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Balance: a Faerun inspired game

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Feb. 3rd, 2020

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Field Mission 7: The Queen of Hearts, Part 2

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*gross sobbing*
NAVIGATION





1. BREAKING DOWN THE COURT OF HEARTS


What a year it's been. (See what we did there?)

We've come so far and gotten so much closer to the truth behind the Bureau of Balance, and how you've all made a giant impact on this world for the better.

Mystra is riled up from the lake in which she's dwelt, holding a broken Excalibur in her hands. She's just about had it from Karsus, but her duty is, and always has been, to govern magic and its application throughout the world. The planes of existence are wonky right now, the Hunger having consumed several of them over the last year, and the effects of that are seen in the world around you when the illusion begins to fade. She rallies, heading straight for the bond engine. She needs to be there to protect magic.

Concurrently, a team of Reclaimers sets out to bring Lucretia back to her beloved team. We've discovered, through her shared memories with you all, that she's been part of an exploration team that's been running from the Hunger for over the last 100 years. Every time something called "The Light of Creation" falls to a planet, the Hunger is not long after, attempting to consume it and add it to its repertoire. She eventually breaks out of the Queen of Hearts role she's created for herself, and with tears in her eyes, thanks her newfound family for all the support they've given her. She thinks she doesn't deserve it, but in the end, her Reclaimers turned out to rise above and beyond her expectations, as they always have and always will.

The final relic, the Bones of Conterfeit Pasts, was with you all along. Karsus had done a little bit of Reclaiming on his own, and knowing that if he didn't step in now, that the world would end without the help of magic... plunged everyone into the illusion. Franziska had it all along, in fact. And as the three Reclaimers who won the last Relic return to the Moon Base, Lucretia awaits.

And deep within the heart of the Moon Base, the bond engine clicks on and the rings propelling around the ship begin to work again in perfect harmony. Magic has returned to Faerun, and it was single-handedly done by the bonds our heroes hold together. As those brave adventurers enter the Starblaster, they see the memories of 100 years worth of friendship and family, scattered throughout its deck.

They also discover something that Lucretia had never wanted to share with anyone. A voidfish- a baby one, floating in a tank and happy to see visitors.

More awkwardly, Angus has revealed that Lucretia hasn't been destroying the relics. In fact, all the members of the IPRE that are still alive are with us now, presently located in the Moon Base. Lucretia has lied to you all about the pretenses of what you're doing, as she holds the 8th and final Grand Relic in her hands. The Bulwark Staff. She knows that there's going to be hell to pay for what she did: erase the memories of her friends.

She looks down at the floor, the final Grand Relic presented to her.

Lucretia's at a loss for words, right now.

"I will accept whatever feelings you have towards me, negative... damning, wishing me for dead. But please... allow me to stay on with you just a little while longer. Until we defeat the Hunger once and for all. It's taken.

It's taken everything from me, and my friends.

And I'm tired of running."

Karsus, revealing that he had never lost his memories in the first place, is the first to step forward. He gives her a hug, and then soon after, we see all of them. Barry, Bread, Lucas (although he kicks Karsus in the shin on the way), and Davenport... as they all join in.




2. CRASHING UP (OR BACK, AS IT WERE)




A. PROCESSING...

Go ahead and buckle down, because there are a few things happening here that might take a bit of adjusting to.

You may have already had your memories back for a while. Maybe, since the illusion of the world around you dissolved, crumbled into nothing, the things you've forgotten, the smallest smidgens of inklings that were replaced by some other memories, come rushing back.

That's not the only thing. There's a thrum of energy inside you that you don't quite remember having an entire year ago. It feels like after the life you've led on this world, you can conquer anything. It feels like it belongs there, of course, but there's something of an ... otherworldly sense about it. Like a dear friend that's moved to Faerun, settled down and near immediately became a vital part of your very being.

You are relying on a new wellspring to use your magic, your path actions, after all. And it came to be from the bonds you yourself have fostered over the past two years. It's only natural that you'd feel so attuned to it. It's a wild feeling, isn't it?

What does this mean for you and your fellow Reclaimers? Take some time to sort yourselves out — reconnect, if you haven't seen someone in a while. Spend time with your loved ones.

Because the Hunger is in your vision — and every time you glance to the horizon, from your spot on the grounded Moon Base, it almost looks like it's getting closer.

B. THE INTERLUDE

That's because it is, of course. Now that the illusion has dissipated, now that the Bureau of Balance is as ready as it will ever be to take on the Hunger, Seekers estimate that the edges will reach the Moon Base in about two weeks.

There really isn't much time left to prepare.

The entire Moon Base and what supplies it has are available to you. Think of it as the final supply run before you go and face the final boss: With no way to move past the Hunger to the rest of Faerun, the base has redirected all of its resources that it has left to help you fight the Hunger. The blacksmiths will now craft your ultimate weapons at no charge. Need spell catalysts? Take as many as you can carry.

Training simulations are running 24/7. Bender is churning out magic meal after magic meal. Everywhere you turn, a member of the Bureau is stopping you, wishing you the best of luck in handling what's to come.

And, well. Party? Yeah, okay, they'll throw you a party. At the end of the first week, after little sleep and so much anxiety, members of the Bureau who can will gather near New New Aspen and cut loose, throwing one night's nervous energy into an all-night shindig.

Something is ending soon, whether it be Faerun, the Bureau, or the fight against the Hunger. You may as well try to enjoy yourselves while you can.

C. THE MAGIC ATTACK

By the way, those trinkets you've been carrying around the past year? As you hold them in your hands, you can almost sense that same hum of energy that you've been carrying in your chest since the illusion finally cracked.

It is, indeed, magic now. What exactly it does is up to you, with a few caveats:

- The item, powered by the strength of your bonds, your memories, should hopefully be symbolic of such! For example, maybe you've gained a fiery passion for protecting the people and things that matter to you most. Boom, your trinket can now cast a low-level fire spell.

- Nothing too OP, please! It's not a Grand Relic, after all. If you're not sure, feel free to ask.

- If your name happens to be Franziska, see Karsus. He'll probably crack some jokes about you having the final relic all along, and provide you with a replica, with the same level of effects as all the others.






blurb code by photosynthesis

Jan. 11th, 2020

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I'll touch every star in the sky

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Who: Everyone [Open]

Where: Ravenfell, Fanelia

When: During Queen of Hearts

What: The Scarlet Court has invited everyone to a masquerade ball in honor of the Queen of Hearts' decree promoting unity and strengthening of bonds. Where else but a masquerade can peasants dance with princes, and knights dance with nobles?

Content Warning: None overall!

So this is the miracle I've been dreaming of )

Jan. 9th, 2020

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It's Never Quite As It Seems

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Who: Everyone
Where: Fanelia, but mostly in the dreamscape
When: During Queen of Hearts
What: Dreamscapes! Memories in the forms of dreams, shared by the many.
Content Warning: ...probably a smattering of them. Check the subject lines.

Cause you're a dream to me )

Jan. 3rd, 2020

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Field Mission 7: The Queen of Hearts, Part 1

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Once upon a time...
NAVIGATION


Click here for the RNG thread!




The day is met the way all others begin: the sun rises from the eastern stretch of land facing the sea, as the citizens of Emberwharf awaken to a fish market brimming with life and splendor. The same sun is seen in Ok'talar, where its warchief watches, as is tradition for its leader to be meditating under the warmth of its warm embrace. The clans of the Highlands pick up where they left off just yesterday, squabbling over minor infractions of land, marriage, or deals that have fell through. And in the cold clutches of Orrenvia to the north, people are bundling up and preparing to visit the mines at the base of the Spine of the World.

The general news throughout the Kingdom of Fanelia is that today is a day of celebration. It marks the 110th anniversary of the coronation of its ruler, the Queen of Hearts. While some people around the outskirts of the citadel proper consider this as a day of mourning, many are called forth to partake in festivities, dining, and the accompaniment of the finest musicians from the far-reaching town of Peppelfen.

For the last 110 years, the Queen has kept order and, somehow, relative peace throughout the kingdom she rules. Although open defiance and protest is met with swift justice and sentencing, no one can overlook how crafty and careful she is. Her manipulations resonate throughout the annals of the history of Fanelia, present in every major brokered deal throughout its vast land mass and diverse population. Her benevolent guidance is felt by all... as is her tyranny. She is a monarch of paradoxes: obsessed with control, but only acting for the betterment of the realm's self-preservation. Every passionate declaration of "OFF WITH HIS HEAD!" had been necessary up to this point; who else can steer and guide this world into prosperity than she herself?

The horizon in the far off distance swirls with its usual tumultuous temper. A dark cloud surrounds the continent where Fanelia is located, known to all as "The Expanse." Every year, the border closes a little bit more inward, narrowing the lands and threatening the civilizations that reside on the fringes. Its presence encroaches, and with it, a general looming sense of fear that one day only the capital city will be left standing, protected by a magical bubble of pure radiant light that allows only those permitted by decree to enter.

