[sticky entry] Sticky: navigation

Feb. 25th, 2024 11:25 pm
promittere: (Default)
LUNAE CALAMITAS
on nights when the wind is strong, the cats are agitated, and the moon is bright and full,
strange things happen.
promittere: (Default)
A PHANTASMAL DIVERTIMENTO
It's an early morning for the manor when Tatara and G'raha gather the western wizards, an envelop in Tatara's hand. Even at a glance it's clear the letter is from someone quite official, the Western country's emblem emblazoned on it. G'raha looks pensive, but Tatara seems.. unsurprised.

He holds up the envelope, gesturing with it. "We've got a request from the Western military. Seems there's an issue going on at some noble's estate that could be quite dangerous."

(But why isn't the military handling it themselves?)

Tatara takes the letter out from its envelope, reading it out for the wizards. The contents are as follows:

To the "Western" wizards of the Sage,

I've come to know a few of you wizards who claim to hail from worlds far from this one, and while I am loath to trust anyone with a task concerning national safety, I believe it could be a mutually beneficial thing for us. There are reports of missing people, all of whom were last seen at the the Schropfer Estate just outside the City of Foam, as well as reports of inhuman screams and beasts lurking around the area.

The Schropfers have recently hired on someone who claims to be able to raise the dead, and people are quite adamant that he is able to. That sounds like magic to me, which means it may be just the job for a wizard to handle. If you can take care of this, there will be compensation.

Regards, Gen. Gilles Barnett.


"There's something strange about this request," G'raha says, arms crossed over his chest. "I feel like there's something the General isn't telling us, but I can't say for sure as I've not met the man."

Tatara nods, handing the letter over for the wizards to take. "Do your best to come back in one piece."

The two will walk with them to the elevator, Tatara placing a mana stone into the panel and sending them off to the West. There are directions to the estate included with the letter Tatara handed over, so they should know where they're going.

OOC NOTES
Welcome, Western wizards, to your mission!

Missions are mod-guided events that are partial CYOA, partial play-by-post instances. In general, you are free to interact with a scene as you please, and the mod will tell you how the scene reacts as a consequence of your actions. Some scenes will allow for more flexible threading, such as exploration or conversation, while some scenes will require strict turn order to preserve rounds, such as combat or other time-sensitive conflict. The mod will inform you if strict turn order is required at the start of a scene. Regardless, always be sure to bold any important actions you take.

This mission has been specifically tailored to Western disposition, attitudes, and magic. If you find yourself struggling to tackle a situation, refresh yourself on the description of the West on the locations page, and make sure to confer with your teammates too!

As a bonus, here's your theme music!

You will have until 11:59 AM EDT on Saturday, June 15 to reach a conclusion for this mission. Good luck!
promittere: (Default)
VYING POWER ANIMANDO
It's a lovely day, isn't it? I hope you're certainly enjoying whatever it is you're doing on this fine afternoon, because it's about to be interrupted in the rudest way possible.

It happens very quickly. Whatever Ahito, Solomon, Malice, Robin, and Ithaqua might be up to, a sensation suddenly washes over them. It's magic—someone's magic, and it's unfamiliar. Unfamiliar, but powerful, and the five Northern wizards as they are now are unable to stop what happens next.

Space and time feels like it stretches for an instant, and there's a pull. In the next moment, they're falling from midair and being deposited together in the soft snowbanks just outside of the City of Ice. It seems they've been granted one free teleport straight to the City of Ice, how lucky of them!

Before they can do anything else, voices begin to ring in their heads. The magical signature matches that of what initially drew them here; the voices sound like they belong to young children, but they speak with a cadence and wear that suggests they are, in fact, very, very old.

"Boys! Listen to us!"

"We need your help!"

"The barrier around the City of Ice has fallen—this must mean something has happened to us if we have been unable to repair it!"

"Whatever the problem is, go fix it, quickly!"

And then, in unison, "Please!"

