chaoticbeauty (
chaoticbeauty) wrote2020-11-16 01:03 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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While a handful of mirrors in the Looking Glass House at 3 am on the 15th spat out people - new Mirrorbound or perhaps returned Mirrorbound - many other mirrors poured forth items or small creatures, all on their own. The night cleaner resigns himself to a long night as he has to deal with mess and confused folk, but he isn't terribly surprised. It was around this time last year that something similar happened with the mirrors. They may not understand it, but it looks like it may be a pattern, relics of the Mirrorbound's lives reaching out to them from home as gift or curse.
The night cleaner fetches Miss Nessie to handle the arrival of a handful of new Mirrorbound, and then returns to start tidying up everything else. Luckily, she assigns him some help in the form of a young Witch named Emmelie, eager to prove herself. Not wanting to crowd the Looking Glass House, in the ensuing hours, she turns to an invention of hers to sort out the stuff littering the room with the mirrors. The goal, of course, is to get each item back to its rightful owner, and she firmly believes in better living through magic innovation!
Unfortunately, it becomes clear fairly soon that Emmelie's brass flying saucers, which she had hoped would effortlessly deliver each item based on magical signature matching, could use a little... fine-tuning. The big saucers complete with six segmented mechanical 'arms' to hold the cargo in place are persistent as they zip around the city, often trying to take the shortest path to their programmed destination - whether it means they bump endlessly into barriers such as walls, get stuck on rooftops or in the River Temese, or knock over people, natives and Mirrorbound alike, who happen to be in their flight path. Some of them end up at the wrong Mirrorbound, and bump incessantly into them until they take the offered item, uncaring if they're who it belongs to or not.
Of course, some deliveries go smoothly, exactly as they are intended to, but... they're in the minority.
By the early afternoon, Emmelie is sending out a voice message that can be heard by Mirrorbound anywhere in the city, her young voice panicked as she explains what happened with her inventions and your mementos of home, adding at the end: "Ahh, it's such a mess! Look, you've got to help me, and please don't tell Miss Nessie, she'll never trust me with anything important ever again! I'll owe all of you so much if you'll just help find and return everything to where it needs to go!"
[ • Item must belong to your character, with some exceptions. Generic items with no stated owner are fine, as are items that belong to a group your character is part of. It may not explicitly belong to another individual, for example Aerith cannot regain Cloud's sword.
• Items must be reasonably sized, meaning a regular human with no enhancements could feasibly pick it up. This applies to pets/familiars as well. Items or pets may be shrunk down if the thing you had in mind doesn't quite fit the restriction.
• Items and pets follow the same rules as inventory items upon arrival. Meaning, anything magical will need to be re-enchanted, anything technological will need to be converted to magitech, and pets with magic abilities will be nerfed.
• Items can be from any canon point, past, present or future.
• One per character. If multiple small items can reasonably be called a set, they will count as one item - for example, you could have a box of books rather than just a single book, or a swarm of bees rather than a single bee. A trunk of mundane clothing is fine rather than limiting yourself to a single t-shirt, etc. We just ask you be reasonable.
• If you don't want a regain for your character, that's fine too. The mirrors work in mysterious ways ]
[ https://middaeg.dreamwidth.org/233522.html?style=mine ]
lightning in a bottle
a shard of the mirror from her first night in aretuza
four marks
a flower and a stone
ABJURATION (medium)
spells of protection,
blocking, and banishing
currently practicing
INSERT SPELL
future goals
INSERT SPELL
mastered spells
INSERT SPELL
ALCHEMY (very low)
the process of transformation, creation,
or combination through ingredients
currently practicing
INSERT SPELL
future goals
INSERT SPELL
mastered spells
INSERT SPELL.