But none of you can remember your life before this illusion took hold. As far as you're concerned, you've been here your entire life. You don't notice that this farce, this world created by the usage of a Grand Relic, has only existed for a year. One whole year has passed since magic was cut loose from Faerun's fabric, and no one is any wiser that it's been gone at all.

You look down to your wrist, noticing the same three clouded, empty colored crystals that have always been there since the day you were born. Each one bears the shape of a heart, and it makes sense to you why Lucretia is known as...

The Queen of Hearts.





1. THE COURT OF HEARTS




A. ANOTHER MORNING, HOWEVER YOU SLICE IT

Good morning! Where are you right now?

Another day is creeping over the horizon, and your life as you know it is continuing down the path it always has. Wherever you are. However you're feeling. The crystals on your wrist, though you've managed to sort out at least one purpose for them by now, remain as dull and lifeless as they've always been.

Maybe you've long since figured out that not everyone has them — and maybe today is the morning that you finally heed a call to figure out why. The harder you think about it, the more questions you seem to have.

It's a wide world out there, and there are people you just might be dying to remember. Where will you go? Who will you run into?

B. NETWORK

Speaking of that one purpose you've stumbled upon: A series of messages that, if you choose to access them, dance across your mind as if they were your own thoughts. Over the years, the messages have ranged from confused — people on the other end wondering what this is, without really finding any answers — to just straight up sales pitches.

One day, though, a message under the name of Avalon appears:

Wandering fortune teller and adviser offering services.

Have a burning question you want answered? Do you wish for a quick peek into the void, to light a match into the unknown?

Giving out free samples now! Just message me ;)


[ooc: If you'd like a randomized way for a memory to begin unraveling, feel free to hit up the RNG thread for a fortune! Note: A low roll doesn't necessarily mean a failure to nudge your character in the right direction, it will just dictate how cryptic and/or troll-y the fortune actually is.

Or, feel free to come up with an unrelated fortune for a prompt.]


C. AROUND THE CAPITAL

One way or another, you may make your way to the capital city, the seat of the Court of Hearts. Whether you're here for answers, or whether you're here just to see the sights, here are a few ideas to get you started.

Chaotic croquet: Indeed, you will be discovering how the capital city plays the queen's favorite game. You and a fellow crystal-bearer/Reclaimer will near immediately be roped into a round and pitted against each other, with a rather stern reminder to follow the rules.

If only the rules made sense! Each path to the next wicket is more treacherous than the last — you may find yourself quite literally navigating the ball over a bottomless pit, or bumping it up stairs that threaten to send the ball right back, careening toward your face. There is also the Stone Golem guarding the final wicket to contend with.

It's a bit strange, actually. It's almost as if this match of the Queen of Hearts' imagining would prefer that the two of you worked together, rather than against each other.

○ We mentioned earlier that the castle, should you wander past the common areas, gets a little ... strange. It's labyrinthine in nature, with staircases, doors and hallways that lead to no where, or straight into the ceiling. The neat line of roses planted along the hallways begin to wither the farther you walk — almost as if nobody dared getting lost just to water some plants.

And then, you wander into an empty room, that quite literally transforms before your eyes.

It's the place you call home. Or ... is it? This is most certainly not your bedroom back in whatever corner of Fanelia you hail from. In fact, you don't think you've ever set foot in there before — it might be a bedroom with views into outer space itself. It might be a place from another world entirely, one that you definitely don't recognize.

But as time passes, and as you stand there, your sense of longing grows stronger. You should probably get out of there, before the guards find you.

○ The Queen of Hearts, in a recent twist (not unusual for her), has a keen interest in the relationships her subjects have with one another, whether it's romantic or platonic. And she'd like to see to it that the people of Fanelia are able to find those important people in their lives.

Enter: THE FANELIA FRIENDSHIP (OR SOMETHING MORE?) EXTRAVAGANZA


Yeah, it's pretty much a dating show, for both the amusement of onlookers and for your benefit! Or friendship show, as it were. Sign up, answer a brief survey, and showrunners will pair you with a fellow crystal-bearer/Reclaimer that they think you may be compatible with.

Let the dating begin! You may:
- Slay a monster together
- Take a nice long walk around the capital city together
- Be given a series of embarrassing questions to ask each other
- Cook a meal together
- The list goes on

Is the right person, or your new best friend, waiting for you in plain sight? Sign up and find out!




D. EXPANDED WILDCARD

As we mentioned in the OOC post, we highly encourage worldbuilding and creating your own scenarios to recover your character's lost memories! Outside of the capital city, the entire setting is yours to alter, and play in, as you see fit. Want to haunt the Enchanted Forest, or hunt wild boars? Want to follow your character's fairy tale story and have them work their way to leader of a clan, or of a settlement in Kingstown? Go for it! This is your story to write.

If you have any questions, feel free to hit us up on the OOC post.







blurb code by photosynthesis

Dec. 15th, 2019

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LUNAR INTERLUDE 7

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It's time for a Chillterlude )

Dec. 10th, 2019

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[Closed] Our Reality

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Who: Closed to [personal profile] myliteratureclub, [personal profile] hxppythxughts, [personal profile] parfaitgirl, [personal profile] quiescis
Where: Moonbase
When: Within a day or two after the mission
What: Finally, the truth of the Literature Club.

Content Warning: Major DDLC Spoilers, Unreality, Death & Suicide/Suicide Ideation talk, glitched icons, bloody imagery, self harm, Murder/Attempted Murder, Yuri going apeshit, Implied child abuse, possibly more to come.

Have I found everybody a fun assignment to do today? )

Dec. 6th, 2019

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Field Mission 6: A Day in Thay, Part 2

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This is actually the nightmare scenario.
NAVIGATION



1. TIME CASCADES FORWARD


Over the last month, the Reclaimers have been trying to investigate and uncover the odd and peculiar power that the Lamp of Unwinding has. You've all come to a town secluded intentionally by the mountains and snow that cover the region of Thay, and have met the best and brightest witch and wizard students the world has to offer. But this town, as you've come to learn, was in a state that can only be defined by the goddess of fate herself- as "time sick." The same set of hours, looped, every single day for the past several years.

You met the Council of Thay: Rainer, Casariel, Gromph and Onerion. They run the affairs of town and are deeply invested in the school's success, each holding several professorial positions to help mold the great thinkers of tomorrow. Each had their own set of personal problems to face, and a long history of deeply troubled pasts. Rainer, the great-granddaughter of the first Headmaster of Boarbumps, had to live up to the expectations her lineage offered. Casariel, a woman who intentionally wormed her way into the school grounds to further her sinister plans, had to weight the conflict of her every day life that she had built and reconcile them with her mission goal. Gromph, an archmagus who summoned demons into the world, sought redemption for the horrible atrocities he committed in the Underdark. And Onerion, an Aasimar who had lost his wings at some point, clung to order and regulation to make sense of a world that once shunned him from existence.

It was relatively quickly discovered that Rainer was the one with the Lamp of Unwinding, the events of which were fated once by the unfortunately all-knowing wizard Karsus. It had been handed down to her through generations past, with the sole intent of ensuring that, when the time came, the Reclaimers would come to town and stop something grave from happening.

Casariel waged a war, fueled on by centuries of hatred and contempt, and made her way to the Wellspring of Magic, deep below the city of Thay. There, she worked her dark powers to twist the intention of the Source of Magic, binding herself to it as a failsafe should anything come to pass that proved... difficulty in her goal. See, Casariel is an ancient being from a lost civilization that wants to see the world burn. Her kind had seen the face of the Hunger, and had worked to bring it ever closer to this plane of existence. Casariel's job was to wave the carrot stick in front of its mouth, to be the harbinger of the Apocalypse and ensure revenge for everyone that had done her wrong.

Which presented an interesting conundrum. Rainer, knowing Casariel was tied to the Wellspring of Magic, was forced to make a choice between letting magic die or letting her go through with her plan to welcome the end of days. An optimist, and someone who poured her heart into the town of Thay, the students she watched over in her career as Headmistress and eventually Regent of the High Council, she believed a middle path to exist.

The Reclaimers, with the aid of several godly blessings, went down to Wellspring of Magic to end this conflict once and for all. Upon arriving, they prepared to battle with an ancient black dragon who had been put there to protect the Wellspring, now under the thrall of the callous Casariel. And from here, everything cascaded downward. The relic was destroyed in the skrimish, the dragon escaped to an unknown fate, and as it turned out, the only way to defeat Casariel was to end her life. And with it, comes the eventual reckoning event that Rainer worked so hard to stop.

The death of all magic in Faerun.

Where do we pick up the pieces? How do we fight against The Hunger without the ability to do so? The Reclaimers head home with a lot on their minds, despondent over the conclusion of this mission. But all is not lost. Yes, it's a setback, but the Bureau of Balance will have to be more resilient than ever to the threat that they face. The threat of this world and every world after depends on them, and now- more than ever, they need each other.

Because the Hunger's here. And it's slowly eating away the Celestial plane.