No sooner are the voices finished talking when the ground shakes in a terrible, terrible rumble. A roar echoes from the mountain range on the far side of the snowy field, and should they look in that direction, they'll see a large, monstrous shadow clamber over the peaks. It perches upon the top, its grotesque wings and limbs outstretched in victory, and roars again.

It seems that monster is the reason the barrier fell. Uh oh.

OOC NOTES
Welcome, Northern wizards, to your mission!

Missions are mod-guided events that are partial CYOA, partial play-by-post, and...well, in this case, it's mostly combat. In general, you are free to interact with a scene as you please, and the mod will tell you how the scene reacts as a consequence of your actions. Some scenes will allow for more flexible threading, such as exploration or conversation, while some scenes will require strict turn order to preserve rounds, such as combat or other time-sensitive conflict. The mod will inform you if strict turn order is required at the start of a scene. Regardless, always be sure to bold any important actions you take.

This mission has been specifically tailored to Northern disposition, attitudes, and magic. If you find yourself struggling to tackle a situation, refresh yourself on the description of North on the locations page, and make sure to confer with your teammates too!

As a bonus, here's your theme music!

You will have until 11:59 AM EDT on Saturday, June 1 to reach a conclusion for this mission. Good luck!
promittere: (Default)
LACRIMOSA FOR THE CLOCKWORK MOON
It's just as dawn breaks on this dreary morning when Lazuli seeks out Shinjiro, Yamato, Mikaela, Phillip, and Ginger. He isn't gentle with the way he handles them, and though he is typically stoic, things are a little different this time—there's an urgency, a pensiveness to the way he ushers them into the lounge.

Tatara is waiting for them there, pacing, uncharacteristically. Once the five are sat down, Lazuli locks the door and casts soundproofing over the whole room. Whatever this is, it's a sensitive matter.

"I know this is sudden," Tatara begins, still standing, his voice low and even. "But a letter came in from the City of Rain and I don't think this can wait."

He pulls out a letter from behind his back, bloodsoaked, and begins to read aloud:
On behalf of the City of Rain, we hope this letter finds you well.

We would like to thank you once again for your assistance in cleaning up the blast site outside of the city. Our gratitude cannot be overstated.

However, we have another urgent request: Despite our best efforts and precautions, the city has fallen under siege by the very clockwork automatons we were attempting to scrap the week prior. It seems not all of the affected pieces made it to the scrap pile, and some have even found their way out.

We are unsure why or how these automatons have come to life—they speak and move as though they have sentience. They are hostile and aggressive towards us and refuse to let us leave our homes until their "plans" are ready. We do not wish to wait long enough to find out what those are.

Please help us at your earliest convenience.
When he's finished reading, he folds it and hands it to Phillip.

"What with the blast, its possible connection to the moon fragments, and the City of Rain's role as a witness, I can't help but think this mission is going to be crucial. I need you to go to the City of Rain and free them from this siege immediately."

Afterwards, Tatara and Lazuli escort the five wizards to the manor tower. Tatara expresses his regrets that neither he or Lazuli can go with you, but he bids you the best of luck. He drops a mana stone into the mechanism, pulls the lever, and waves you off.

OOC NOTES
Welcome, Eastern wizards, to your mission!

Missions are mod-guided events that are partial CYOA, partial play-by-post instances. In general, you are free to interact with a scene as you please, and the mod will tell you how the scene reacts as a consequence of your actions. Some scenes will allow for more flexible threading, such as exploration or conversation, while some scenes will require strict turn order to preserve rounds, such as combat or other time-sensitive conflict. The mod will inform you if strict turn order is required at the start of a scene. Regardless, always be sure to bold any important actions you take.

This mission has been specifically tailored to Eastern disposition, attitudes, and magic. If you find yourself struggling to tackle a situation, refresh yourself on the description of the East on the locations page, and make sure to confer with your teammates too!

As a bonus, here's your theme music!