CONJURATION (moderately high)
spells that summon
creatures or materials
currently practicing
INSERT SPELL
future goals
INSERT SPELL
mastered spells
INSERT SPELL
DIVINATION (low)
spells that reveal information
and interpret the unknown
currently practicing
INSERT SPELL
future goals
mastered spells
ENCHANTMENT (medium)
spells that magically imbue the target,
or give caster power over the target
currently practicing
INSERT SPELL.
future goals
mastered spells
EVOCATION (low but growing)
spells that manipulate energy,
or create something from "nothing"
currently practicing
INSERT SPELL
future goals
mastered spells
ILLUSION
spells that alter perception,
or create false images
currently practicing
INSERT SPELL
future goals
mastered spells
TRANSMUTATION (moderately high)
spells that transform
the mass of a target
currently practicing
INSERT SPELL
future goals
mastered spells
UNIVERSAL (high)
spells that are easy to learn,
usually lower-level spells from other classes
currently practicing
INSERT SPELL
future goals
mastered spells
https://i.imgur.com/7quCfvF.jpg
https://i.imgur.com/y6pb8oc.jpg
The entryway has open curtains, gold - and tied back with a burgundy rope. There to make everyone feel as though stepping inside, they are making an entrance of their own. Once you step inside, you'll notice the grand ballroom with high ceilings is fully decorated. It is clear that a lot of effort and time went into this, thanks to the help of many different people and several sets of hands. The colors that seem to be continually present are gold, reds, and purples. Though from time to time there may be splashes of other colors and personal touches from those who had helped in places - mostly in the form of masks hanging on the walls, or balloons scattered in places away from the main dance floor.
From the main ballroom entrance, straight ahead, is the main dance floor and to the right - refreshments. Near the refreshments, there are a several standing tables to set down a drink or stand around to socialize with friends or people you've just met. In addition to the standing tables, there's a couple of dining tables and chairs so that you can sit and eat, drink, or chat.
Inside the main ballroom there's a few gaming tables scattered around - including card games with some dealers around where you can gamble, and pool tables. Make a wager or play for fun, it's all up to you. Additionally, on the floor Kaito will be performing magic tricks to entertain individuals and small groups throughout the floor. You'll be able to catch him periodically through the night.
There are a few hallways leading to several rooms, and it all depends on what you're looking for, but no matter what it is, you can probably find it.
One of the rooms has the silent auction. Here, you can look at some of the things that are up for bidding. There's several interesting, enchanted items including: weapons, jewelry, books, instruments. They are protected, as well, so they can only go home with the winner.
Don't worry - there's signs posted everywhere so you will be able to find what you're looking for.
II. Refreshments
Away from the dance floor are several tables with matching, deep purple, table cloths. On top of the table are a variety of foods - some brought by the attendees, others brought in thanks to the aid of the coven. You can expect to find at least something that you'll absolutely love when exploring the options. There's everything there - from healthier options like fruits, vegetables, and dip - to less healthy options such as cupcakes, and truffles. Food on sticks, and easy finger foods seem to be a very popular options.
While many of the options wouldn't even require a plate, there are some plates and utensils in shades of blue and gold available to use.
Next to the food there is a table featuring three punch bowls with three different flavors. One seems to be a fruit punch, one seems be purely berry flavored, and one - seems to be a bit of a surprise. It tastes a little bit different to everyone who tries it, but so far - there have been no complaints. Next to them, if you would prefer, there's pitchers of water.
Near the back corner, there's a bar with a bartender, there to serve those who would like a drink. Ask for a surprise, or your favorite drink, and you can have something mixed for you. Next to the bar, there are rows of the most popular bottles of alcohol. Though you won't be stopped if you take one, please tell the bartender so that they can keep their stock replenished for the other guests.
Drinks, of course, come free to those who are able to legally drink. Anyone underage will be met with a powerful enchantment that is acting as a method of preventing that from happening.
III. Dance
a. The Lock Box
Maybe you want to find a new dance partner. Maybe you want to find a new Bond. Maybe you just want to talk to someone new. The Lock Box is near the entrance of the ballroom. It's inaccessible thanks to both a lock and enchantment that are on it.
