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avalonooc2021-08-18 12:37 am
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PLOTTING POST ✨ Finding Kymbyr

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This is the plotting post! Ask questions in response to this comment HERE. Click here to view top-level comments only. The actual event log will be posted on August 20th, please use this post to plot with your fellow players and ask questions ahead of the event start.
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It's around the 20th, somehow or other, that Celliwig manages to find the information it's been looking for for some time: a solution to how to clear out the Forest of the Felled and release all the trapped souls of fae, witches and wizards, and other magical beings that had been condemned to that labyrinth of wards and curses centuries ago. It wasn't something they had the power to do on their own or they might've ages ago, but with all the otherworlders around here.. it may just be possible. That is what they tell the local Camelot news when they put out a bulletin recruiting volunteers to go to a small village, hidden away in the Ash Mountains and find and awaken the great sleeping necromancer, Kymbyr (with two y's. It used to be Kimber, but they decided to rebrand themself.) The TV spot follows with an old magically recorded interview with Kymbyr explaining how they were totally the life of the party for more than one reason, but when things got super uncool toward magic in their world, they asked the fae queen to move to Avalon so they could take the most crazemazing nap for like a billion years in this way zen town built into the side of a mountain that this cute little monk told them about. They then proceed to ask the interviewer if she happens to know the way there and invite them to be co-nap buddies. The TV spot ends up snapping back to the present-day interview with the Celliwig representative who invites anyone interested to meet them at the northernmost part of Camelot's farmland for the trek there. They will bring some horses, but unless you want to share a stallion with a partner, you should secure your own ride. Across Camelot, there seems to be some kind of huge rush to sell camping supplies for the journey, since you're bound to be outside for a few days and the Ash Mountains are known to have some... strange weather. It doesn't always fit the season, and thus far people have really only had a reason to go to the base of it so they haven't really experienced the range's strange weather. So throughout Camelot, there's sales on camping equipment, but none so cool as the (Item) Prismatic Coat that goes on sale for 100,000G ($1,000USD). It's a lot of money for a coat for sure, and it looks magical. It has special enchantments to go the opposite of whatever weather you're having internally. If it's hot, it'll feel like you're sitting in front of the AC. If it's rainy, you can feel the toastiness of a fireplace keeping you dry anywhere the fabric touches. There are some side effects, like your spells also casting with opposite effects (healing will cause pain, fire will come out as water, growing an orange will grow an apple, and so on-- please make up the effects yourself for your specific spells). What's more, if you manage to find and bring back ann egg of one of the Administrative Assistant Birds (more info- cw: snake stepping) that live in the mountains, they'll give you a 50% back rebate. If you're done shopping, you can head out and meet the party at the farmland and discussed and around 2pm the first day, they'll leave to slip through the space between the Dusklight Woods and the Lands of Rot. The wards are back up and working, so there shouldn't be too many disturbances unless you disturb the undead first. After the first day, they stop at a plateau far enough into the first Ash Mountain that the denizens of the Lands of Rot are no longer a threat. It's around 11pm by the time everyone is settled, and the participants from Celliwig invite everyone to tell stories from their land over s'mores and hot cocoa or tea, be they scary or heroic or heart-wrenching. One of the Celliwig light mages uses a spell that they will teach to fellow light mages called (Recipe) Storyteller, which causes the light created by the fires to create miniature holograms of the story as it is being told. How artistic or realistic the light is depends on the caster, as it will present in an art style that matches their personality. ![]()
The journey into the mountains is mostly quiet up the first mountain. Down below once the party has crossed over to the other side of the mountain, miles down, marshes can be seen but it's too far to really tell any detail beyond that it's a wonderful view. That's when the first bout of strange weather begins-- a blizzard starts up, in the middle of summer. You've entered the realm of the Frost Fairies, who head up to the mountains during most of the year, alongside many other weather-specific fae that live in the mountains, constantly warring for territory. We hope you packed warm, as the blizzard makes conditions too cold to continue, and everyone has to hole up in a nearby cave. Adventurous souls will find that going deeper into the cave leads to a napping, fully grown, vibrant purple dragon with a hoard of treasure beneath it and a lot of skeletons from those who have tried to steal from it. Unless you try to steal, it won't bother you beyond opening an eye to peek at you before going back to sleep. Stop anyone from trying to steal or you'll be chased out of the cave by a blue-fire breathing dragon protecting its stash. Don't forget that dragons are sacred creatures in Avalon-- if you try to kill it, there's a good chance someone is going to kill you back if the dragon doesn't succeed. For those who do manage