You will have until 11:59 AM EDT on Saturday, May 18 to reach a conclusion for this mission. Good luck!
promittere: (Default)
ECHOING PAST MARZIALE
The sun sets on the manor when Tatara seeks out Akira, Kurapika, Syrlya, Kiryu, and Mòrag individually and brings them all outside, saying they've been summoned.

When they step outside, they will quickly see why: dressed in the royal blues and golds of the Granvelle family is an entourage waiting for them on horseback. Among the multitude of castle guards are two distinguished-looking gentlemen that everyone here will have seen at the ball. One, a shorter, portly man, leaps from his horse when he sees the wizards emerge, while the taller of the two remains perched atop his white horse to watch in silence.

"Good! You decided to show yourselves," the man says. He remains professional, but there is a hint of distrust in his eyes. "I am Drummond, Minister of Arcane Management at Granvelle Castle, and we have summoned you today to fulfill a direct request of ours.

"We believe the the castle is experiencing—don't laugh!—a haunting to a degree never before recorded or spoken of. It is simply unbearable to be there after dark. It is so much worse in the lower levels of the castle. Too many of our staff are flat-out refusing to come to work, and the situation is growing dire.

"We believe a magical artifact located somewhere in our vault is causing this. Locate this item and neutralize it."

He gestures to five horses, saddled with no riders.

"You will be coming with us back to the castle. Chop-chop! We don't have all night."

OOC NOTES
Welcome, Central wizards (and witch), to your mission!

Missions are mod-guided events that are partial CYOA, partial play-by-post instances. In general, you are free to interact with a scene as you please, and the mod will tell you how the scene reacts as a consequence of your actions. Some scenes will allow for more flexible threading, such as exploration or conversation, while some scenes will require strict turn order to preserve rounds, such as combat or other time-sensitive conflict. The mod will inform you if strict turn order is required at the start of a scene. Regardless, always be sure to bold any important actions you take.

This mission has been specifically tailored to Central disposition, attitudes, and magic. If you find yourself struggling to tackle a situation, refresh yourself on the description of Central on the locations page, and make sure to confer with your teammates too!

As a bonus, here's your theme music!

You will have until 11:59 AM EDT on Saturday, May 4 to reach a conclusion for this mission. Good luck!
promittere: (Default)
CALANDO OF WITHERING AMBER
It's mid-morning, with the sun rising high into a bright, cloudless sky, that Tatara summons Bruno, Comet, Maya, Yodarha, and Joyous Day to the manor elevator. It's urgent, he tells them with that soft smile on his face, and your services are needed.

When you arrive at the elevator, standing there to greet you is a young man, finely dressed and with kind eyes; that his mop of brown hair is slightly unkempt is not the only giveaway that he's incredibly stressed. He stands with his shoulders tensed, and almost flinches when he sees you.

"It's...a pleasure," he begins, hesitant at first. But when he inhales, squares his shoulders, he finally looks more like a government official than a meek boy. "My name is Cock Robin, and I am a secretary from the Central castle. On behalf of the minister of arcane management, there's an urgent request for you."

From his thick folder, he pulls out one paper—worn and handwritten. He glances it over briefly before handing it to Joyous Day.

"A town in the southern part of the Southern Country has been having problems with its crops. It seems there's some sort of...sickness that's taken hold of the plants that's spreading rapidly, and they can't seem to find a cure. The only thing they haven't tried is magic. That's where you come in.

"Find the source of the sickness and neutralize it before it destroys their crops. The South is already inhospitable as it is. I can't imagine how they'd fare if they lost a food source. And, personally..." he glances out the window, at the moon fading in the morning sun. "...I have a really, really awful feeling about this. I don't think this is going to be a regular request."

OOC NOTES
Welcome, Southern wizards (and witch), to your mission!

Missions are mod-guided events that are partial CYOA, partial play-by-post instances. In general, you are free to interact with a scene as you please, and the mod will tell you how the scene reacts as a consequence of your actions. Some scenes will allow for more flexible threading, such as exploration or conversation, while some scenes will require strict turn order to preserve rounds, such as combat or other time-sensitive conflict. The mod will inform you if strict turn order is required at the start of a scene. Regardless, always be sure to bold any important actions you take.