It's set up neatly on a table, with only it, paper, and a pen so that names can be written and added to the box. When you enter your name, another name will be produced from the box. It is clearly enchanted, of course. Once you're given a name, you and your new dance partner will be compelled to be near one another. This will last for about the length of a song - long enough to dance, or have a conversation.
Usually, only others who have put their names in the box will have their name drawn, but sometimes those who didn't put their name in the box will have their name drawn and will feel compelled to seek out someone who drew their name.
Sorry to those who didn't volunteer, magic isn't always the most predictable! Though you may get lucky and just find your next friend or Bond, so it's hard to get mad about it.
b. Song & Dance
Whether you picked your dance partner yourself, or were compelled to dance with your partner thanks to the Lock Box, the dance floor is ready for you. The music is enchanted, to provide a feeling of calm, relaxation, and joy. Characters will feel at ease, and even those who may not typically dance will want to get out on the dance floor.
Thanks to the talents of several Mirrorbound and collected records you'll have a variety of music all through the night. While much of it is upbeat, as it is encouraging individuals to dance. Whatever your mood, you will find a song that you'd love to dance to, as long as you want to dance.
▪ Quest #3 - A Watery Pit (Aefenglom) - Reports of Merrow, and even an aquatic Chimera or two, going missing have flooded the Lead Inspector's desk at the City Guard lately, and all roads seem to lead back to the close-to-overflowing River Temese, which all of the missing Merrow took a dip in before they disappeared. She isn't a Merrow herself, and could use the help of one - or at least of a Witch or Monster willing to get their feet wet in order to find some missing innocents. Signs of their presence can be found along the bottom of the river - a bracelet here, a scrap of fabric caught on a stone there, and the trail leads far into the waters of the harbor.
Investigation will turn up a shapeless, amorphous creature with grayish-green skin and bright, eerie eyes that can only say two words in a warbly, watery voice - "you" and "me", both of which sound like questions when it speaks. This creature is holding the missing Merrow in an underwater sinkhole, but all of them are strangely unharmed. In fact, the blob seems rather nonviolent and- lonely? Showing it some kindness can convince it to release its 'prisoners' peacefully.
▪ Quest #2 - Site of the Last Stand (Dorchacht) - While some aspects of the land where Morgana finally perished reverted back to normal after her demise, some of her twisted influence remains. While it's aimless and dispersed with no mind of its own, witches from Dorchacht's Coven think it may continue to twist and affect the Wilde negatively if it's merely left alone. One even theorizes that if the Cwyld were to set in deep and feed off the remnants of her magic, it could mutate into something even more deadly that could spread quickly toward Dorchacht, following the trail she left when she fled it first.
The birch trees especially, the ones bearing bleeding, now-unseeing eyes in their bone-white trunks, have absorbed quite a bit of her power into their massively-entwined root system and just plain do not feel right. Dorchacht's Coven requests help from Mirrorbound Witches and Monsters alike, Witches to help them purge the dark magic from the site like the leyline method that's becoming more common, and Monsters to protect them while they're vulnerable. They would ask Aefenglom's Coven, but, you see, they aren't exactly seeing eye to eye ever since the confrontation... They hope Mirrorbound will be more easy going and willing to assist, since many of them sided with the Dorchacht Coven.
All that magic is attracting nasty creatures from the surrounding Wilde, all of them heavily infected by Cwyld and wanting to feed on it. Purging without any violent interruptions by beasts or Shades will be nearly impossible, so the folks from Dorchacht will not let anyone go alone if they can help it. The most common enemy sighted is infected, shaggy-furred bears, half-rotted from the Cwyld, who don't feel pain and do not stop unless they're destroyed. More insidious than even the bear Shades, though, are perhaps the swarms of infected birch borer beetles, who have grown to disgusting sizes and developed massive, sharp pincers that can tear a person's flesh like knives through warm butter. An abundance of caution is encouraged.
