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Entry tags:
- !event,
- !npc,
- alicent hightower; the tower,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- cirilla of cintra; the devil,
- claude von riegan; the wheel of fortune,
- dante; the devil,
- dean winchester; the lovers,
- diana prince; the empress,
- eddie munson; the devil,
- 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,
- jack skellington; the fool,
- jack townsend; the moon,
- jaskier; the sun,
- jayce talis; the magician,
- jerry pascal; the sun,
- jesper fahey; the wheel of fortune,
- jon snow; the emperor,
- joseph kavinsky; the devil,
- julie lawry; the wheel of fortune,
- kai parker; the fool,
- kell maresh; the magician,
- kol mikaelson; the hanged man,
- kyle; the hanged man,
- lucifer; the devil,
- mat cauthon; the wheel of fortune,
- matt murdock; the tower,
- michael; the emperor,
- nadine cross; the world,
- natasha romanoff; the lovers,
- nero (dmc); the chariot,
- petra macneary; strength,
- prince wilhelm; the tower,
- rhaenyra targaryen; the emperor,
- rhy maresh; the lovers,
- steve rogers; the hierophant,
- sylvain gautier; the sun,
- thancred waters; strength,
- urianger augurelt; death,
- viktor; death,
- wanda maximoff; the hanged man
EVENT #11: MEDIATION - IC POST
Event #11 - Mediation
go to the OOC event info & plotting post
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.
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.
◎ 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.
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
◎ FREE CITIES
◎ SOLVUNN
◎ 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:
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.
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.
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.
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.
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.
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:
◎ Tavern & Eatery
- 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
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:
◎ Art Expression
- 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.
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.
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:
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 IIIA 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.
◎ FREE CITIES: Marlo Reiner, Fallon Marsh
◎ SOLVUNN: Winifred Bordeaux, Rowan March
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!
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.
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.
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:
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.
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:
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.
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.
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"That must be a relief. As much as I've come to love television and those types of technologies, they still are somewhat of a headache to keep up with." And to try and understand. That to Jesper is a way in which a common world never really lines up with him. Sam, Julie, Nadine, Dean, they're all used to that being commonplace, and he doesn't have the words for everything. It is one of those translation problems between worlds.
"What's she like? I'd ask if she's pretty, but we're all pretty." Jesper is going to get all of his proof this week that every Summoned is attractive and put the information into a booklet and give it to Viktor. His task finally complete to prove they're all hot. "She's lucky to have you from the same type of setting, to explain all that."
Jesper laughs and leans over to kiss Mat's cheek multiple times in a display of over-affection, but he's glad to see him. "And what a lovely arse to kiss."
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"She's high bred, far as I can tell. Sweet and polite. Likes horses, and is keen to learn magic and how to use a bow. I don't know her very well as yet." They'd only spent a small bit of time together, comparatively speaking.
"Doesn't seem terribly fond of our hosts." Or so it was the impression that Mat has gotten. She hadn't wanted to ask for anything from the staff or mages.
"And you're damned right it is. I know you probably have scads of pretty young things to entertain this week, but I hope I am a priority."
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"No offense, but anyone who does seem keen on the situation, they're either naive or royalists themselves." Jesper has never made it a secret how he feels about Thorne and how they've kept hostage plenty of people. There's a reason most of them fled all that time ago. That being said, he maybe should watch his tongue, not for his sake, but for Mat's.
"You're my number one, sweetheart." Jesper as usual says what he thinks, he's not shy or sees a reason to pretend otherwise or be cautious about how open his heart is, or how he sees Mat as so important to him. "Do you want to hear something crazy? We've been sleeping together for about nine months now."
That is unheard of for him, and he thinks it's lovely.
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Mat supposes it is. He's never really thought about it, finding he prefers not to focus on the passing of time. He knows that he came here in winter, and winter is rolling around again but that's as much as he'll pin it down.
"I never slept with the same person for a month, let alone almost a year's worth of'em." His expression turns a bit thoughtful, eyes cast upwards as he chews over this realization. Is this how it goes, then? You just meet someone and sleep together for months and grow close and all those soppy things he's long scoffed at? And he's relatively sure all those soppy things are indeed there.
He likely wouldn't give a shit where he ranks priority-wise on Jesper's list of lovers, otherwise.
"S'not just fucking, though, is it? Started out that way, but..." He shrugs. "It's like you just said. You're number one, you come first above the rest. Not that my 'the rest' anywhere matches yours!"