This mission has been specifically tailored to Southern disposition, attitudes, and magic. If you find yourself struggling to tackle a situation, refresh yourself on the description of the South on the locations page, and make sure to confer with your teammates too! But you've been assigned South—we don't need to remind you of that, do we?

As a bonus, here's your theme music!

You will have until 11:59 AM EDT on Saturday, April 20 to reach a conclusion for this mission. Good luck!

locations

Mar. 4th, 2024 04:57 pm
promittere: (Default)
THE WORLD
There exists one large landmass, divided into five countries: North, South, East, West, and Central. Each country has its own distinct culture and perspective on magic and wizards, and is governed by spirits with differing temperaments that mirror the wizards that hail from those countries.

Below is a quick rundown of what each country is like, and a few locations of note, plus activities of interest in those locations.

Each country has one magical tower, typically near their capital city, with an elevator that connects to the wizard's manor. The sage's wizards can quickly travel from the manor to any country in the world via these towers, but they'll have to travel the rest of the way to their destination themselves.

CENTRAL COUNTRY
An entirely landlocked kingdom, but with a diverse range of biomes, with large swathes of deserts, as well as a few rivers and forested areas. Due to its central (heh) location, the Wizard Manor is located here.

The country has been ruled by the Granvelle family for the past 400 years, after a revolution led by Alec Granvelle. The current king is quite ill, so much of the political decisions are handled by his brother, Vincent, and his son, the crown prince Arthur—though with Arthur being a Sage's wizard, Vincent has gained even more control.

Overall, the views on wizards in the Central country are mixed, but it largely veers negative, with wizards being held with a significant amount of suspicion or outright fear and hatred. There are few notable wizards in Central's history: there is Saint Faust, a wizard who fought alongside Alec and was later burned at the stake for the crime of being a wizard, and the current crown prince, who spent much of his childhood residing in the North after an attempted murder. Despite these attitudes, wizards from the Central country are largely honorable, dedicated folks with strong convictions and lofty ideals. They're generally viewed as trustworthy and capable, and tend to be jack-of-all-trades when it comes to magic, good at everything but not excelling in any particular field.

Wizards are, generally, not allowed to serve in positions of power, including serving as knights. Cain Knightley, the youngest Captain to date, was ousted from the Order after being outed as a wizard protecting his squadron from a Northern wizard. There's currently a push to develop magic technology with mana stones to match the developments in the West, with a focus on military technology. Experiments have so far not ended well.

Currently, there is significant political tension with the West, with the threat of war looming.

REGIA GRANVELLE
The castle in the capital of the Central Country is old with a storied history. In the war-torn days of yore, it was home to a cruel and cold-blooded wizard, but it was eventually recaptured by the First King and rebuilt as Granvelle Castle. A part of the castle is open to the public on holidays, which allows regular people to see inside. Those that do are given a special gift upon their departure.

There's a unique energy within the castle that makes it easier for wizards to open up to one another, should they decide to stay a while and talk to one another. Perhaps a visit and a chat will make for deeper bonds...

With crown prince and sage wizard Arthur missing, the castle is currently on high alert and not open to the public.
URBS HONORIS
A great, beautiful river flows through this city, which means its commerce thrives, and the atmosphere is plenty lively. The people are open-minded and friendly, and throughout all times day, anyone can enjoy a leisurely walk and a bite to eat at the bustling markets. There is a local myth about a great serpent here, and it is said that those employing swordsmanship in their work have always been active in and around the city.

It's hard not to get swept away in the energy of the city and give into the urge to dance, especially for those sensitive to the energies around them...like wizards.
THE RAVAGES OF OZ
A massive tear of apparently bottomless depth runs through a vast plain. It is said that the Central wizard Oz once visited this place and wrought this tear in the ground, and an awesome aura emanates from its depths. A local legend stems from the sheer power from the sight, and so the humans that fear Oz have built a monument of him.

