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serendipitylogs2022-02-01 07:29 pm
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event log: february
EVENT LOG: FEBRUARY
Welcome to Serendipity!
☆ Any questions about the event log can be asked in the mod questions thread.
☆ Questions about the general game mechanics, setting or locations, or magic can be asked on their respective pages.
☆ HOUSE STONE'S initiative was chosen for this month!
Over the past few weeks, especially as animals have been slowly being tamed and moved into the makeshift paddocks created by the residents of the valley, there's been an increasing number of wild animal attacks around the edges of the Ivory Castle's grounds. This has caused a great deal of concern for those people who've been taking care of the animals and trying to prepare for spring and outdoor gardening, so it has also become a concern for the Heads of House.
The first step, however, is knowing the area and that means scouting it. This is a moderately dangerous job, since any scouts that are traveling the area may be attacked by wild animals, so the Houses are asking that anyone who goes out scouting take a partner or a group. The terrain in the area is relatively easy terrain, but the perimeter of the cleared grounds is long enough that it may take an entire day to scout.
There is a certain area around the edges of the castle walls that has already been cleared, mostly by magic, but the current residents haven't had a chance to completely map the areas outside of this cleared area. Scouts will find challenges along the route in all areas outside the castle, but are also asked to bring back copious samples of the plant life they may find, if possible, as some of them may be useful for eating, seeding, and potions.
The castle is bordered on the west and northwest by the beach of an expansive ocean with no land masses on the horizon, and along this beach can be found various ocean creatures ranging from seagulls and other birds, large crabs that can be anywhere from the size of a small dog to the size of a small pony, and various types of fish and ocean plants. Some of the ocean plants such as kelp or seaweed are edible or useful for potions, and will be of great value to House Life.
To the north and northeast, the castle is bordered by thick evergreen forests with deep tangles of underbrush that is nearly impenetrable, and this area is inhabited by packs of wolves, mountain lions, and bears, any of which might attack either because of being startled or out of hunger. This is probably the most dangerous area to scout, and anyone venturing into this area should be prepared to defend themselves. There are, however, an abundance of herbs, berries, and other plant life that could be extremely useful to be seeded into the greenhouses or useful for potions.
To the east, southeast, and south, the castle is bordered by grasslands and prairie, dotted with little stands of leafy trees, and this area is mostly inhabited by herd animals like cows, deer, and elk. These animals are perfect for being hunted or tamed, and don't pose much of a risk. The biggest risk in this area is due to the weather - it's still cold out, even as nature hurtles its way toward spring, and exposure is a very real danger. This area is often very fertile and would be excellent for farming, and any reports of areas that are sheltered by stands of trees or that look particularly productive would be welcome.
Providing scouts are able to bring back significant samples of the kelp from the ocean and herbs and berries from the forest and plains, the Heads of House will be able to brew a potion that will repel wild animals from any area the potion is either tilled into the ground or smeared (for example, on a barn or fence). This potion will be extremely valuable in aiding the efforts to ward off wild animal attacks, especially for those who prefer non-violent techniques.
A large amount of this potion will need to be made, which will require help from everyone on board. There will be a few classes run on potion making in general and practice runs for the recipe for this particular potion will be shared around to anyone willing to help with brewing the potion. There are different techniques for making potions, and it can be very flexible depending on the magic user.
There is one strange side effect to the potion, however - inhaling the fumes can bring on very intense hallucinations of events from character's pasts, whether in the form of a person, a setting, an animal, or even a replay of an event. These hallucinations will start out being visible only to the person inhaling the fumes of the potion, but as the potion thickens and boils the fumes become stronger and the hallucinations can become visible to others...
While the Houses are encouraging more non-violent approaches to taking care of the animal attacks, there will be some fighting involved. Once the areas around the perimeter of the Ivory Castle's grounds have been thoroughly scouted, House Stone will be setting up patrols to move along the perimeter and protect the groups of people securing it with fences and barrier spells. These patrols will be fighting off any attacks that might come from the forest, plains, or beaches around the castle, hopefully non-fatally.
To aid in this, the castle armory will be opened and characters will find an array of weapons, primarily medieval-style weapons like swords, bows and arrows, flails, spears, tridents, and similar. Characters are welcome to arm themselves in whatever way will be most comfortable and convenient for them.
Even as the potions are being brewed, there will also be classes run by House Stone on how to create barrier and shield spells. These classes will be intensive, a crash course on creating shimmering barriers that glow with the color most associated with each character. These barriers will need to be cast in place, so groups of people will be sent out along with the patrols to cast while being protected by the patrols.
Besides the barrier spells, characters will also be recruited to cut down trees from the forests and build tall but simple fences to keep out various wild animals. These fences on their own will be able to deter creatures that aren't deep into the hunt, redirecting them from inhabited areas and areas where tamed animals are housed in paddocks and simple barns.