2. TIME AFTER TIME


A. THIS SEEMS SPOOKY

You may remember the band of skeletons Rainer has been using as a cleanup crew for Thay — and you may remember that around 6 p.m. every loop, on the dot, they all suddenly froze in place.

For those of you who are outside, as your fellow Reclaimers attempt to put an end to the Lamp of Unwinding's influence, the first signs that the bubble you've all been trapped in is on the brink of popping suddenly lurch back to life.

Indeed, these once helpful bones, not quite so much under Rainer's necromancy now as they are utterly consumed by it turn hostile, mimicking the movements of a master underground, fighting with everything in their power.

Thay's surface dissolves into chaos once again.

It's up to you to return the skeletons to a rest they once enjoyed.




B. LURCHING FORWARD

And then, just like that, Thay breaks through to 8 p.m. and beyond, the first time it's reached these particular nighttime moments in nearly a decade.

But you see, that's actually a problem in itself.

With the Lamp of Unwinding destroyed, with at least some of Rainer's goals accomplished, replaced with an even worse outcome, within the boundaries of the town exists an anomaly in the flow of time that Istus is finally able to frog, and stitch back together properly.

You Reclaimers, who are something of an anomaly yourselves, enough so that the gods themselves have reached to you, nudged you forward in your attempts to destroy the Hunger, will be able to watch, unaffected, as a time bubble corrects itself to the tune of about six or seven years, in real-time.

In a single split second, the town of Thay, and the inhabitants who were trapped inside from the beginning, age six to seven years. Trees sprout from nothing. Stone buildings, meticulously maintained, suddenly lean, on the verge of crumbling, as if they'd been abandoned for a decade. An overgrown field of flowers bloom where a tidy row of shrines once stood. Residents find themselves suddenly seven years older, inexplicably.

The Lamp of Unwinding has long been considered one of the most dangerous Grand Relics in the set. These are the consequences, this is what has to happen, to correct the damage that messing with the flow of time itself has done.



C. CLEANUP

The Lamp of Unwinding has been destroyed. Casariel is dead. The dragon she was trying to control escaped, ultimately sparing the town of Thay from destruction — at least dragon destruction.

But considering the price you all paid for it, it's difficult to call any of this a success.

In the moments after Thay is returned to the correct point in time, the Bureau of Balance — they were, you're now learning, camping a few leagues away, waiting for the time bubble to finally burst — immediately move in.

Lucretia, Dr. Tank and several assistants are among the travel party, here to tend to the wounded and offer counsel to the Red Mages, to assess their next steps. Thay has lived, but it has lost the magic, quite literally, that so heavily defined it. Without anything to study, and several years of living to make up for, the students of Boarbumps begin to pack their things and leave.

The air is tense. A sense of foreboding looms in the atmosphere itself, as the implications of what's just happened sink in. Nobody immediately blames you for this, of course, but as the hours move forward as intended, Thay's way of life grinds to a halt. There will be a lot of soul-searching to be done in the months and years ahead. It will not be easy.

And then there's you. Without healing magic to patch yourself up instantly, some of you may not be fit to travel for a day or two. The usual orbs that zip you back and forth between locations around Faerun have ceased to function, but those of you desperate to leave immediately will find carriages to take you home, under bright blue skies that don't seem to even realize what's happened on the surface.

Time always moves forward. Regardless of when you depart Thay, you will eventually.



D. WELCOME HOME ...?

New New Aspen, as you may recall, sits directly below the Moon Base. Next to it stands a tree. A Candlenights tree where, an entire year ago, the Reclaimers' very first mission took place — a Candlenights tree that had been, through the magic of the Space Mittens Grand Relic, grown to absolutely outrageous proportions, stretching almost to the Moon Base itself.

And, uh.

Weirdly. That giant tree is still there, giant and festive as ever.

That's not what the residents of New New Aspen find weird, however.

What's actually weird is the entire freaking Moon Base that appears to have gently-but-not-so-gently landed in the expansive field next to town. The loss of magic was enough to knock the base ever so slightly out of orbit, and, well, it went in a logical direction.

As you settle down, you can hear the panicked yelling of a certain completely panicking scientist who may or may not be named Lucas, and the laughter of his technomancer pal, who may or may not go by Miss Zarves:

"I can't believe I had to do that — I can't believe I did that!!!"

"Dude, you landed that better than a gymnastics meet!"



At least some things never change.

Reclaimers, welcome home. The base is intact and will keep you safe now and through the next Interlude.



3. OOC


We've seen and heard some voiced concerns about what to do with magic no longer an option currently. While we understand that this plot event has created a major difficulty for many characters, we want to take a moment and- first of all, thank you for bearing with us.

As this DWRP is highly experimental, we knew that there would be two possible outcomes to this mission. We've prepared for both, and want to assure you that the gears are in place to lead us to end game conditions. With any epic story, there's bound to be hills and valleys that come up in the plot along the way. While this dramatically does change the landscape of the game in the immediate, please rest assured that we have planned out where things are heading. Over the past year we've all written something spectacular together, and this particular point is no different. We honestly think that the upcoming mission and what's in store for you all will be something truly memorable. Remember, this game has always been founded on the idea that character choices and IC mechanics will shape the world and the direction the plot is heading in. And we're seeing that take shape right now, as we speak.

Those of you who have characters that run on magical energy to sustain themselves will still be able to participate- we've baked in something that we plan to share with those individuals in the upcoming few days. Those of you who are worried that your characters will be useless or face severe CR regression from here on out, fear not. The current state of the world is not permanent, nor is it intended to last through to end game.

We will get there. And you're all going to be amazing.

A few very important things we want to note here:

Your path actions, abilities and magic items are not gone. To pull back the curtain slightly, and without giving away upcoming plot details, you will be able to use them normally again for the next field mission. One of the major objectives of which will be to return magic to Faerun. These are pretty dire circumstances! But Lucretia seems confident that this will be fixed, and she will happily sit down with and reassure anybody who needs it.

○ To that end, if you participated in the CTA, you can roll for a new gacha item. It just will not function until the next mission.

○ Everything in the Moon Base is intact. That includes simulutions — they are not magic-based, but built on very advanced technology. The only exception at this point are the magic effects of Bender's food.

○ The people of New New Aspen will welcome you into their fold once again, and we will include a few prompts with them in the Interlude. They are not nearly as reliant on magic as the rest of Faerun might be — and they're kind of used to all the weird things you tend to bring with you at this point.

Additionally, we will be accepting re-apps for previously dropped characters who would like to join us for the final mission/game ending! More details on that soon.





blurb code by photosynthesis

Nov. 8th, 2019

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Field Mission 6: A Day in Thay, Part 1

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My I don't have to run day )

Oct. 27th, 2019

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boo

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Who: All troublemakers and part-time ghouls [that means open]

Where: The movie room, then the Quad

When: The very night of Halloween!

What: Get SPOOKY, get SLEEPY, get STUPID, it's a sleepover costume party.

Content Warning: none for the post; byocw (bring your own content warnings)

costume is mandatory btw. )

Oct. 18th, 2019

slieght: ever cuz like the juice explodes in my mouth and my mouth gets all relieved of dryness. And the skin of the grape is like the food. And there's so many grapes! (Grapes are the best munchies food)
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slieght: ever cuz like the juice explodes in my mouth and my mouth gets all relieved of dryness. And the skin of the grape is like the food. And there's so many grapes! (Grapes are the best munchies food)
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[closed]

slieght: ever cuz like the juice explodes in my mouth and my mouth gets all relieved of dryness. And the skin of the grape is like the food. And there's so many grapes! (Grapes are the best munchies food)
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Who: [closed] Kokichi [personal profile] slieght, Shuichi [personal profile] diffidentive, Aziraphale [personal profile] eastofeden and Crowley [personal profile] janthony

Where: Room 101

When: Sometime within the first week of returning to the moonbase

What: Sleepover!!

Content Warning: None but will update if this changes

An angel, a demon, a detective and a thief walk into a bar- )

Oct. 13th, 2019

snyaiper: (cats sit in high places)
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(Semi-closed) And the next step? You snipe a boy

snyaiper: (cats sit in high places)
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Who: [closedish] Ogata [personal profile] snyaiper, Alex [personal profile] rockymountaindie, Will [personal profile] alethiological, Wash [personal profile] unrecovered, potentially anyone else who wants to yell at Ogata

Where: various obscure locations on the Moonbase

When: October 10th-17th

What: When you do a violence there’s gonna be repercussions.

Content Warning: murder, weirdly erotic violence and also regular violence, Ogata being Himself

Put this cat man in jail )
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Lunar Interlude 6

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Put on your tourism hats )

Oct. 6th, 2019

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Field Mission 5: Il Prigioniero, Part 3

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They had discovered one could grow as hungry for light as for food.
NAVIGATION



1. THE FATE OF WONDERLAND


A. CRESCENDO; FINALE

The beauty of the sentient mind is that hope is hard to kill. Even living in illusion for so long, the Bureau of Balance as a whole believed to the end that a happy ending was possible in Wonderland. That's a good thing, even if an unrealistic dream. Without that vision, that hope, there's no way to succeed. You all know that, don't you?