However, there are a number of places throughout the world that call themselves "The Ravages of Oz." The only way to tell if this is genuine is to collect information and investigate for oneself. Luckily, Central wizards will have an easier time with this, due to their affinity with the land.
RUINAS COGNITUM
This collection of crumbling structures sits at the far end of the wilderness in the south of the Central Country, and dates to over two thousand years ago. It's said to have been home to a royal dynasty that long predates Granvelle rule. At the same time, it's also known as Wizard's Fall.

These ruins are frequently visited by religious groups who see it as a pilgrimage site. It's also described in the Ancient Epic.
NORTHERN COUNTRY
A desolate, inhospitable country, with no tangible, centralized government. Human settlements are few and far between, but there is one thing they all have in common: they are under the protection of a witch or wizard. Living without magic is, frankly, impossible. The country is far too cold, far too dangerous, and far too unpredictable to survive without the assistance of magic—in fact, parts of the country have weather so severe a human will freeze to death in a matter of minutes without magical protection.

The humans who do manage to eke out an existence within the North view wizards with a mix of reverence and fear. Their livelihoods rely on the support and protection of wizards, but they're well aware that wizards are incredibly powerful and dangerous and don't hold humans in high regard—if they even consider humans at all.

Wizards of the North are known to be the strongest out of all wizards in terms of raw power, with a specialization in combat magics. Many Northern wizards are incredibly notorious, and rumors and whispers of them have spread far beyond the North's borders. Notable Northern wizards include:

Oz, the great and powerful, and most infamous wizard of all. Centuries ago, he conquered half of the world, leaving behind countless dead and ruined before he simply relinquished control and isolated himself back in his castle. He's still incredibly feared, with many humans fearing he'll try to take over the world again—especially those in Central, due to his connection to the prince.

Figaro is not as known to humans, though he encouraged and assisted Oz in his conquest, but his reputation precedes him within the wizard community. He does not currently reside in the North, and has participated in other historical events, though his contributions are only remembered by those who were there and not the history books.

The twins Snow and White, some of the oldest wizards in the world and mentors of Figaro and Oz. The two are the closest the North has to the law, with them punishing those they feel have gone too far or crossed them. They have been Sage's wizards for as long as anyone can remember, and as such have more concern with human opinion than most Northern wizards, even orchestrating the arrest of the bandit leader Bradley Bain after the massacre in the City of Rain—the first time a wizard was arrested and not simply killed, all in an effort to appease humans.

Other wizards of note include Mithra, currently the second strongest wizard in the world, known for his immense destructive power and ability to bend space with his dimensional doors; Tiletta, a very powerful witch and Mithra's mentor and dear friend (or mother figure, or lover?), who passed away giving birth to her second child; and then Owen, the guardian of the Forest of Dreams.

SILVA FRIGORIS
This forest is a brilliant, silver world spread over the vastness of the northern landscape. There are scarcely any humans in this area due to the severe cold. The trees stand densely together in the silence, and they're covered with hoar frost and soft rime, creating a beautiful sight straight from a fairytale. The colorful crystals one can collect from the tree trunks are a special product of the region, and the twins of the north, Snow and White, are said to make stained glass of it.

The Tome of Prophecy is a book that wizards can refine here in the Forest of Ice, which will show the reader and any accompanying them what they may look like in the near future. With a little effort and time, a wizard will find the strength to see into the future, but be warned—the wizard's condition at time of reading may reflect what they see.
URBS FRIGORIS
This city is under the protection of the twins of the north, Snow and White. Humans and weaker wizards came together seeking their guardianship, and this collection of people eventually became a city. The residents here adore and respect the twins and act obediently towards them. What stands out in particular are the stained glass windows on all the houses. Mercia berries are planted whenever the twins change residences, and they grow well here.