gift dress -
https://pbs.twimg.com/media/EIOvfUMWoAAEHrj?format=jpg&name=medium
https://i0.wp.com/www.badtaste.it/wp-content/uploads-badtv/2019/11/witcherlucca-29.jpg?w=1084&ssl=1
The night cleaner fetches Miss Nessie to handle the arrival of a handful of new Mirrorbound, and then returns to start tidying up everything else. Luckily, she assigns him some help in the form of a young Witch named Emmelie, eager to prove herself. Not wanting to crowd the Looking Glass House, in the ensuing hours, she turns to an invention of hers to sort out the stuff littering the room with the mirrors. The goal, of course, is to get each item back to its rightful owner, and she firmly believes in better living through magic innovation!
Unfortunately, it becomes clear fairly soon that Emmelie's brass flying saucers, which she had hoped would effortlessly deliver each item based on magical signature matching, could use a little... fine-tuning. The big saucers complete with six segmented mechanical 'arms' to hold the cargo in place are persistent as they zip around the city, often trying to take the shortest path to their programmed destination - whether it means they bump endlessly into barriers such as walls, get stuck on rooftops or in the River Temese, or knock over people, natives and Mirrorbound alike, who happen to be in their flight path. Some of them end up at the wrong Mirrorbound, and bump incessantly into them until they take the offered item, uncaring if they're who it belongs to or not.
Of course, some deliveries go smoothly, exactly as they are intended to, but... they're in the minority.
By the early afternoon, Emmelie is sending out a voice message that can be heard by Mirrorbound anywhere in the city, her young voice panicked as she explains what happened with her inventions and your mementos of home, adding at the end: "Ahh, it's such a mess! Look, you've got to help me, and please don't tell Miss Nessie, she'll never trust me with anything important ever again! I'll owe all of you so much if you'll just help find and return everything to where it needs to go!"
[ • Item must belong to your character, with some exceptions. Generic items with no stated owner are fine, as are items that belong to a group your character is part of. It may not explicitly belong to another individual, for example Aerith cannot regain Cloud's sword.
• Items must be reasonably sized, meaning a regular human with no enhancements could feasibly pick it up. This applies to pets/familiars as well. Items or pets may be shrunk down if the thing you had in mind doesn't quite fit the restriction.
• Items and pets follow the same rules as inventory items upon arrival. Meaning, anything magical will need to be re-enchanted, anything technological will need to be converted to magitech, and pets with magic abilities will be nerfed.
• Items can be from any canon point, past, present or future.
• One per character. If multiple small items can reasonably be called a set, they will count as one item - for example, you could have a box of books rather than just a single book, or a swarm of bees rather than a single bee. A trunk of mundane clothing is fine rather than limiting yourself to a single t-shirt, etc. We just ask you be reasonable.
• If you don't want a regain for your character, that's fine too. The mirrors work in mysterious ways ]
[ https://middaeg.dreamwidth.org/233522.html?style=mine ]
lightning in a bottle
a shard of the mirror from her first night in aretuza
four marks
a flower and a stone
ABJURATION (medium)
spells of protection,
blocking, and banishing
currently practicing
INSERT SPELL
future goals
INSERT SPELL
mastered spells
INSERT SPELL
ALCHEMY (very low)
the process of transformation, creation,
or combination through ingredients
currently practicing
INSERT SPELL
future goals
INSERT SPELL
mastered spells
INSERT SPELL.