You knew it when you went back into the tree to save absolutely anyone that you could. Strangers some of them. Strangers most of them. It didn't matter. There's a happy ending to this story; everyone believed in it as surely as they carried out the innocent, as surely as they carried out each other.

You knew it when you got crafty with needle and thread, trying to reassemble the cruel joke Wonderland made with those who lost their way and fell into debt. Nine bodies are saved — including Henrik's, Henrik whose soul is reattached to his body, Henrik whose shaking arms can finally reach out to hold his son.

You knew it when you spoke to a dying Yggdrasil, Maya taking in the suffering and sickness of its years, listening with an open heart until, suddenly, as the tree's consciousness began to collapse, she was taken Somewhere Else. To speak with a man in a sharp suit with places to be. Things to do. Planar systems to devour. You know how it is. A poisoned arrow to Yggdrasil's open wound brought it down for good, leaving Shuichi to hurriedly plant the new Golden Leaf for a new World Tree; leaving Sayori and Angus McDonald to pick up the pieces of their dazed comrades.

You knew it when you tricked the Mirror Maze into glitching apart, giving it quite simply too much to keep track of. The fact that you found a helper along the way certainly didn't hurt, but let's face it: this was genius. The reward is Niel, crystallized, encasing the Compact. Suffering, as he has been for a very long time.

You knew it when three warlocks and a very angry wizard embarked on an ultimately suicidal mission, which just goes to show that the best-laid plans of mice and men sometimes lead to a 50% vore rate. A desperate attempt to keep Adrian distracted for long enough that the Compact could be retrieved was only able to delay him in the end. Just because success is possible doesn't make it guaranteed. Sometimes a fight with the villain ends in stalemate.

Sometimes a fight with the villain isn't a fight at all. Sometimes it's an outstretched hand (or two, or four), and sacrifices from each member of the party, and pain, and . . . self-awareness. Sometimes the villain just wants to let go. Sometimes there are happy endings, but this time Niel — fused into the Tree itself, his life tied up in the dying Yggdrasil, extended by the Compact — just wants it to stop. He doesn't want to hurt anyone anymore.

His friends are holding his hands as they take the Compact and make it stop.

This isn't a happy ending. But that isn't your fault. Hope for a happy ending has, quite literally, saved the world.

The nightmare is over. Wonderland slips away.



2. ON THE EDGE OF THE HORIZON




B. THE PEOPLE

And as suddenly as the myriad indulgences of Wonderland went to ... well, complete shit, there's something of a metaphorical blink of light. Those who were meant to be dead are - both your fellow Reclaimers and the Rolands who could not be fixed in time - but there is still many that are saved. Injuries knot back together at the slightest curative magic. Smog and negativity vanish like they never were, taking the last shambling monsters away with it. The souls of Shadowdale that you have returned to their respective bodies have a new life to forge. Things can be fixed.

If only it were that easy.

Shadowdale, for all intents and purposes, is uninhabitable. For the first time since the Bureau's mission began, an entire city population has lost its home, and must move on. No matter how much blame you may place on yourself for the way things turned out, whether it's guilt or hope that drives you forward, time, and the cycle of life itself, spins onward. And the people who live march on.

To New New Aspen.

Matthew has promised to bring the survivors of Shadowdale to his home, to give them a new chance. You have a couple of options here, if you would like to help them. You may serve as guard, helping escort the people of Shadowdale to New New Aspen. Super convenient for you, since it's right by the Moon Base! You may help them build and settle.

The people of New New Aspen, only months away from Candlenights, are hard at work carving their annual ornaments. You may help the new residents acclimate - whether it's helping them work the fields, start a business, or take part in their new home's most coveted tradition. And you'll have a new ornament to bring home with you, too.

C. THE FOREST

The deadened woods you traveled through to reach Shadowdale at the beginning of this mission seem somehow even more silent, cloaked in demise, than when you first stepped in it. The madness is gone, replaced with double the silence, a stillness like nothing you've ever experienced before. It's almost as if your senses, save for however you perceive the light of the sun, are gone.

At least, until someone speaks to you. A wood elf - he doesn't give you his name, but he does identify himself as someone who was trapped. Someone who, through your efforts to restore the Rolands, you gave life to again.

And he does have a request for you.

"This place has little hope for revival," he says, sniffing slightly, taking in the silence around you both. "At least, it has little hope in your lifetime.

But I do have something to ask of you. Give this place life, the way you did for the people here. Even if you, or even I, for that matter, will never likely live long enough to see it."

That's sort of an existential way of asking you to do some hardcore landscaping. But you will be provided with seeds of all sorts, and you will have the opportunity to plant them as you see fit. If you would like to build a shrine, or remember those who lost their lives here in some other way, you are free to do that as well.

There's something else curious, though: literally anything you plant, regardless of what it is, will eventually produce a viable bud sprouting from the gray, dry soil.

What does that even mean? If you plant a book of poems, are you going to get a poetree?

Are you even going to live long enough to see it in full bloom?

D. THE EXHAUSTION

You might not be on Lucretia levels of exhausted (she is, remember, zonked, and will remain so all the way back to the Moon Base and beyond for a while), but this has not been an easy mission for anyone who dared to test this Grand Relic's powers.

Whether you return from New New Aspen, or whether you finally catch a ride back to the Moon Base from the forest, you are now free to return home. This is your welcome home wildcard, a chance for you to try to recuperate, address anything at all before the next Lunar Interlude begins.

You will find that the Moon Base has an awfully somber feel to it, from the inner members of the Bureau to the people serving the Reclaimers in the town. Word is starting to trickle in on what you all went through.






blurb code by photosynthesis

Sep. 16th, 2019

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Field Mission 5: Il Prigioniero, Part 2

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Once you sacrifice something here, you don't get it back.
NAVIGATION


Click here for the RNG thread!



1. THE MANAGER'S CHALLENGE


A. MEET THE BOSS

Once upon a time, there was a man, a woman, and a little boy. They were a family. They loved each other very much.

Once upon a time, there was a monster, a protector, and a dreamer. They never asked to be a family. One by one, they fell under the pressures of each other.

There are always layers to any story. There are at least two sides to any reality. When a man kills his wife with no consequences, what is the end of the story? Will the universe allow such an unhappy ending? Or are there forces that drag it on long past its natural span?

With a single act of resistance, four Reclaimers have Remembered and thereby broken the cycle of the Night Show. But this isn't the end. This is barely the middle. Because the Wonderland you've seen so far is a layer of new pink skin over an ugly infection, one that goes deeper than anything the Bureau has seen so far. You can see what's underneath, now, as the theme park is whipped away in an implosion of void-space to show you . . .

Emptiness. A space that is no space, blank and white in all directions. Free of gravity, every Reclaimer in the park — and, shockingly, Angus McDonald — is held in place with hands cupped and outstretched in front of them, all facing the same way. They cannot move. They cannot speak. They are the audience.

Before them stands a man. Slim, tall, nondescript. He wears a bow-tie with a pattern of Rolands on it. And he is smiling.


"Welcome to my Wonderland! My name is Adrian Morgenstern, and I am the Manager. It's a pleasure to meet you. Each and every one of you have had a very interesting effect on my Wonderland in my absence. Some more than others, and at greater cost to yourselves — but I encourage individual choice in Wonderland, and ownership of personal consequences. Suffering is a part of life. It builds character.

"So, I am proud of you. So proud, in fact, that I've decided to bring you all backstage. You kept trying to see behind the curtain, didn't you? You'll really enjoy it. There is a great deal to do, so much to explore, and so many games to play. Every second you breathe in Wonderland is a game with stratospheric stakes. You're very brave to take the risk.

"And to make things more interesting, I have set up a very special game for you little detectives, who so love to stick their noses into strange secret corners. I challenge you to a Scavenger Hunt. You accept, because you have no choice. Here is what you must gather:

"The vacant bodies of Leonardo da Vinci, Minato Arisato, and Henrik Merryweather. The people who have been lured here after your carelessness shattered their livelihood. Have you located them all already? Or did you miss a few? Ten lost little elves, misled and apprehended. And, lastly—

"My son. Bring me my son. Bring Niel to me, and I will give you the Compact."
There's a crack in the facade. A literal crack; something in the structure of his face is off suddenly, like something has fractured and slid. One cheekbone higher than the other, a hairline fracture underneath his eye. You blink, and it's fixed. His smile is wide, but his face is whole.

Suddenly, in each Reclaimer's outstretched hands (and in Angus's), there is a single three-sided die. On each side is written a word: BODY, MIND, or SPIRIT.
"Don't lose these, now! These are your cheat codes. If you find yourself struggling with the scavenger hunt and in need of a little help, you can play a little game of chance to give Wonderland something of yours. It won't take anything that will kill you, don't worry. But it will take things that matter, and it won't give them back.