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Jesper knows that Mat's experience with romance is completely different from his, which is why this likely crept up on him. He smiles and stops them in their walk. He takes Mat's hands with his and squeezes them, running his thumbs affectionately over his knuckles.
"It's not just anything, Mat. I would absolutely storm any dangerous castle I had to in order to be with you. We're together in the ways that matter." It was Jesper's first instinct and Kaz still told him that the plan will be to rescue everyone in Thorne eventually. Mat first, because of Jesper, and the others too as part of it. He lifts Mat's hands to kiss each of them.
"I'm in love with you. Head over heels. To another nine months if I have anything to say about it." There it is, his heart on his sleeve, undeterred by any fears or hesitancy.
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Mat shakes his head despite agreeing with Jesper. He's well aware that the other man loves him, and that it's hardly unrequited. He's not that dense. But it just feels as though it oughtn't be.
"But light's sake, I'm nineteen. I've lived my whole life to manhood without ever mucking about with any of that. Never wanting to. I thought it just wasn't for me. I'm not that sort of fellow. I like my fun, I don't like when things could get messy. And love, my dear Jesper, is so very messy."
There's no two ways about it. Moreso for them, even, being as they come from kingdoms that are at war in all but name. That's the sort of thing that's just doomed, generally. He's read plenty of stories, these kinds don't have happy endings. It's stupid, really. They're just asking for trouble.
Yet here they are, clasping hands in the middle of the sidewalk for all to see.
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"Love is not something you can plan for, Mat, and it doesn't really listen to what you might logically want. It just happens."
Jesper doesn't think of it in terms of meant to be, he's not that kind of romantic. Their relationship built over time, it wasn't fated or anything, and that is what he prefers. Two people finding connection that turned into something else. It's his parents' story, it's the kind of love story he likes to hear about.
"We've been together for nine months, several of those loving each other, and it hasn't been messy, it's felt right and good. We'll always have fun, Mat. Why should we have to worry about what love means to other people? We know what it means to us." He squeezes Mat's hands again. "I'm only writing my own love story, Mat. I don't care about anyone else's."
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Mat lets out a nervous little laugh.
"And not because of other people. I don't give one boiling fuck about what other people think of you and me being a pair. But I do care about all the sticky little particulars. Such as I'm relatively sure that in the next nine months, the respective kingdoms that call themselves our home are going to be at one another's throat. True and proper, not like it is now."
It's a very strong possibility. Who knows how well the negotiations will actually go? Do the leaders of both places really care about negotiating? He rather thinks it's all just a big show, and no matter what's decided they'll just go back to trying to get one up on the other.
"I can be in love with you and still be worried about it at the same time. The two don't negate one another. But we might find ourselves in a very precarious position. We may have to be careful."
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He holds Mat's hands again and soothingly rubs his thumbs up the inside of his wrists, over his pulse.
"So no more kissing in public for all to see? You think you can resist?" Jesper pouts at him, knowing that his lips are very appealing, but he drops the playfulness a moment later since this is serious and Mat clearly wants to take it so.
"Darling, the last thing I want is you being nervous about us. I'll do anything you want. I'm a criminal, you'd be shocked at how sneaky I can be when I have good incentive." Jesper is an excellent thief and despite being very tall and standing out, he knows how to duck and cover, he's had to get into many fights when silence was required.
"I'm not going to risk your safety." Jesper gets to go back to Cadens. Mat has to go to Thorne. He lets go of his hands. "So, friends in the day, lovers at night?"
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"No, I just mean...we need to be aware. Pay attention to if anyone's paying attention to us, careful of what we say when we're in our own kingdoms. That sort of thing. I've done a very good job of presenting myself as a silly young man concerned with pleasure and fun and little more. I don't think they're watching me close, but it's hard to tell."
He'd rather be thought stupid than a threat. Though he thinks he's neither, really, but Thorne...he's not sure they'd believe him harmless, if they knew otherwise. Though who knows what they actually think?
"We just need to watch our backs is all."
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"I'm always paying attention to people watching me. I'm used to getting in and out of trouble back home. Although Ketterdam is far more gracious toward illegal activities than either of our residences."
Ketterdam turns a blind side toward most of the gangs and criminal activity, as long as they keep their drama to their side of the city, and don't bring attention to themselves and make the authorities look bad. It's something of a partnership, in a way. Something he doesn't have in Cadens, so he's had to be more cautious. He doesn't steal there, for instance.
