four.

[It's one of those stories that, when you retell it, it sounds real bad.] Funny thing is, I went to make sure those yahoos wouldn't get their asses bitten off, and then Thor ended up chopping off my goddamn arm.

[Somehow, he manages not to sound angry about it.]

Look, no one is. They're either in on it, or they consent to it, which is what I think is goin' on. I've been in the middle of this. I was raised with people like this. [His voice curbs towards a combination of pain and anger, roiling together quickly. He's tired of being gaslit about this shit. People are disappearing. And it's not as simple as they're movin' away. He doesn't believe that for a second. If he's wrong -- so what? The only thing he does is embarrass himself. He'd rather have people alive than give a shit about his ego.] With enough conviction, they'll toss themselves in a bit of spikes if they think some god'll be happy about it. All I get is that they moved somewhere else. Another settlement. Another land. But whole families, over and over? People going into the forest and not comin' back out? They must think we're stupid, or blind, or that we won't care about the natives. But I tell you, I'm sick of sitting back and watching this happen again.
gynvael: (148)

[personal profile] gynvael 2023-01-02 12:45 am (UTC)(link)
[ Four. Geralt resist the urge to rub his temple. Perhaps Nero can sense it in him nonetheless. He supposes in Nero's defense—somewhat—one can't anticipate a friend hacking off an arm in apparent mistake.

He studies Nero for a second longer, then shifts his gaze forward. He nods. Sounds right. In his experience, that's what he's found, too. Cults are aplenty in small villages, isolated towns, even pockets in larger cities. Geralt, for the most part, steers clear of them. A problem for the humans to solve, not him. Unless one of them happens to be summoning monsters, which happens on occasion.

If the disappearances are as frequent as Nero is saying, then Solvunn must be brash about it. They must not care if anyone suspects, because no one will do anything about it. And that means it's rooted deep in their ways. ]


Not everyone wants to be saved. [ He says it quietly. It is not a warning. Not discouragement. If this is the environment Nero grew up in, then he will already know. It's a reminder. That ofttimes, little can be done for those who won't help themselves. ] How many of the other Summoned have you spoken to about this?

[ Nothing like grease to a fire, when folk who only want an excuse to start shit find one. There's a difference between wanting to save lives and wanting to destroy an entire village's way of being. ]
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[personal profile] ofthesword 2023-01-03 08:06 am (UTC)(link)
Dude. [Nero scoffs, turning away.] I know. Believe me. Met plenty of humans who were thrilled at the chance of being demons. At being anything but human. Just -- not exactly bringing any positive energy to the table, are you?

[Not that anyone with half a brain would expect it from Geralt, who's about the most dour fucker Nero's met since V. Geralt would probably be worse if he recited poetry all the time. But hell, at least he'd actually talk.

Luckily, Nero's never really stopped to ask if someone needs help. He just helps. Whether they want it or not.

Nero rubs the back of his neck.]
Not anyone, really. Wanda and Himeka were there at the altar, and Thor's gone. I mean, that's it. Everyone's got their own problems to deal with. And Ciri told me there's something outside the settlements, some giant fucker in a ravine or something. Can't help but think this might be connected, but I dunno. Could just be another monster.
gynvael: (129)

[personal profile] gynvael 2023-01-05 02:38 pm (UTC)(link)
[ Geralt is bringing the energy of a man who'd rather not see Nero start even more shit than he already has. Which, frankly, he is not blaming Nero for, but it doesn't mean he wants to see Nero in further trouble. ]

Good. [ The fewer who know, the better.

He understands where Nero is coming from. He does. He's walked into villages like this before. He has tried to help them before. Sometimes he succeeds, sometimes he doesn't, sometimes he leaves it worse off than he found it, though the alters may have burnt and the monsters are dead.

It'd been difficult when he could ride off. Not look back. Nero, the others. They live there. ]


I'm not telling you to leave it alone. Just know that when you disturb the waters, you will not control its ripples. So be sure.
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[personal profile] ofthesword 2023-01-07 08:13 pm (UTC)(link)
[He gives a sharp sigh. Yeah, the acknowledgement feels great, but Geralt feels like he's dangerously close to being one more guy telling him to keep his nose out of it. Keeping his nose out of it is easy, and Nero's never done anything the easy way.

If these people are gonna drag him into their world, then they're making Nero their problem.

Nero releases a clenched hand.]
Think we're already beyond that, awakening fuckin' gods and shit. [But he's not sure. Everything in him is screaming to push this. Knowing that something isn't right. A lot of things, actually. And if he's gonna be here, he might as well rock the boat anyway -- because people are gonna die either way.] I'm not goin' about it indelicately. This isn't like jumping off a ship for fun. [Okay, Nero's not exactly a delicate person, but the least he can do is take it up with the Council first.] I appreciate the back and forth. And I'll keep you updated. But I can promise you, I'm not leaving it alone until I figure out what they're doing.
gynvael: (202)

[personal profile] gynvael 2023-01-08 04:28 am (UTC)(link)
[ The irony is, Geralt considers walking away more difficult. It always has been for him. And he thinks Nero is the same. Maybe that's why he's even said anything in the first place. He recognizes it. The drive to do more. He was like that, once, before the world taught him better. ]

I know. [ He pushes off the wall, unfolding his arms. ] I'm not questioning your capabilities.

[ That's not where he's coming from. Nero is an idiot, but in that same way he thinks of Jaskier or Dean as an idiot: with a certain fondness he'll never admit, and not really applicable to things that are truly important. He trusts him, when it comes to what matters.

In any case. There isn't anything else to say. He does understand Nero's reasons, and he's made his thoughts known. ]


Next time you go for a swim, try to wait until we're ashore first.
ofthesword: (Default)

wrap it up here?

[personal profile] ofthesword 2023-01-09 03:19 am (UTC)(link)
[Whether or not Geralt saw right through him, he can't say it isn't sort of relieving to hear. Geralt would be the only one. Now and back then. Just something people see in him, maybe -- like he's always on the verge of fucking something up.

Nero throws a pillow off the bed at his face.]


Really funny joke. You were holding it in this entire time, huh? [But he does crack a smile.] You better bet on it! I'm goin' dipping first thing!