CONJURATION (moderately high)
spells that summon
creatures or materials
currently practicing
INSERT SPELL
future goals
INSERT SPELL
mastered spells
INSERT SPELL
DIVINATION (low)
spells that reveal information
and interpret the unknown
currently practicing
INSERT SPELL
future goals
mastered spells
ENCHANTMENT (medium)
spells that magically imbue the target,
or give caster power over the target
currently practicing
INSERT SPELL.
future goals
mastered spells
EVOCATION (low but growing)
spells that manipulate energy,
or create something from "nothing"
currently practicing
INSERT SPELL
future goals
mastered spells
ILLUSION
spells that alter perception,
or create false images
currently practicing
INSERT SPELL
future goals
mastered spells
TRANSMUTATION (moderately high)
spells that transform
the mass of a target
currently practicing
INSERT SPELL
future goals
mastered spells
UNIVERSAL (high)
spells that are easy to learn,
usually lower-level spells from other classes
currently practicing
INSERT SPELL
future goals
mastered spells
https://i.imgur.com/7quCfvF.jpg
https://i.imgur.com/y6pb8oc.jpg
The entryway has open curtains, gold - and tied back with a burgundy rope. There to make everyone feel as though stepping inside, they are making an entrance of their own. Once you step inside, you'll notice the grand ballroom with high ceilings is fully decorated. It is clear that a lot of effort and time went into this, thanks to the help of many different people and several sets of hands. The colors that seem to be continually present are gold, reds, and purples. Though from time to time there may be splashes of other colors and personal touches from those who had helped in places - mostly in the form of masks hanging on the walls, or balloons scattered in places away from the main dance floor.
From the main ballroom entrance, straight ahead, is the main dance floor and to the right - refreshments. Near the refreshments, there are a several standing tables to set down a drink or stand around to socialize with friends or people you've just met. In addition to the standing tables, there's a couple of dining tables and chairs so that you can sit and eat, drink, or chat.
Inside the main ballroom there's a few gaming tables scattered around - including card games with some dealers around where you can gamble, and pool tables. Make a wager or play for fun, it's all up to you. Additionally, on the floor Kaito will be performing magic tricks to entertain individuals and small groups throughout the floor. You'll be able to catch him periodically through the night.
There are a few hallways leading to several rooms, and it all depends on what you're looking for, but no matter what it is, you can probably find it.
One of the rooms has the silent auction. Here, you can look at some of the things that are up for bidding. There's several interesting, enchanted items including: weapons, jewelry, books, instruments. They are protected, as well, so they can only go home with the winner.
Don't worry - there's signs posted everywhere so you will be able to find what you're looking for.
II. Refreshments
Away from the dance floor are several tables with matching, deep purple, table cloths. On top of the table are a variety of foods - some brought by the attendees, others brought in thanks to the aid of the coven. You can expect to find at least something that you'll absolutely love when exploring the options. There's everything there - from healthier options like fruits, vegetables, and dip - to less healthy options such as cupcakes, and truffles. Food on sticks, and easy finger foods seem to be a very popular options.
While many of the options wouldn't even require a plate, there are some plates and utensils in shades of blue and gold available to use.
Next to the food there is a table featuring three punch bowls with three different flavors. One seems to be a fruit punch, one seems be purely berry flavored, and one - seems to be a bit of a surprise. It tastes a little bit different to everyone who tries it, but so far - there have been no complaints. Next to them, if you would prefer, there's pitchers of water.
Near the back corner, there's a bar with a bartender, there to serve those who would like a drink. Ask for a surprise, or your favorite drink, and you can have something mixed for you. Next to the bar, there are rows of the most popular bottles of alcohol. Though you won't be stopped if you take one, please tell the bartender so that they can keep their stock replenished for the other guests.
Drinks, of course, come free to those who are able to legally drink. Anyone underage will be met with a powerful enchantment that is acting as a method of preventing that from happening.
III. Dance
a. The Lock Box
Maybe you want to find a new dance partner. Maybe you want to find a new Bond. Maybe you just want to talk to someone new. The Lock Box is near the entrance of the ballroom. It's inaccessible thanks to both a lock and enchantment that are on it.
It's set up neatly on a table, with only it, paper, and a pen so that names can be written and added to the box. When you enter your name, another name will be produced from the box. It is clearly enchanted, of course. Once you're given a name, you and your new dance partner will be compelled to be near one another. This will last for about the length of a song - long enough to dance, or have a conversation.
