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moustre ([personal profile] moustre) wrote in [community profile] dagung2019-08-29 07:04 am
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THE AUGUST FOLLOW-UP

Good morning, Aefenglom! Historically (short as this history has been, anyways) we've implemented changes, feedback, and suggestions as opposed to directly responding to them on the feedback posts that have gone up. However, this month we wanted to make sure that all concerns were addressed directly before we did any launching of changes. While we've said it with each response, and each announcement: thank you, everyone, for telling us your thoughts while offering your understanding. We're looking forward to taking your feedback forward with us.

That's not all that we wanted to address, though!

The August event was one of particular weight, wasn't it? We know that many of you are wondering what the full extent of the situation is, and we're more than happy to give a preemptive look at it before the plotting or log posts go up. This way, if there are any questions or suggestions that you'd like to offer, we're able to consider them prior to finalizing anything - especially for something so heavy.

We also have a few other game plot points to talk about. Without further ado, let's get started!

Bonds, or: A Lack Thereof

We've had multiple people come forward to us about the consequences of not having a Bond, which has good timing - four months in, and characters are definitely going to be feeling the effects. Witches that are practicing magic routinely enough, but not participating in a Bond, will find themselves starting to truly feel the effects of it. Monsters without a Bond find each progressive full moon difficult, especially as more and more changes settle in for them.

We're reaching the period where those having arrived in May - even with the most exercised control - will find that they're struggling if they don't have a Bond. Those from later arrivals fighting the changes, not practicing, or with a lack of confidence or control in themselves... well, also run just as much of a risk without someone to balance the load with. While we'll never mandate the formation of Bonds, nor will the Coven, it's highly encouraged. Characters still lacking in one might get some rather pushy presents and hints dropped towards it - more on the aggressive side of passive-aggressive. The Parliament, while it'd like to do something about this problem which threatens their dear city, is (unfortunately for them) forbidden from getting involved in Coven affairs.

It's only fair - the Coven isn't allowed to muck around in the Parliament's affairs either. (They are seething quietly at this deal they came to agreement with in the past.)

Ch-ch-ch-ch-changes

Considering we're slowly but surely marching forward - and so is time - we wanted to make sure that we addressed the fact that May-time Monsters will have started to settle into their changes as of the end of last month. Some might have been finalized - after all, the minimum amount of time it takes to accumulate all of the changes your Monster might face is a time period of three months - but others might be facing the real, terrifying reality of them starting to reveal themselves now.

They're not the only ones, though. Witches that practice routinely might find themselves facing some after effects of their magic, the traits associated with the ones they practice the most manifesting as after-effects and giving them a sort of "presence." ie; with enough use, certain kinds of magic can be sensed on a person (elemental, healing magics giving a person a calm and warm feeling even if they aren't the calmest person, necromancy creating an ominous atmosphere around someone, etc); with enough use, you may see someone that practices a lot of teleportation magic becoming spacey, even possibly popping in and out of existence; fire and ice magic have an effect on a Witch's temperature, and can cause their touch to be scalding or ice to form on their skin.

If anyone has any questions about what this might mean for their characters, please - let us know!

Get on the Welcome Wagon

Some of your fellow players have asked what you, as a playerbase, can do to help lighten the load for the modteam. Others have suggested not having a mingle log for the start of the month, even with a batch of new arrivals on the app months. While we do agree that some adjustments need to be made, with regards to mingle logs, we think it might be unfair to new characters and players alike to completely take away an introduction to the game at large where they can get a feel for the situation, and even ask questions that might not have been addressed by anyone before them.

So, a two-for-one deal: we're reaching out, OOCly first, to ask if there are players who have characters (or a personal interest) that might possibly be interested in forming what we've been calling a Welcome Wagon during our discussions. ICly, if there's an interest for the idea, Nessie and Mhairi will address it later on - as we get closer to our next app round - as they think that new arrivals could benefit from having their welcome to a new world largely aided by those that have been in their position already.