"One more thing, and then I'll let you go. I've given you some cheats, but in order to keep you from finishing the game too quickly, I'm taking something away, too. Everyone, please take good care of yourselves while you're here. You're all precious cargo. And there's no healing in Wonderland."
He winks. And blinks out of existence. And suddenly, the nonspace you occupied is gone, and you are Somewhere Else.

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2. WONDERLAND, UNDER THE SKIN


B. THE ILLUSION COMES DOWN

CW: Emetophobia, body horror, reality caving in on itself

For a short time after Adrian leaves, everything is as it should be. Wonderland is Wonderland, but quiet and still aside from the background music. After a few breaths, heartbeats slowing, the music warps and bends like rotting wood, going further and further off key until it grinds. Clangs once, loudly, down to your bones, and halts. The world freezes in absolute silence.

Then. A sizzling noise. Burning paper. The illusion starts to die.

To your left, the floor peels up like it's made of paper, mist, waving like a mirage before your eyes. Colorful red velvet floors reveal dark green and glowing violet moss and fungus. Gold tile floors give way to ebony wood, gone rock solid in atrophy. Disease. A small black vine reaches from the floor towards you, towards Life, but withers and hardens before your eyes. You need to leave.

To your right, a wall bleeds. Is it actually blood? Sap? The color seems to run away from your eyes - goldredwhiteyellowblackblackblack - covered with an iridescent sheen, an oil slick, pouring out and up and towards in ways that burn your eyes and soul. You need to leave.

All around you, the Wonderland you've come to know burns like shadows in sunlight, or sunlight to shadow. The ceiling and walls and everything morphs to the inside of some unfathomably large tree. Roots and branches and gouged out holes, forming paths of the most non-ecludian sort. Some... things out of sight climb up and down in the darkness, looking for purchase, escape, travel. Far too many limbs, or none at all. You need to LEAVE.

Not yet. You want to help. You need to help. You grab the nearest non-reclaimer - an elf, a visitor, someone - and they are both far too light and far too heavy. Stiff like wood in your hands. Their skin is gray, ashen, black veins in porcelain skin. Eyes gone solid black, they try to say something, but all that comes out is a spew of thick black tar - leaking from their eyes, ears, nose, vomit, cracks in their joints and once-flesh. The amorphous Black they just expelled pulses, then skitters down between the wood at your feet.

You look at your skin. Your veins are too dark. Visible. Present. A weight builds in your heart,

The Reclaimers (and Angus) can still move, bolt for what was once a cascade of colors, lights and joy. Now it's a gaping maw, jagged edges like splintered teeth around a hole like a cavity, sap like pus seeping out of the edges. The once-elevator now-branches bring you back to Shadowdale, covered in a charcoal smog that seems to smile at you from every angle.

C. THE CAVALRY ARRIVES

Lucretia, after receiving Sans' text about the current state of affairs within Wonderland, is faced with a decision that only she could make. Years ago, she came upon this place and lost decades of her life, all in an attempt to stop the mechanations of this horrific landscape. Her biggest failure, a thorn in her pride, she assembled the Bureau of Balance not long after her visit in order to take down places like this. People or things who obtain a power they should not have. She doesn't know why Wonderland is the way that it is, she can only guess that the Grand Relic has corrupted the World Tree down to its core. But more than that, more than the years she put onto her life for a wager of chess, more than the meticulous, maddening obsession she has with destroying every single one of these objects that threaten the world- her Reclaimers are here. Her Reclaimers. Against the judgment of most of her advisers and Moon Base employees, she grits her teeth and holds tight to her staff.

Carey, Killian, and Lucretia descend upon the forests of the Cormanthor region. It takes them far, far too long to make it through the wilds. The forest can sense when someone is coming to destroy it, and thus, sends everything it can against them. Enchantment after enchantment gets flung their way, but she knows better. She's seen Wonderland before and she reckons that no one has ever visited this place twice.

Arriving in Shadowdale, she looks up to see Yggdrasil in its sad, sorry state.

Clasping her staff in place, finally here, she is resplendent in her detestation of this unholy place. A few of you might be there at the base of the tree when Wonderland transforms into its hellscape, and you might see her approaching, purposeful, as if every step is one of reclamation and poise.

Angus McDonald looks upon her and tilts his head, trying to figure out what exactly it is that's going on. Lucretia warmly smiles at him. "Hello, Angus. I've heard much about you."

"Ma'am?"

But her attention is turned to another little boy, terrified otherwise. His face is darkened, sickly colors rooting through his veins and showing up against a pale skin. Niel. Ah, she remembers him, too.

Her face gives no sign of anger, of fear, or resentment.

"Don't worry, Niel. We'll free you from that monster."

She doesn't renege on her promises. Lucretia slams her white oak staff on the ground and in an instant, a flash of brilliant luminescence fills all of Shadowdale, expelling the darkness that lingers around the corners of the sleeping town. She erects a magic dome from the center of her origin, expanding out from her as she concentrates on her magic. Lucretia's gifted in the arcane herself, you see, and a giant Globe of Invulnerability spell now blocks entrance nor exit from this zone. And for the first time in centuries, Shadowdale sees sunlight.

Carey and Killian flank her. She needs to concentrate on this spell in order to keep it active, and they're there to stop anyone who thinks about getting in her way.

D. NEW RULES OF WONDERLAND

It's a zero-sum game here that Adrian is wagering. Lucretia didn't bring Dr. Tank down to Shadowdale for a very specific reason; an expert chess player herself, she always thinks in terms of move by move encounters. She figures that the rules would change quickly once the Reclaimers had figured out what was behind the curtain, so to speak. There's no way that Wonderland would allow healing or restoration of a body within its confines. She aims to cut this place off from the outside world. To quarantine it away from escape and cage it inward like an animal. No, Dr. Tank would be useless here, and if anything... dangerous, to put their chief of medical staff here in the middle of the mission.

And thus, no one can come in or out of the area once she's erected the barrier. Returning to base is no longer an option for the remainder of the mission, including any and all facilities provided by its administration: Bender's food, Fantasy Costco, items you may have left behind, etc.

Those of you who have opted out of the horror plot for the month will most likely be spending your time in Shadowdale for the next two weeks, providing back up and support to Lucretia. The work you do out here is equally as important as the work that needs to be done on the inside. Whereas the forest was quiet and still before, it seems to have taken on a new life of its own, now that it senses the Source of its life deeply threatened. Killian takes command from here on out. Anyone not willing to go up to Wonderland needs to stay down here and stop the encroaching darkness from attacking.

And she means that, literally.

As you look around the outskirts of town, the dome extending well beyond the vantage point you can see, there are creatures, made of darkness, dripping a deeply red sap that sparkles in the newfound texture of light Lucretia's spell provides. One bounds forward from the edge of a building, four legs crawling and made of pure shadow, and attempts to make an attack towards the Director. Carey cuts it down as it splits into two and vanquishes into a dark dust.

"What the hell are these ugly gods-damned things?!"

Some of you might've noticed it before in your rolls, but in the light provided by Lucretia's spell, there's no denying it. Negativity forms a dark cloud straight from Carey's mouth, as her eyes go wide at the sight of it. The monster at her feet, now a cloud of dust, seems to feed on it as it reassembles back into its form.

What the actual fuck.

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3. A TASTE OF GOOD SUFFERING


E. REEDS GROWING OUT OF MY FINGERTIPS

The Wonderland the Reclaimers and Angus find themselves in now looks nothing like the Wonderland they left behind. The feel of it is similar, except that the creeping dread has officially crept. It's here now, fully-formed and breathing down the back of every single neck. What was whispered before is screamed now: Wonderland is here to hurt you. The fun it seeks is not for you, but fuel for something else, something you haven't found yet.

Nonetheless, you're here to feed it. And so, you begin to realize, is Yggdrasil. The naturally-minded among you begin to realize it with sickening certainty: the roots, the veins, the stiffness and the ever-present tarlike substance stem from the sickness of the World Tree. Wonderland, and all of you, are within Yggdrasil's rot now — and as much as it tries to reject this magic, the insidious power of the Compact has taken over too far. The tree is dying. Inside of it as you are, you can practically feel it.

The entire place is a warren, structured like the tree it's draining the life out of. From the central trunk, the central locations that used to be Squares slide off from the main body in long, twisting branches that turn in nonsensical directions before abruptly coming to a halt. Each Square exists in uncomfortable parody here — or maybe the original was the cruel joke, because the purpose of Wonderland is suffering.

At any turn in your path through the channels of Wonderland, you'll be swimming through darkness creeping in on all sides. No light can penetrate past your periphery, with very few exceptions; you are a moving lantern in this blackness, functioning on faith that whatever comes at you, a mystery until the last moment, will be something you can handle.

Stumble into Battle Square and find yourself face-to-face with a monster of vicious intelligence and amorphous shape, delighted to cut you to ribbons over a period of hours while telling you every secret shame you've ever harbored. In Event Square, a knot midway up the endless trunk, time goes taffy-sticky as you trip through loops of memory blasted on every wall, loud and confusing and overwhelming, going on for what seems like forever. There's more, of course — more discrete spaces than you could even see in Wonderland. Any manner of horror you can consider can be found here, as vast as Yggdrasil itself.

