Welcome to April! Found below are the details for this month's event and details on the gifts from March's mingle log and how they can be used!
First, some house keeping!
As the game is now in full swing, and there are potential situations that might arise where it's needed, information on the Manor 'security system' known as the labyrinth is now available on the manor information page. This is something anyone can play around with and explore as they see fit. The NPC/Creature Encyclopedia has also been updated to include the inhabitants of the labyrinth, as well as the fae creature that will be found around the manor starting this month!
As a small reminder, May will be a 'free month' as noted on the Game Calendar, which means there are no planned events. Everyone is welcome to do their own thing or continue to work on threads, etc. The only thing that will be posted in May is the check in at the end of the month. If you ever want to see what's potentially coming up, the Game Calendar can be found HERE!
April starts off fairly quiet, at least as far as anyone can tell when they wake up that morning. Throughout the day, however, many guests (and Theodora herself) are going to find that there are a lot of minor inconveniences plaguing them.
An item set down with the intent of picking up again in a moment is suddenly gone.
The cup you reach for has overturned itself and spilled its contents on the table, though you can’t be sure if you knocked it over yourself or not…
The pen you put to paper seems to have no ink and will not write, but upon trying to open it to check the cartridge, it’s jammed shut tight and you’ll have to find another.
The teapot you just made tea in is suddenly very empty without you even pouring a first cup (Theo is not amused).
And far more.
No one knows what’s going on, other than the fact that it’s April 1st and clearly someone thinks they’re being funny to sabotage your day. There’s never an obvious culprit in sight, at least no one who seems to be willing to own up to the prank. Maybe you start to suspect a fellow guest in the area, or maybe you keep a level head and consider that something else is afoot.
Around noon, Theodora seems to be at her limit and sends out a message to the rest of the manor through the vanity communications. She is clearly at her wit’s end, hair somewhat out of place and a livid undertone in her usually collected voice. Forgive her state of disarray. She’s barely had so much as a glance at a cup of tea that day.
“Good afternoon, everyone.
I am sure you are all aware by now that there is something… amiss around the manor today. I have been trying to pinpoint the culprits and have them removed, but unfortunately, they have eluded me. In order to cover more ground, and hopefully restore peace to our days, I have decided to extend a request for assistance. ”
She looks… Slightly conflicted for a moment, unsure how she wants to proceed. She has a theory on what they’re dealing with, but she rather hopes she’s wrong. If she’s right… She would like to ensure that they take care of this with minimal damage to the house or the guests themselves.
“While I cannot offer many clues about how to go about this, I do have a vague idea of what we might need to do. I recall reading that there was a time when this manor housed both guests from other places like yourself, and beings and entities that were common in this world. Largely, they meant no harm, but their grasp of most social etiquette is different from our own. They were quite fond of games, and wouldn’t think twice about starting one with guests within the manor when bored… And they don’t tend to think about asking if you want to play or not.
So… My recommendation is to secure any items that something strange has happened around and remove it from the manor. Take it outside and leave it there. If I’m correct, and we manage to find them all, that should be the end of the inconveniences... Or at least minimize the frequency...
Under no circumstances are you to try to destroy the item in question, as long as nothing feels… threatened, they will play by very specific rules. It’s their loss if they’re caught and left outside.
Good luck.”
Theodora does not respond to attempts to communicate on the network. She’s very busy attempting to sort this out and… to try to figure out if they have something bigger to worry about. The most anyone sees of her that day is her form rounding corners and doing thorough searches of shelves and cupboards, muttering about little buggers and nonsensical brats who can’t keep their subjects from causing trouble.
Guests who decide to do something about this will find that it’s not quite as simple as picking something up and taking it outside. Once the beings in question sense that you’re on to them. They won’t be afraid to transform in front of you. Reaching for something that is clearly not right will result in a small flash of light and the item shifting into something more… mobile. A gold ball that rolls away quickly and zips out the door and down the hall. A spinning top that spins out of your reach and off a surface to disappear under it… and with another small flash, it’s gone to presumably some other location to cause trouble.
Some might be unfortunate enough to happen upon a slightly… nervy/pestering one that has turned into a typewriter or something like an old radio. It types out messages itself or starts broadcasting in an old-timey radio personality voice some kind of observation about whoever found it. The messages are always something innocent and entirely honest (but perhaps TOO honest in a way your character would react badly to).
Within the manor it never turns into anything alive. No animals, birds, insects, or people. It will always appear in the form of some kind of inanimate object. Sometimes it might seem entirely normal in an attempt to blend and keep the game going (or maybe it took pity on you if you are especially nice/befuddled by the weird happenings), other times the item has something off about it. Anything edible (food or drink) will disappear if placed upon or in it, items won’t work the way they’re expected to if not outright changing.