This would eliminate the need for mods to post the intro log, allowing the Welcome Wagon to cycle through the group the task of making sure it gets up. Putting this in the players' hands also gives the chance not only for unique prompts due to unique input, but means that they'll have a different outlook for new arrivals.

Mods would still post top levels for NPC and OOC questions that might be more world-based, so the Welcome Wagon wouldn't be left to face the onslaught of IC confusion alone.

The Consequence of Dreaming

Last but not least...

It's been brought to the attention of Nerissa Bell and Mhairi Ainsley that their mirrorbound charges encountered the city of Dorchacht. At first, their response is surprised and concerned, because no one should have to interact with the people of the Black City, but not one that indicates foreboding. But the more they learn, the more there's a sort of horror that dawns on them. Things are much, much worse than they had ever known - and certainly more than they had inferred from their interactions with the people of the Dorchacht Coven.

Here's where the consequences start.

Morgana Drummond, head of the Dorchacht Coven, has also reached out to Aefenglom. The message, while cordial, could be perceived as something of an icy threat: a demand for reparations, or else. (Between us, on an OOC level, the mere thought of going to war with Dorchacht has Aefenglom's Parliament squirming.) Trespassing and causing such a ruckus, such trouble, certainly can't go unaddressed.

NPCs that were killed in the dreamscape, for those of you that took drastic measures, appear to be in a comatose state in the waking world. It seems perhaps the laws of dreams that the mirrorbound of Aefenglom are subject to don't quite apply to everyone. For those that interacted heavily with any one NPC - whether citizen, Coven member, Monster, or revolutionary - will note that there's a sort of deja vu familiarity on the NPC's side. They don't remember a lot, but whatever the tone of your interactions with them, good or bad, the impression is still there.

But not all consequences are so foreboding: any Monsters of the city smuggled away, freed, or otherwise saved from their captors are no longer on their radar. "What does that mean?" It means that they've been temporarily forgotten by those that would do them harm.

Morgana, on the other hand, remembers everyone and everything that was brought to her in the dream. While proficient and known for her talents in enchantments and evocation, she has an unusually high aptitude for dream divination, allowing her to walk through her dreams with very little risk of being caught in them. Many a Witch in Dorchacht has tried to study the same techniques, with varying levels of success - but only the head of the Coven over there has a mastery of it. With the Dorchacht Coven being the sole ruling body of the city, that means Morgana has complete control of the situation - a thought which has Aefeglom's Parliament nervous, to understate it.

After much back and forth with the Parliament, as well as Morgana, a decision has been made: they'll be traveling to Dorchacht on a dignitary trip. With the Cwyld threatening the safety of everyone in Geardagas, neither city can afford going to war, and no one knows this more than Aefenglom. Better to prevent it however they can, and there might be an ulterior motive for the meeting on both sides.

What does this mean for you? While Morgana can predict many of Aefenglom's moves, she doesn't have a good trace on the mirrorbound characters. Luckily, a few options have arisen through player discussion, and we offer them now:
  • A team for espionage, intended to infiltrate the city in secret and collect information. This is a task not directly approved by Nessie or Mhairi, but they may or may not have a certain something handy for use when they decide it isn't the best means of transporting everyone, rather than putting it back where it was stored. (They cannot know any details whatsoever about this plan before its execution, lest the knowledge be caught by Morgana.)
  • A dignitary team, individuals who are looking to peaceably speak with the people of Dorchacht as opposed to immediately resulting to fighting. (At least right off the bat.) This is the group officially approved by both Parliament and the Coven.
  • A strike team, individuals willing to use guerrilla warfare or more violent protests to attack the city from the core. This isn't approved of by Nessie or Mhairi, either, but unlike the stealthier team no means of enabling will be left for anyone deciding this is the best approach. But they may find some allies in the form of the resistance already built into Dorchacht. These characters can be members of either the espionage or the dignitary teams.
  • Those staying behind certainly won't have a lack of things to do, either. The journey is long and hard, and some may not be willing to go that far out into the world just yet, might have other plans in store (after all, both the Coven and Parliament are distracted right now), or have other reasons for staying in Aefenglom. Don't worry, though - Dorchacht isn't completely lost to these characters, as we'll have a means of easier travel between the two before too long.
Speaking of. How do Parliament and the Coven intend to get people there?