to make it through the night without pissing off the dragon, they wake up to the frost fairies having lost territory, instead replaced by Slush Sprites who leave the ground slippery and wet but the sky clear and visible, it's time to move forward. It makes the journey trecherous and it's recommended everyone latch arms with a partner to secure themselves as they move forward, lest they slip. The journey isn't much farther... though it comes to a stop when the party reaches a door that seems unable to be affected by magic, and instead asks a riddle of each person who enters it. If you answer the riddle correctly, the door will disappear from your vision and your vision alone. Try to walk someone through it, and they'll run face-first into a rock door. Once in, the view at first is odd. Just carved doors into walls, as if the doors were carved out of the mountains themselves. They're offices, like the visitor's center and gift shop, the sheriff's station, and so on. Once you're past the small shops, it opens up into a much more advanced-looking society underground. Welcome to the underground city of Lestari, much more a city now than it had been when Kymbyr had been seeking it out. As players explore Lestari, they'll learn that it's probably more magitechnologically advanced than Camelot-- interactive holograms, video-storing crystals, video games that physically suck your consciousness into the video game until you're done playing, and much more. Deep within the city, there appear to be giant mechanical stone legs of some kind as well, but it goes far up into the mountainous ceiling, so it's unclear just what they're for. Technomages will find themselves with plenty of inspiration in this town... as will anyone interested in the art of meditation. With technology comes all kinds of connectivity, and a need to relax and destress. They're incredibly into yoga, meditation, spas, massages, crystalized relaxation ranging from a chamomile tea level to a wizard by the name of Zanacks who will sell you mood-altering crystal jewelry. Cognitive mages, for this reason, will also find experts on astral projection and dream walking as a means for therapeutic techniques and inducing altered states of mind in themselves or others using magic. It's a strange, but overall relaxed place. No wonder Kymbyr wanted to come here to get away from it all.
Event log will be posted on the 20th, the same day the event starts. |
Questions
Re: Questions
...Is it possible for... say... someone that's killed such monsters before to... I don't know... manage to slay this one? Or is it protected by PLOT???
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If you think he can overcome all the Celliwig people and the dragon and any player characters who may interfere, then let us know we will discuss his punishment because despite Beowulf's enthusiasm for slaying dragons, they sacred creatures here in Avalon. There will definitely be consequences!
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In all seriousness though you've kind of already answered this question. But if someone decided to approach/take some of the dragon's horde how much danger could others around them be in?
Like is the fire just regular fire, or does I have magical properties to it?
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Re: Questions
He's not at all the type to go on a camping trip but if he smelled a chance to get information that could help him later (fOr cHaOs) he'd go.
Just trying to decide if he'll be involved or not! (The Luminary absolutely will be.)
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Pet the dragon?
Feed the dragon?
Hug the dragon?
Befriend the dragon?
Give it chin scritchies?
Give it an kissy on its big ol snooter?
Tell the dragon they are a good, good dragon and we love them very much?
Sing to the dragon because they need their beauty rest?
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It will accept pets and hugs to its side but will get snippy if you get near or in its face or tail (since that will feel like you're trying to come at it from behind). Since y'all are smol it will feel about the same to him. Praise and singing are also acceptable unless it is already sleeping at the time, which it will probably do a fair amount of because it's hoard guarding.
That said, it will be more open to befriending if someone comes back later on their own, since it will be on guard around so many people at once.
i'm sorry about maruki all the time
Could you tell me more about this? What kinds of "altered states of mind" are we talking, here? How does it work? Could someone adapt this kind of magic in future for other uses? (Nervous laugh is not a real emote and god I wish it was)
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It works because magic. 👍 I'm not explaining how any magic works, it just does. We have historically avoided answering this question specifically because we want players to get creative and have always wanted people to decide how their magic presents on their own. Different mages may have different methods! Does your magic only work with touch? Do you need an item like a wand or staff to channel it through? Do you eyes or hands glow when you cast or are you a silent caster? Can you induce effects through singing? That's all up to the player. As long as you are asking permission of other players before magicking their characters, exactly how you go about using the magic is up to you within the FAQ-stated limitations. The exceptions would be for more powerful magics (so he couldn't do more than one person at once for example) that would require rituals to cause larger scale effects.
Go for it on future use, it's fine. It may just take a lot of practice to get it right at first through, so expect some disasters. 👍
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