NAVIGATION
☆ Any questions about the event log can be asked in the mod questions thread.
☆ Questions about the general game mechanics, setting or locations, or magic can be asked on their respective pages.
☆ HOUSE STONE'S initiative was chosen for this month!
i. SCOUTING THE PERIMETER
Over the past few weeks, especially as animals have been slowly being tamed and moved into the makeshift paddocks created by the residents of the valley, there's been an increasing number of wild animal attacks around the edges of the Ivory Castle's grounds. This has caused a great deal of concern for those people who've been taking care of the animals and trying to prepare for spring and outdoor gardening, so it has also become a concern for the Heads of House.
The first step, however, is knowing the area and that means scouting it. This is a moderately dangerous job, since any scouts that are traveling the area may be attacked by wild animals, so the Houses are asking that anyone who goes out scouting take a partner or a group. The terrain in the area is relatively easy terrain, but the perimeter of the cleared grounds is long enough that it may take an entire day to scout.
There is a certain area around the edges of the castle walls that has already been cleared, mostly by magic, but the current residents haven't had a chance to completely map the areas outside of this cleared area. Scouts will find challenges along the route in all areas outside the castle, but are also asked to bring back copious samples of the plant life they may find, if possible, as some of them may be useful for eating, seeding, and potions.
The castle is bordered on the west and northwest by the beach of an expansive ocean with no land masses on the horizon, and along this beach can be found various ocean creatures ranging from seagulls and other birds, large crabs that can be anywhere from the size of a small dog to the size of a small pony, and various types of fish and ocean plants. Some of the ocean plants such as kelp or seaweed are edible or useful for potions, and will be of great value to House Life.
To the north and northeast, the castle is bordered by thick evergreen forests with deep tangles of underbrush that is nearly impenetrable, and this area is inhabited by packs of wolves, mountain lions, and bears, any of which might attack either because of being startled or out of hunger. This is probably the most dangerous area to scout, and anyone venturing into this area should be prepared to defend themselves. There are, however, an abundance of herbs, berries, and other plant life that could be extremely useful to be seeded into the greenhouses or useful for potions.
To the east, southeast, and south, the castle is bordered by grasslands and prairie, dotted with little stands of leafy trees, and this area is mostly inhabited by herd animals like cows, deer, and elk. These animals are perfect for being hunted or tamed, and don't pose much of a risk. The biggest risk in this area is due to the weather - it's still cold out, even as nature hurtles its way toward spring, and exposure is a very real danger. This area is often very fertile and would be excellent for farming, and any reports of areas that are sheltered by stands of trees or that look particularly productive would be welcome.
ii. BUBBLE, BUBBLE
Providing scouts are able to bring back significant samples of the kelp from the ocean and herbs and berries from the forest and plains, the Heads of House will be able to brew a potion that will repel wild animals from any area the potion is either tilled into the ground or smeared (for example, on a barn or fence). This potion will be extremely valuable in aiding the efforts to ward off wild animal attacks, especially for those who prefer non-violent techniques.
A large amount of this potion will need to be made, which will require help from everyone on board. There will be a few classes run on potion making in general and practice runs for the recipe for this particular potion will be shared around to anyone willing to help with brewing the potion. There are different techniques for making potions, and it can be very flexible depending on the magic user.
There is one strange side effect to the potion, however - inhaling the fumes can bring on very intense hallucinations of events from character's pasts, whether in the form of a person, a setting, an animal, or even a replay of an event. These hallucinations will start out being visible only to the person inhaling the fumes of the potion, but as the potion thickens and boils the fumes become stronger and the hallucinations can become visible to others...
iii. THE GOOD FIGHT
While the Houses are encouraging more non-violent approaches to taking care of the animal attacks, there will be some fighting involved. Once the areas around the perimeter of the Ivory Castle's grounds have been thoroughly scouted, House Stone will be setting up patrols to move along the perimeter and protect the groups of people securing it with fences and barrier spells. These patrols will be fighting off any attacks that might come from the forest, plains, or beaches around the castle, hopefully non-fatally.
To aid in this, the castle armory will be opened and characters will find an array of weapons, primarily medieval-style weapons like swords, bows and arrows, flails, spears, tridents, and similar. Characters are welcome to arm themselves in whatever way will be most comfortable and convenient for them.
iv. SECURING THE PERIMETER
Even as the potions are being brewed, there will also be classes run by House Stone on how to create barrier and shield spells. These classes will be intensive, a crash course on creating shimmering barriers that glow with the color most associated with each character. These barriers will need to be cast in place, so groups of people will be sent out along with the patrols to cast while being protected by the patrols.
Besides the barrier spells, characters will also be recruited to cut down trees from the forests and build tall but simple fences to keep out various wild animals. These fences on their own will be able to deter creatures that aren't deep into the hunt, redirecting them from inhabited areas and areas where tamed animals are housed in paddocks and simple barns.
mod questions