One or two places, though, will be particularly easy to recognize — and difficult to escape.

F. THIS IS NOT FOR YOU

Sometimes, investigation gives us little tips and tricks for solving the next stage of the puzzle. For example: Michael found a map to the mirror maze, back in the first iteration of Wonderland. But unfortunately, sometimes the setting also cheats. Ghost Square is still here — but maps aren't going to do you any good.

Enter this section of Wonderland and the door behind you doesn't exist anymore. It doesn't pop out of existence; it just isn't, like it never was, like maybe you imagined it in the first place. A hallway, apparently manmade, stretches out in front of you, dark and cold. It appears to be approximately 60 feet long. The walls are black. When you reach out to touch them, they are freezing to the touch and too smooth to be natural, not shiny enough to be polished, too hard to be plant matter. You have no idea what they are, but touching them saps the warmth out of you, so you stop.

You keep walking, a halo of light around you but stretching no further than a few feet in any direction. You walk for 60 feet. The hallway keeps going. It hasn't gotten longer, but it hasn't gotten shorter, either. It keeps going. It keeps going. You continue until your feet hurt or you get sick of this bullshit, whichever comes first, and then you turn back the way you came. Maybe you think you'll see a door, or maybe you're not thinking very clearly anymore.

Back the way you came, there is a staircase. It wasn't there before. You certainly didn't pass it. It spirals down into the depths. It could be a story deep or a hundred. You have no way to know. You turn back towards the direction you originally walked, and there is only a wall. It's the spiral staircase or it's nothing. You go down.

As you descend, it gets colder. Colder and darker, and the darkness and cold press against you, creep under your skin and make you shake. The halo of light around you begins to dim the deeper you go. If you go deep enough, it will be hard to tell what's light and what's your imagination. Because really, honestly? The longer you stay in this place, the more you begin to think you're hearing things. Whispers just beyond your ability to decipher. A soft laugh, like that of a child or someone trying to stay quiet. And if you stop, or rest, or feel something negative — anger, frustration, sorrow, despair, it doesn't matter, because a black fog drifts out from between your lips.

And in the distance, something roars. Just a little bit closer every time.

Every once in a while, as you descend the staircase, you will pass a mirror with a red X taped near the top. Sometimes you'll see yourself in it. Sometimes you'll see something worse. When you get right down to it, what you get out of the world has a lot to do with what you put in — so we hope you're staying positive, or you might see something really nasty.

G. THE SONG BEYOND THE SONG

The aftermath of MARIA's destruction, the Area That Was Once The Night Show is a blasted husk. More than anywhere else, the walls ooze Yggdrasil's lifeblood from where something... was. Something large used to be chained here. Open gashes and empty sockets line the walls and floor. A large root knotted like a spine shoots through the very center of the room, a support pillar, entwined into the ceiling and floor and Everything of this cavern. Growths like tumors rise from the floor - what was once gambling tables look more like grasping hands. A few curl into themselves, knocked over, shattered to splinters in the wake of what was once there. Maria is gone. She is free.

There is a sob. Small. Weak. Mortal. At the base of the pillar, half-absorbed into the plant matter of Yggdrasil is Stylosa. Black roots creep up through her arms, chest, face. Her tears are tinged black, but the eyes are still hers. One arm reaches out. She whispers 'please help, it hurt̷̟͂s̶͕̓ ̵̻͂ĩ̸̺t̸͔͐ ̴͙̍ḧ̷̜́ù̸̘r̶̢̓t̶́͜s̸̫͒ ̸͑ͅî̶̺Ṱ̴̿ ̵̠̃H̷̙͊U̸̻̒R̶̯͛T̸͓͠S̸̢͌`-

The world goes static, right then wrong then right again, and the original Wonderland surrounds you. Silent - for a second. An explosion of color and canned applause comes from behind you. What was once a stage opens once more. There is the Henrik some of you were searching for, skin plaster, eyes matte black, a rigor mortis smile across his face. His voice booms out of speakers that aren't there.

"Welcome, one and all, as we embark on this, our first night! To the new and improved Night Show, with one hundred percent more audience participation!!! Guaranteed to keep you rooted to your seats, haha!" Confetti falls from nowhere, more false cheers from an invisible audience. He bows, stiff and chipped as a wind-up toy. It gives you a chance to angle your gaze to where there used to be an exit. It is there no longer. Doors appear and disappear in wrong places. Chandeliers swap between designs. The new Show is still trying to acclimate itself. "Now, I know some of you have had a bad time here before, but please romaine calm. We-"

And then Da Vinci's Body, appearing from nowhere, the same black eyes and battered smile, smacks him upside the head. A slapstick comedy in all the worst ways.

"That one doesn't work! We're in an ash tree!"

"No, we're in a cactus!"

"Ahahaha! Oh, Henrik, you know I'm a succa for your jokes!"

Both them and the invisible audience crack out into raucous laughter, doing matching poses like they're both on the cover of Vogue magazine. They whisper something to each other and 'Da Vinci' runs off stage to prepare. "Tonight, in celebration, we'll be holding our first ever... talent show!!! Our main acts are just boooring now. You know what I mean? Look at this mess-"

A hand waves out, and Minato unfolds up from the floor, harp welded into his hands, painted and decorated and held in place with pipes and wire. 'Da Vinci' waves her arms, unveiling the elaborate music box. His hands play against his will, plinking out the sad notes to a certain Velvet Room theme. He gets left alone in tired silence for a bit before a note goes off key. 'Da Vinci' yanks his face into the same smile, freezing it in place. TODAY IS A JOYOUS DAY, we are all so very HAPPY, and the eyes of 'Minato' go black.

The room is filled with cheers and rainbows, an excited irish jig played out by their wind-up stage musician. 'Henrik' doesn't wander the room, choosing instead to make sure the background music keeps going. The statues and paintings once lining the walls bend before your eyes - reforming into memories from your home, replays of your failures, but all done up in catchy pop-art style and played for hilarity. Rather than Marias, all newcomers are visited by a black-eyed ghoul wearing a human skin. They hand out drinks and paperwork, what would you like to participate with in our talent show? The winner not only gets a job but-

One wish from the Compact. Surely that's way more interesting than trying to get out, right?

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4. OOC


In order to keep to our goal of providing the most personalized Wonderland experience for all of you, we're setting a limit of 1 RNG attempt per character this log. Additionally, please be aware that while some mundane rolls will have standard-level DCs, many rolls, including those with the potential to uncover plot information, will be high-risk high-reward and will have a very high DC along with steep penalties for failure. As always, we will let you know of this before we roll, and you have the option to decline any roll at any time.

If you would like to gain a bonus of +2 on any given roll, those who have opted in to horror content may make the choice to sacrifice something of body, mind, or spirit. We will determine your sacrifice based on your horror homework. It is up to you whether this sacrifice is for the duration of the mission or a permanent sacrifice. As an additional reminder, there is no healing in Wonderland.

To a few of you, this will be even more detrimental than usual. To those of you who went too far with your debts or your choices, who have lost your very Selves to Wonderland. A list:
○ Michael
○ Kaede Akamatsu
○ Minato Arisato
○ Akira Kurusu
○ Guido Mista
○ Ryuji Sakamoto
○ Leonardo da Vinci
○ Willard H. Wright
Despite Lucretia's spell, the Light won't effect you guys. Over the course of part 2 you'll find you're slowly falling prey to what hit everyone else in wonderland. Your skin will turn pale, your veins will turn dark, you'll start vomiting viscous Abyss that occasionally comes to life, and eventually your eyes will turn black and you will Petrify. Should you as a player not want to play out the vomiting part, it can be exchanged with breathing out black mist. Whichever's cool with your school guys. The speed/intensity of this change and all of its symptoms is also up to you.

There are two exceptions. Da Vinci, while she is still a Roland, will simply start going rotten, seams growing old and fur collapsing away. Constant Mending will mitigate this, but she's on a timer to get her body back now. Willard will find that as the hardening of the glass continues, it will start to lose all color and begin to crack in places. These cracks will leak the same tar infecting the other players. Minato, despite being a Music Box right now, is still in his physical body and is not an exception.

On a more general note, we encourage you to make your own mini-horrorscapes in this setting! The entirety of Wonderland is available to dark-side, with the exception of what we've already laid out for Ghost & Wonder Squares. Improvise and make a mess. Just make sure to tag anything warning-worthy. Anything on the OOC post is fair game, and if there's something you'd like to try, please don't hesitate to let us know on the RNG thread. Should you have any questions, please direct them to the OOC post linked above.

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blurb code by photosynthesis

Sep. 2nd, 2019

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Field Mission 5: Il Prigioniero, Part 1

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There was a theme park in Caleb Cleveland, Kid Cop #7: The Carnival Caper. Sirs, I gotta say, I liked that one a whole lot better.
NAVIGATION


Click here for the RNG thread!