Those who do manage to successfully capture the creature before it escapes/disappears and take it out to the manor grounds will find that once it’s been set down, it changes into something unexpected. A living creature. With a small flash of light, it becomes a squirrel, a bird or some other small animal. Before it departs, it will give you a little tilt of its head with an entirely too intelligent look in its eyes, before hurrying off to disappear into the forest.
If you’re very lucky and have good eyes, you might see a small flash before they disappear into the forest as they change a final time into something very small with a little red hat with a couple feathers tucked into it on its head.
ALSO: Theodora’s warning about not trying to damage/harm the items is very important. These particular beings can react very poorly to threats of violence and harm against them (they’re only trying to have fun and play a game with you, after all)!
Anyone who tries to destroy the offending object or gets too rough with them will be on the receiving end of the item shifting to change into something more dangerous. Think mouse traps (or if really upset larger scale like a bear trap), sharp objects like a knife held from the wrong end. Anyone who tries to do harm to it through magic instead will find their mind assailed as the creature is capable of attacking the mind! Attacks vary. They can be a disorientating, painful flood of images and voices filling their head that cause either a migraine level headache or several hours of dizziness.
By the end of the month the inconveniences and strange activity ceases, either because you all managed to rid the manor of the troublemakers or because they considered it their win and have gone dormant again.
You are absolutely welcome to get as creative with what the creature turns into (or it’s retaliation for an attack if you think your character would have triggered that kind of reaction from one) as long as you keep in line with the information above. If you want to ask any questions, please comment HERE.
You are also welcome to use this post to plot interactions and potential team ups!
March Gifts:
As stated in the mingle log, there are gifts to be found on the character’s vanity table the morning after the mingle log. If they wake early enough, they will notice their window is slightly ajar and a few butterflies slipping out through just as they open their eyes.
Looking at the vanity table, there is now a small carved box that looks like a cottage with flower designs (the flowers/appearance is up to the character). Within it, characters will find the gifts noted below!
Angeal – Conservatory
Inside the box Angeal received there’s a key with a tag on the ring that reads ‘Conservatory,’ and a small map leading further into the northern wing of the manor. If he looks far enough, he will eventually find a locked door that the key will fit. The door opens into a beautiful, plant filled conservatory. The glass panels along the walls letting in plenty of light through much of the room while there’s also a more shaded area along the wall that the door is on for more delicate plants to be cared for. The plants here are all well loved and seem to have been raised by expert hands, lush greenery and eye-catching colours as far as the eye can see. The varieties range from the familiar to unfamiliar as there are plants from all over this place and other worlds as well! There is also a well-stocked, organized workbench along one wall where one can work on various plant projects that might strike their fancy.
Dion – Great hall
Inside Dion’s box there’s a key with a tag on the ring that reads ‘Great Hall,’ and a small map that will lead him towards the northern wing of the manor. If he looks far enough, he will eventually come across a locked door that the key will fit. The door opens into a large expansive room, with fine furnishings and exquisite decorations on the walls with a wide-open marble floor. One would imagine a variety of kinds of gatherings held in a room like this. If Dion searches the room thoroughly, he might realize that the wall running along the back of the room is hollow. It’s not a wall at all, but a very large sliding door that can be pushed back to something behind it. In order to unlock this door, one must look behind a carved oak panel hanging on the wall nearby. This panel intricate fern patterns with a few song birds resting at the base. Behind it is a small rotating knob that, if rotated clockwise far enough, will unlock the door. Behind said door is a raised dais with floor to ceiling stained glass windows behind it and an intricately carved throne of oak sitting there nestled among a variety of potted plants. Note: If Dion tries to sit on it, he’ll feel like he sat on some thorns. It seems this throne actively belongs to someone…
Elena – Bar
Inside Elena’s box there’s a key with a tag on the ring that reads ‘Bar,’ and a small map leading further into the western wing of the manor along the same corridors that the kitchens, dining and parlor can usually be found. If she looks far enough, she’ll come across a locked door that the key fits. Inside, she’ll find a room free of dust and stylishly furnished. There’s a full bar set up along one wall and plenty of seats to be found spread out or nestled near a fireplace. The selection is expansive spanning worlds, along with a few very ornate looking bottles that appear to be something much stronger than the rest of the options, even by the standards of those with high tolerances for a variety of reasons. There is no label and indications suggest its something local.
Genesis – Training Room
Inside the box is a key with a tag on the ring that reads ‘Training Room,’ and a small map leading to the eastern wing of the manor. If he looks far enough, he’ll find a locked door that the key fits. It opens into a spacious training room, free of dust and waiting for someone to make use of. If Genesis looks further, he’ll also find a secondary door that opens into a well-stocked armory with a wide variety of weaponry spanning both worlds and eras. It’s very organized and everything is stored with care. To open this door does take a little bit of thinking, as it appears to be jammed or locked, but does not appear to need a key to access. The mechanism for this wall is located on the frame itself in which there is a piece that needs to be pushed in and slid up in order to unlock it.