Certainly not by land - the Wilde sits between the two cities, and the northern edge of the continent is all mountainous, making the trek too long and too dangerous by foot regardless of which direction is taken.

"What about magic?" we've seen many people ask in the Discord server. Aefenglom and Dorchacht are not on good terms, which will be addressed ICly, and while even the most practiced person can teleport long distances... well, they certainly can't teleport across an entire country. Especially not with the numbers needed to address this situation. The only means of such long distance teleportation is to have a node, foci, or other marker at Point A, and a corresponding one at Point B - like a Harry Potter Portkey, if you will. And Dorchacht isn't at all the type to allow anyone to set that sort of thing up within their city.

So, what does that leave us?
  • By ship, as Aefenglom does see some come-and-go from small airships - but none that could dare brave the skies over the Wilde, as it's a sea-faring city. The Leoithne Farraige is a large vessel, and anyone who steps foot on it will feel the pulse of magic that's been built into its hull - runes are carved along the mast, the helm, the bow, the stern. It's prepared for a journey.
    • Pros: Easier to carry greater numbers of people and supplies. Can be backed by both the Parliament and the Coven, giving some measure of backup and protective coverage. Time spent on the ship can be used for bonding (and Bonding, if you're interested in that) and fishing, as well as practice and preparation. Interested in learning how to keep a ship in shipshape? Also an available option!
    • Cons: While the vessel is one enchanted for speed (among other things), it'll still take some time to arrive (4 days). Creatures - while many aren't infected by the Cwyld - exist in Geardagas' coastal waters. Weather and rough waters are always a risk. Subsequently must travel by river in smaller boats after arriving at the sea port.

  • By teleport - "wait, didn't you say we couldn't do that across the country?" This is that certain something we mentioned above with the espionage team. The Coven has a very... archaic, experimental magitech device, one that they have to shake the dust off of, give a good smack to even get it to activate, that allows for teleportation across long distances. It's dangerous, it might not work correctly, and it has no way back.
        We will note, OOCly, that this option will work when utilized. However, it will break immediately after use and is only good for a small group.
    • Pros: Allows for instant travel to cover long distances, versus days of travel. Guaranteed to arrive before the ship does, which can also be a con. The element of surprise (ideally).
    • Cons: Only allows for a small group. No means of bringing extra supplies besides what you can carry. No means of return via teleportation. Risk of overshooting or undershooting the end destination, instead of arriving exactly where you need to be. No backup.

Below, you'll find the top levels devoted to questions, as well as signing up for the various options. You can also use this post to talk amongst yourselves about what you might want to do, but please note! As always, we'll have the OOC post for plotting and updates. Further plotting can be done there, with this being a sounding board.

Please expect to see a network post on the 1st, with the actual log(s) going up the 5th. Our TDM will be midmonth as always. Stay tuned!
boneofsword: (till I fade away)

[personal profile] boneofsword 2019-08-30 03:55 pm (UTC)(link)
Character: Archer [Emiya]
Player: mchan
Monster/Witch: Monster - dragon
Striker: yes
Plans: While Archer's plans are mostly reconnaisance and information gathering, along with contacting resistance, he doesn't believe that it won't end without bloodshed. He wants to find out if the Coven fully subscribes to Morgana's reign and what their reaction will be to her no longer being in power.

To sum it up his main mission is eliminating the witches intent on subjugating monsters, if the diplomacy fails. He prefers to not kill his opponents, but won't hesitate to kill if he considers it as the best choice for the future.