1. IL PRIGIONIERO: WELCOME TO CORMANTHOR


A. A CRASH BETWEEN TWO FERNS

Lucretia has given the orders and locale for the next Grand Relic to be reclaimed and destroyed, a task that will present itself with many new and weird dangers that the Reclaimers haven't come across before. For anyone looking to brush up on their history of Myth Drannor, the Netheril, and the forest of Cormanthor, some of you have already learned a great deal of what occurred here, in bits and pieces. Leon, the Artificer of the Bureau of Balance, had described the tale of a very unfortunate city facing a major energy crisis that was bleeding out the land. You've already met the culprit behind one of the worst decisions humanity has ever made (Spoiler: it's Karsus, a god-tier shit wizard who sacrificed himself to get some of you out of dodge back in Lyrabar), and seen the destruction, first hand, of what happened to the Netheril via the events of Vista Virs. Phew, that's a lot of lore to take in all at once.

But as history would have it, there are always a few sides to every story, and the fall of the Netheril wasn't the only mass of land that had been affected deeply by its twisted magical decay. The forested region of Cormanthor, not far from the source of corruption, did as well. Cormanthor was once home to capital of High Elves. They had resided in a city deep within, warded carefully from the outside world, known as Myth Drannor. Today, it lay in shambles, lost forever and protected by the sickened forest that surrounds it. You see, over 200 years ago, a floating city of Netherese fashion had appeared over the vicinity of Vista Virs. A battle raged on between heroic paladins and the cult that had raised it into this plane of existence. The result of that war sent the planar magics that bound the raised city into turmoil. Its target? Myth Drannor. And what didn't destroy the city from impact damage left a far deeper, darker problem among the elves that lived there. A twisted sickness, a dark corruption, it seeped deeply into the hearts of all that dwelt there. Legend has it that the Tree of Life itself, Yggdrasil, is at the heart of Myth Drannor.

But that's all ancient history at this point. No one's been able to make it deep enough into the woods to find out what really happened. Most often, they find the city of Shadowdale instead, and with that... Wonderland.

Speaking of which, you'll be blasted down to the outskirts of the forest. The entire balance of magic in this area is highly off kilter, which isn't entirely new to some of you veteran Reclaimers. When a Grand Relic is used, it often leaves behind a very distinct path of destruction that makes even the most learned scholars scratch their head. Magical interference runs nigh high throughout all of Cormanthor, which makes this mission particularly dangerous. Bubbles are not able to penetrate the canopy of Cormanthor or land directly at Wonderland. As Lucretia had said a few months ago, these missions are going to get harder and come with higher consequences. She has faith in all of you to make better decisions. You're the most amazing and stalwart people she's ever met, after all.

Blasted down to Cormanthor in parties no more than 4, you land somewhere near the outskirts of the forest. Look behind you, and you can see the yellow-hued mountains of the Netheril behind you, boasting a land of pure desert and its own uniquely cursed roster of flora and fauna.

Pitter patter, Reclaimers.

Watching a coast as it slips by the ship is like thinking about an enigma. There it is before you, smiling, frowning, inviting, grand, mean, insipid, or savage, and always mute with an air of whispering, "Come and find out."



Joseph Conrad, Heart of Darkness

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2. THROUGH THE LOOKING GLASS


B. EMPTY WOODS

The woods of Cormanthor were stunningly beautiful once. Before most people who walk among these trees were born, sure — but once upon a time, this was a beautiful place. A living, thriving forest, like any other great wood.

When the Reclaimers enter, however, the first thing they'll notice is the silence. Unnatural, ubiquitous, and oppressive, silence is the single unifying factor throughout these woods. The trees themselves shift, first sparse pines, then white ash and beech, and finally towering oaks, maples, and hickory. The silence doesn't change. There is no noise but the wind rustling the leaves on the trees — and as you get further in, even that begins to fall away.

It will become quickly apparent that there's no animal life here. This is a forest in stasis, certainly, but it's utterly devoid of birds flying overhead, four-legged creatures scurrying through the leaf debris. No deer, no wolves, no bears. No monsters. No insects, even, if you're paying attention. Those with the ability to speak with animals will notice very quickly that life simply doesn't seem to exist here. Those with the ability to speak to plants may be even more alarmed, because while the trees and other plants do respond, their replies are sluggish and distant, somewhat reminiscent of speaking to someone suffering with a severe fever, drifting in and out of consciousness.

Travel through Cormanthor's forest takes a few days' time, and so much time spent in silence begins to take a toll. Never mind the fact that no matter your Boy Scout badges, you can't forage for anything useful out here: nothing from the forest that is eaten provides any sustenance. Eat a bucket full of berries, and you'll still be as hungry as if you hadn't eaten a thing. The trees press in on all sides, and you know each one is different from the last, but after a while they all start to look the same.

Some will be more affected than others. Those with a madness effect (RNG'd or chosen from the list on this mission's dossier) will begin to feel it by the end of the second day. There are infinite options of how to play with this in the frozen forest, but here are a few possibilities:
○ If you have forgotten something important to you (1), it can happen quickly or slowly. Perhaps you're camping with your bubblemates, talking about someone from home. That Greg Grimaldis, was he really that bad? the Reclaimer to your right asks. Who, you ask, perplexed, brow furrowing, is Greg Grimaldis?

○ If reality is beginning to distort (2) for you, you might become abruptly certain that you're going the wrong way. Wonderland is back the way you came. Anyone trying to convince you otherwise is absolutely up to something — trying to make you look bad? Trying to hurt you? Who knows, but they're definitely up to something.

○ If you've lost valuable skills (3), they might drop out from under you at the worst possible moment. Even a forest in stasis has its hazards: pitfalls, roots that disguise holes and twist ankles, flimsy bridges that collapse and leave you hanging perilously over ravines, et cetera. Design peril to fit the skills you've lost. When you reach for your tried-and-tested knowledge, what do you know? It isn't there. You have to figure out another way out of this.

○ If you're feeling unlucky (4), guess what? The one person/thing in this whole realm that was keeping you safe isn't here right now. Everything around you is a portent of awful luck. Is that tree telling you to go die? It probably is! Paranoia creeps up on you from everywhere. Even your teammates. There's something about them that makes you certain everything's going to go to hell any minute now.

C. EMPTY CITY

Before you enter, you can see a town and only a town. Step across the border and you'll feel a barrier, something invisible and not quite permeable. After a pause, it seems to accept you, and your foot touches down in Shadowdale.

Then you look up. You can't help but look up. Stretching so high you've got to crane your neck to see to the top is a great gold tree sprung from the center of town. You couldn't see any of it from outside of Shadowdale's borders, but the town, it seems, wants you here. It wants you to see Wonderland. This could be paradise for a while, a place to stay safe from prying eyes and protected by the vastness of the forest as the Reclaimers track down this latest relic.

Except, not to put too fine a point on it, it's kind of creepy here. The whole place is empty — not everyone-got-up-and-left-in-a-rush empty, but ghost-town empty. Nobody wants to stay here, it seems. Maybe there's somewhere else they'd rather be. Regardless, it leaves you with plenty of lodgings to choose from. If you don't mind making your own fun, there's plenty to do, too: bookshops to visit, bakeries to use, butcher shops to — okay, maybe not that one. There's a courthouse, though. Who wants to play Judge Judy? Consider any shop or government building one might find in a small town to be fair game.

After a few hours, though, it becomes clear that this place isn't quite empty after all. You aren't the only ones investigating.

D. A FAMILIAR FACE (OR TWO)
○ The first face you see is a friendly one. Upon seeing the bracer on your wrist, Matthew Hollyweather walks right up to you, all the more readily if he remembers your face from New New Aspen. Despite the setting, he's clearly and genuinely pleased to see Reclaimers here. To those he's met before, he's eager to share all the positive change going on in New New Aspen: the newfound peace, the booming economy, pictures of one bajillion bouncing new spider-nieces-and-nephews. To those new to him, he introduces himself as Mayor Hollyweather of New New Aspen with just enough good-natured self-derision in his tone that he comes off as authoritative but kind of embarrassed about it.

It becomes obvious pretty quickly that he's been here a while — a few weeks, perhaps, more than long enough to get kind of lonely. Matthew's only company so far has been that kid, who's nice enough, but only showed up a couple days ago. And why is Matthew here? Well, that's where he stops being quite so much of an open book. He's looking for something, that's what he tells you. Something he's missing . . . and that's all. If you want to know more, you're going to roll for it. Everyone can get information from Matthew, but if you were present for the New Aspen mission, you'll get +2 on any DC on top of your existing class or skill bonuses.

○ The kid Matthew is talking about makes himself known soon enough. Perhaps you catch him perusing the bookstore in his fancy-boy suit and spiffy fancy cap, nose deep in a tome his thin arms tremble to hold, clearly paying no attention to you. Or maybe he's chowing down on some truly unusual-looking fried concoction (where did he get that?) in the town square by the fountain, clearly paying no attention to you. Wherever you first see him, he is clearly paying no attention to you.