Usually, only others who have put their names in the box will have their name drawn, but sometimes those who didn't put their name in the box will have their name drawn and will feel compelled to seek out someone who drew their name.
Sorry to those who didn't volunteer, magic isn't always the most predictable! Though you may get lucky and just find your next friend or Bond, so it's hard to get mad about it.
b. Song & Dance
Whether you picked your dance partner yourself, or were compelled to dance with your partner thanks to the Lock Box, the dance floor is ready for you. The music is enchanted, to provide a feeling of calm, relaxation, and joy. Characters will feel at ease, and even those who may not typically dance will want to get out on the dance floor.
Thanks to the talents of several Mirrorbound and collected records you'll have a variety of music all through the night. While much of it is upbeat, as it is encouraging individuals to dance. Whatever your mood, you will find a song that you'd love to dance to, as long as you want to dance.
▪ Quest #3 - A Watery Pit (Aefenglom) - Reports of Merrow, and even an aquatic Chimera or two, going missing have flooded the Lead Inspector's desk at the City Guard lately, and all roads seem to lead back to the close-to-overflowing River Temese, which all of the missing Merrow took a dip in before they disappeared. She isn't a Merrow herself, and could use the help of one - or at least of a Witch or Monster willing to get their feet wet in order to find some missing innocents. Signs of their presence can be found along the bottom of the river - a bracelet here, a scrap of fabric caught on a stone there, and the trail leads far into the waters of the harbor.
Investigation will turn up a shapeless, amorphous creature with grayish-green skin and bright, eerie eyes that can only say two words in a warbly, watery voice - "you" and "me", both of which sound like questions when it speaks. This creature is holding the missing Merrow in an underwater sinkhole, but all of them are strangely unharmed. In fact, the blob seems rather nonviolent and- lonely? Showing it some kindness can convince it to release its 'prisoners' peacefully.
▪ Quest #2 - Site of the Last Stand (Dorchacht) - While some aspects of the land where Morgana finally perished reverted back to normal after her demise, some of her twisted influence remains. While it's aimless and dispersed with no mind of its own, witches from Dorchacht's Coven think it may continue to twist and affect the Wilde negatively if it's merely left alone. One even theorizes that if the Cwyld were to set in deep and feed off the remnants of her magic, it could mutate into something even more deadly that could spread quickly toward Dorchacht, following the trail she left when she fled it first.
The birch trees especially, the ones bearing bleeding, now-unseeing eyes in their bone-white trunks, have absorbed quite a bit of her power into their massively-entwined root system and just plain do not feel right. Dorchacht's Coven requests help from Mirrorbound Witches and Monsters alike, Witches to help them purge the dark magic from the site like the leyline method that's becoming more common, and Monsters to protect them while they're vulnerable. They would ask Aefenglom's Coven, but, you see, they aren't exactly seeing eye to eye ever since the confrontation... They hope Mirrorbound will be more easy going and willing to assist, since many of them sided with the Dorchacht Coven.
All that magic is attracting nasty creatures from the surrounding Wilde, all of them heavily infected by Cwyld and wanting to feed on it. Purging without any violent interruptions by beasts or Shades will be nearly impossible, so the folks from Dorchacht will not let anyone go alone if they can help it. The most common enemy sighted is infected, shaggy-furred bears, half-rotted from the Cwyld, who don't feel pain and do not stop unless they're destroyed. More insidious than even the bear Shades, though, are perhaps the swarms of infected birch borer beetles, who have grown to disgusting sizes and developed massive, sharp pincers that can tear a person's flesh like knives through warm butter. An abundance of caution is encouraged.
gift dress -
https://pbs.twimg.com/media/EIOvfUMWoAAEHrj?format=jpg&name=medium
https://i0.wp.com/www.badtaste.it/wp-content/uploads-badtv/2019/11/witcherlucca-29.jpg?w=1084&ssl=1