Jean – Meditation Room
Inside the box Jean received is a key with a tag on the ring that reads ‘Meditation Room,’ and a small map leading towards the north of the manor and up a few flights of stairs to the third floor of the manor. If she searches down the corridor that the map leads to, she will find a locked door that the key fits. This door opens into a soothing, quiet meditation room. It’s got floor to ceiling windows that face the forest, with soft lighting in the evenings and comfortable mats and floor pillows for one to sit and meditate quietly. It is furnished with some hardy but beautiful houseplants that have clearly been well cared for given their size and the healthy greenery. There’s also a few low tables with scented candles and incense depending on one’s preference, and charmed stones meant to soothe one’s nerves and increase focus.
Sigma – Games room
Inside Sigma’s box there is a key with a tag on the ring that reads ‘Games Room,’ and a small map leading further past the parlor in the western wing and down a side corridor that contains a few empty rooms. If Sigma wanders far enough, he’ll come across one locked door that the key fits. Inside, he’ll find a warmly lit room free of dust and warmed by a comfortable fireplace. It’s furnished stylishly with plush looking chairs situated around card tables, a few chess sets, a large pool table, a roulette wheel, a dice table, and some cabinets full of a variety of other traditional games. It should be noted that there are many games available that are less familiar or may only be familiar to people who come from other worlds. Regardless, there are plenty of decks of cards of varying kinds or items used for said games.
Waver – Magic Atelier
Inside the box, Waver receives is a key with a tag on the ring that reads ‘Magic Atelier’ and a small map that leads beyond the library and to a set of stairs leading downward towards what one would presume is the manor’s basement levels. If he looks around far enough in the dark corridors, he will locate a locked door that the key fits. It opens into a large room with stone walls, dimly lit with lamplights and stocked full of equipment and materials that would be useful to those who practice magic. The equipment and materials range from things he would be familiar with to things that would be rare to nonexistent in his world, but common in others. This is the ideal place to develop and practice magic of all sorts! There is still an unfortunate lack of books on magic, however, as these seem to be stored elsewhere.
The keys and maps can be used/pursued at any time you feel like it, but please comment HERE or on the comment found on the manor information page that you have started a thread with the intent to unlock these locations. At the end of that month, the location will be permanently unlocked in game and the info page will be updated to include it so anyone can use and access the space.
New Arrival Gifts:
Noctis – Animal Figure
As Noctis has just arrived, the gift for him found within the box is a small, hand painted figurine like those received by new arrivals last month. His is notably a breed of kingfisher bird, variation and coloring is up to the player. Like the last month figurines, if left on the nightstand by the bed it wards off bad dreams and will be tied to a future event.
Questions
Date: 2024-04-04 01:13 pm (UTC)(no subject)
Date: 2024-04-09 12:18 am (UTC)Genesis has a materia with the ability to put the target to sleep provided they have no inherent resistance to the spell, or to 'silence' them in a way that inhibits magic. You KNOW he's going to attempt to use it to deal with whatever pest annoys him.
The questions I have here are:
1) Would the spells even work on these creatures?
2) Whether these count as 'harmful' in a way as to have the aforementioned repercussions inflicted upon him (of course he deserves it), or if the pranksters will consider this all in good fun/fair turnabout and thus allow it to slide in the long run (presumably so if effective as he'll deposit them outside and be done with it) or if he's getting to be dizzy.
(no subject)
Date: 2024-04-09 01:36 pm (UTC)Given magical attacks work, I’m going to say that these spells will work, but not to the degree that Genesis would probably like.
- Sleep will make them drowsy and thus slower if he manages to land one (note: they are one of the faster moving fae when they get going. His best bet would be to hit one before they change into something more mobile). This would not necessarily be seen as an attack given it doesn’t hurt and does not change them in any way. So it would be taken as a challenge.
-Silence, if I’m interpreting ‘silence them in a way that inhibits magic.’ correctly, would absolutely be seen as an attack on them. They are beings of magic and their ability to change shape is very important to them. It is incredibly uncomfortable for them to not be able to change as the mood strikes them. It will not stop them from changing entirely, but make the process more difficult and delayed, such as visibly being a mixup of two items for a few moments. But because of this, they will probably retaliate with some form of mental attack.
Location Unlock Notification
Date: 2024-04-04 01:16 pm (UTC)(no subject)
Date: 2024-05-03 01:59 pm (UTC)(no subject)
Date: 2024-05-03 02:03 pm (UTC)(no subject)
Date: 2024-05-03 02:04 pm (UTC)(no subject)
Date: 2024-05-03 02:04 pm (UTC)