Once addressed, he will brightly greet you and introduce himself as "Angus McDonald! I'm a little boy, I'm ten years old! Who are you? How did you get here? It's a really nice day, isn't it? It's nice to meet you!" Angus says a lot, actually. But other than giving off a strong vibe of needing to be noogied, nurtured, or both, he doesn't actually tell you much. Asking him anything is a good way to get the question turned right back on you. But then, nothing ventured, nothing gained, right? If you can stand listening to him extoll the virtues of Caleb Cleveland, Kid Cop for a few minutes, you might level up enough to actually learn something.

Of course, you can't stay in Shadowdale forever. Literally: you can't. Every Reclaimer's feet are inexorably pulled to the entrance to Wonderland after not very long at all. The golden tree at the center of town is impossible to ignore. Step into the elevator at its base, and you might very well find yourself elbow-to-elbow with Matthew or Angus, staring as the numbers tick up . . . up . . .

Carrying you to Wonderland.

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3. WELCOME TO WONDERLAND


E. A BEARY GOOD TIME

You arrive in Terminal Square, where you can sign up for a membership with Roland and find out more about this larger-than-life amusement park. The entire theme park city seems to run on a currency known as Wunderbux- directly inscribed via magic into a stone you're handed after filling out a small precursory screening by the giant anthropomorphic bear. Gifted with some starting credits and maybe a really gaudy Roland-eared hat, depending on how much of a good Wonderperson you've been so far, he explains that certain actions in the park will add credits or remove them. He advises against owing Wonderbux to Wonderland, if you can help it. "Wouldn't it be unbearable not to be able to ride the rides!?"

Yeah. You know what this guy is all about.

Chutes and ladders will take you all over the various places of the park, all branching out from Terminal Square. The entirety of the complex is, at scale, ridiculously large. All throughout Wonderland, you'll be treated like a king if you let yourself be pampered. The sheer amount of gilded perfection that went into crafting this place is at a scale even larger than the Moon Base. Gorgeous fountains spouting golden water are not infrequent, stands selling food of every type imaginable pepper anywhere there's space, and often as you pass by, you can hear people having the time of their lives here.

F. PLAY WITH ME IN THE SPACE!

There's so much to do in Wonderland. So much. Honestly, you wouldn't be the first to say it's overwhelming. That's part of the fun! Wonderland sweeps you away with all of the fun it brings. We could fill pages with the wonders in Wonderland, but why don't we stick with a few highlights and let you fill in the rest?
Wonder Square: When you first enter the confines of Wonder Square, you'll notice it looks and feels sort of like a casino... minus the strong and pungent smells that usually accompany those types of areas, typically. The wide birth of the room overlooks a beautiful vantage point of the top of Cormanthor's forest; pale greens look out into a sea of leaves for miles on end, as if the rest of the world doesn't exist outside of Wonderland itself. And why would you think it does, when you're here?

Tables are set up for games, games, and- you guessed it- more games. Arm wrestle against a machine to test your strength. Shoot hoops into a basketball for 60 seconds. Engage in a few games of chance: Queen's Call is particularly abundant in this area. You'll notice this is where Maria can most likely be found, surveying the area like a snake mother, carefully winding herself around the pit and ensuring that no one is up to anything less than pure, unadulterated fun around these parts.

You can do you best to scam a few extra Wonderbux here, either through legitimate play at any number of the machines present, or otherwise through less than scrupulous means. Don't get caught, though... it never ends up quite well.

Dodging in and out of the crowds of Wonder Square, often charging forward and giving his best at a VR simulation of as snowboarding game, you might find Niel here as well. He's awfully energetic, a typical cornerstone of youth in the midst of a truly killer arcade.

One thing you might notice, or might... not notice? Every now and then you might look at someone one moment, enjoying themselves thoroughly or getting a little deep into the game they play. You blink, and suddenly they're gone. And so is the recollection of events that've happened the entire last hour of your life. Something tells you not to question it, deep down. If you could only remember what they looked like... or the fact that they were even here to begin with.

Oh well, there are games to be had. Might want to head on over somewhere else. We hear Event Square has a ton of live entertainment for you to check out. Some people are even saying that there's a cactus like creature performing Jazz tonight! Now that's something you've never seen before!

Round Square: How did you end up in this luxurious tram? It's truly fantastic. Wheeling around the entirety of Wonderland as night falls, you're swept away with the romance of it all. Look at those stars! Look at that moon! You gaze fondly at the person sharing this ride with you, and—

Wait, who's that? How did they get in here? For that matter, how did you get in here? You don't remember getting on this ride. But here you are, with a fellow Reclaimer and, if you're particularly (un)lucky, a native elf, too. In the latter case, it might be a good time to ask them some questions. In the former case . . . snuggle? We're not your boss or mom.

Speed Square: Upon entering the speed square for the first time, another Roland will ask if you got your Roland Racing Registration! Then you'll have a stamp card shoved in your hands. Going on each roller coaster gives you one stamp on your card, which you can then hand in to a friendly Roland for a beary special reward.

Ghost Square: While the Ghost Square has many options to take some years off your life — from haunted houses to fortune tellers to wandering workers done up in bedsheets — the main attraction here is the Hall of Mirrors. It boasts of the "longest mirror maze in Faerun!*". Inside, all the mirrors are kept polished to perfection via magic, varying between normal reflections and wavy funhouse style, but some of the mirrors might reflect something... weird. Either a friend from your home world, or a version of you from your past, or even a reflection of the person's soul. It's a fun ghost story everyone shares.

*: The poster has the tiniest print of 'that we know of'. Whoever runs Wonderland has a good lawyer.

Reeducation Ride™: Not everyone's the funloving sort we want here in Wonderland, but there are ways to deal with that. For anyone who cheats, is rude to carnival workers, or is a persistent curmudgeon, party pooper, or fun sponge, it's time for the Reeducation Ride™. On this disciplinary ride, you are strapped into a cart that wheels in a wide circle for three hours, during which you are hugged and complimented by a slew of Roland Replicas™. Begone, sour face! Elevate, low self-esteem! Be snuggled! Be huggled! Be happy.

Everyone gets in on the fun here in Wonderland. No matter how reticent one might normally be to do so, something about this place just puts pep in everyone's step. Nine times out of ten you might be the kind of person who finds rides, games, and having fun to be childish or beneath you, but guess what? Here in Wonderland, you're at least a little into it.

So are the few non-natives you see. Angus is here, trying to figure out the rules of all these arcade games. Matthew is here, getting lost in Ghost Square and wandering the food court. A couple of other faces, too. Anything in the dossier is fair game for your use.

But keep in mind, Reclaimers: those madness effects? They're still very much in effect. You're still in Cormanthor forest, after all. The longer you stay, the more you play, the worse it gets. Little by little, hour by hour, day by day.

Have fun, kids. Be yourselves. Don't do anything Lucretia wouldn't do.



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4. OOC

In order to keep to our goal of providing the most personalized Wonderland experience for all of you, we're setting a limit of 3 RNG attempts per character this log. Additionally, please be aware that while more mundane rolls will have standard-level DCs (for this log, anyway), any RNG with the potential to uncover plot information is high-risk high-reward and will have a very high DC along with steep penalties for failure. As always, we will let you know of this before we roll, and you have the option to decline any roll at any time.

Other than that, this is your story to write and your setting to play with! Anything on the OOC post is fair game, and if there's something you'd like to try, please don't hesitate to let us know on the RNG thread.

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blurb code by photosynthesis

Aug. 14th, 2019

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Lunar Interlude 5 — Part 2

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This probably isn't the Looking Glass Line )

Aug. 4th, 2019

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( open ) sit down on the prow to wave bye

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Who: Guido Mista ([personal profile] protegge) & OPEN

Where: Around the moon base — the dojo, the Artificer's office, the greenhouse, or wherever you want him!

When: Lunar Interlude 5 catchall (August 1—15 for now)

What: Mista does some stuff. Mostly gardening.

Content Warning: Probably JJBA part 5 spoilers, but I'll mark em!

Notes: If you want a private starter or anything, hmu, I'm happy to add.

there might not be another star further on the line )

Aug. 2nd, 2019

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[mostly open!] collecting friendship fragments: balance edition

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Who: Kaede Akamatsu ([personal profile] gotyourbach), Kokichi Oma ([personal profile] slieght), Maki Harukawa ([personal profile] erlebnisse), Shuichi Saihara ([personal profile] diffidentive), and YOU!

Where: assorted locations!

When: Within a few days of newbie arrival

What: a Dangan class trial meeting, and Kaede introducing her old friends to her new friends! Please let her introduce her friends

Content Warning: DRV3 spoilers likely in thread A below, others will be marked as needed!

please come meet kaede's friends, she's dying to introduce them )

Aug. 1st, 2019

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Lunar Interlude 5

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A month of rest. Maybe. )

Jul. 10th, 2019

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Field Mission 4: Etude in Blue, Part 2

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You've saved Lyrabar. But. )