"Then I would fit in fairly well with you being a silly young man looking for pleasure. I'm afraid Free Cities is less likely to brush me off since I foolishly showed off my abilities on the supply run." That has really come back to bite him. Claude's warned him, so he is not looking forward to what may be coming for him. Or not. He could be paranoid.
"What I'm hearing is us being seen as two average lustful kids is a good approach though."
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"That's why I'm nervous. They watch us close, they keep us close." His voice is lowered now, but he puts a pleasant expression on his face. Just in case.
Living in Thorne has made him even more paranoid.
"I'm still having magic lessons, I have two teachers now. And I know it's no secret. So even if they see me as a silly idiot, they just might consider me a useful silly idiot."
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"All the better to get your magic strong so when we spring you from there, you'll have less trouble."
The plan is still 100% rescue all of them from Thorne. They don't have some strange randos able to appear, teleport them, and disappear. It has to be planned and prepared and in Jesper's eyes, it's only a matter of time. He can't just leave Mat there forever. He kisses Mat gently, leaning their foreheads together. Still not really caring if they're in public. Young idiots in love.
"The question is if you'd get tired of me if you moved to Cadens and saw me every day."
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It would be...good, Mat thinks, to see him every day. To have him close, no longer separated by magic and miles. And it's maddening, really, because this isn't supposed to happen to him. He's had all manner of opportunities to fall for someone, dallied with some very pleasant and pretty people that appealed to him.
Hell, even here, he's had plenty of chances. Rhy, for example. They're close, they're well suited, and the sex is great. But he loves Rhy as his dear dear friend. It's not the same. And it really doesn't make any sense. Jesper's handsome and clever and kind and all manner of other good things, but what is it about him that makes Mat feel this way?
"I hope you realize you've utterly and completely broken me. I told you ages ago, I'm not interested in romance. I don't do it, it's not for me. So how the hell'd I end up here?" He squeezes Jesper's hands, closing his eyes and shaking his head gently against the other young man's.
"It's all your fault."
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Jesper laughs quietly but he obviously feels the exact same way. He's thought about it a million times. He's imagined waking up with Mat, not in Nocwich or Luna or the Horizon. In his bed at the inn, the sound of the Summoned downstairs, the smell of Mags' breakfast in the air, and the knowledge that Mat is free. He can walk out into Cadens, explore the streets, play music with Jaskier, do whatever he wants. The two of them taking a vacation at Aquila, diving in the water, drinking on the beach. The Free Cities aren't perfect but Jesper never takes it for granted that he can do all of that.
He's known for awhile that his feelings for Mat are special. He cares for all of his lovers, that's how he is who he is, but with Mat it's like a catch of his breath. His heart in his lungs. Shivers down his spine, butterflies in his stomach, feeling alive all at once whenever he smiles. And it's all this time later.
"Why do you think they call it falling in love? You don't choose, you fall." Jesper understands that despite all their affection, they've never so finely put a point on how special this is. And it feels monumental all of a sudden. He smiles though, he's far from afraid, he feels stronger than ever.
"One day we'll get it, Mat. The whole thing. I'm not going to give up."
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Which perhaps makes it all sound very dire, but Mat stands by his comparison. It's not a thing that happens in a moment, it's not a thing you see coming. You don't see it till it has you.
"The river's got me, Jes. And I never saw it coming."
And oh but Jesper's persistent optimism is tempting. Mat's not the sort of fellow who sees a bright future, he never has. How nice it would be to look towards the coming days with the brightness Jesper has. To imagine a proper future - silly as he feels about the idea - and think that they could someday be like other people in love. Sharing their life proper and all of that. He wants to believe it's possible, but he isn't sure it is.
"I can promise you I'm not about to give up, either. Whatever happens."
It's as hopeful a promise as he can offer.
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They've made their promises and whether it's possible or not, they mean them. Jesper always believes in himself and his ability to make things happen, as irrational as that may seem to others. There is no better reason to throw himself into danger than for the man he loves. He frames Mat's face and kisses him deeply, even less interested in the opinions of others than usual, kissing him in a way that would seem almost too personal to be in public. And he doesn't care.
"I love you, Mat. With all of my heart." Jesper pulls him into a tight embrace, a hug although a personal one, putting his nose into Mat's beautiful curly hair. "And I very much think we need to get a room or I'm going to get us arrested for public indecency." He smiles and murmurs that close to his ear, laughing quietly.