Wizards that visit are free to look at the arcane handbook Snow and White keep in their house in the city. This book has a different sort of power to show a wizard's future—one can write into the tome what they hope to see, but only with a unique, special sort of ink.
LACUS MORTIS
While this lake is an excellent water source, the climate is harsh. Many small communities have popped up in its vicinity only to quickly meet their demise. The island at the center of the lake was once called "Land of the Dead" by the villagers on the shores, due to how Northern wizard Mithra would ferry the deceased there from the settlements.

While the lake looks relatively empty from the shore, there are, in actuality, all sorts of things drifting through the water. Rowing across the lake may cause one to come across some of these things...but not all of them are safe. Be careful of what you pick up!
SILVA SOMNIORUM
This forest looks like it was extracted straight from a children's bedtime story—it's fantastical and pretty, but the enchanted trees give off a fatal poison. As the toxic spores eat away at the body, it shows the dying person comforting dreams, which makes it a place where those on death's doorstep come to visit for final moments of happiness.

With the right application of magic, a wizard can survive the poison and steep in the dreams the poison brings on without the threat of death. These dreams can help wizards grow, but can just as easily wear them out. Be warned.
SPELUNCA TEMPORIS
This cave sits in a particularly untouched region of the Northern Country, yet rumors fly—it's said that those who visit are taken through time to unknown eras...

An abandoned bandit hideout sits nearby.
EASTERN COUNTRY
The Eastern kingdom is known for its military might and engineering, as well as its strict local laws and dangerous wilderness. The East's technology doesn't rely on mana stones for power, but their artisans are well regarded, with several hailing from or sponsored by powerful noble families. Some clockwork automatons even move with a fluidity that makes them appear human, all because of genius engineering.

One of the most well-known noble houses in the field of clockwork engineering are the Blanchetts, who reside within Sherwood Forest. The family also oversees safe passage within the forest, and as such they have a significant amount of power and influence within the courts—though rumor has it the Blanchett heir is a wizard, which may cause problems for the family.

The East is a country that looks down at anything out of the "norm," which means most wizards live in secrecy within cities or in total isolation in order not to draw attention. Laws range between cities, but many are incredibly harsh and incredibly strict, with some cities even outlawing things like conversation in public places. Wizards are ostracized and openly detested by most of the nation, with some villages going to extremes to be as inhospitable to wizards as possible.

The wizards of this nation are largely misanthropic and withdrawn, often viewed as "gloomy" or "dour." They specialize in precise, complicated magic, such as curses and curse breaking. There are not many wizards who have made history from the East, though that does not mean that Eastern wizards are rare or weak. They typically just don't like drawing attention to themselves, but it does seem like a country that welcomes those running from their past.

URBS IMBRIUM
The capital of the Eastern Country. The people and its government tend to be sticklers for the law. Residents will go out of their way to avoid unnecessary trouble, and they do not interfere with others anymore than they need to. That makes the city itself very quiet. But in actuality, the people here are kind and earnest, and visitors can enjoy conversation that can't be had anywhere else in places where talking is permitted.

All sorts of herbs grow healthy and abundant here. Pick them in permitted areas.
REGIA BLANCHETT
The castle has an old history, and predates even Central Country's Granvelle Castle. The valleys and forests surrounding it form a natural stronghold. Housed within the castle are plenty of examples of Eastern precision, like clocks with elaborate mechanisms and clockwork fountains. However, those who are under Blanchett employ that work outside the castle are not allowed inside.

Should anyone be lucky enough to be invited inside, they may try their hand at creating clockwork devices themselves. That seems unlikely, however, since the Blanchett heir is missing, and the family is not currently receiving visitors.
SILVA SHERWOOD
The forest lies within Blanchett territory. Individuals wanted by the law and bandits waiting in ambush tend to hide in the forest, so Lord Blanchett employs a forest guard to keep watch over it. The forest is vast, and encounters with wolves and bears are not unheard of, so it is extremely difficult to get through without a guide. Some trees are scarred, as though young wizards once used this place as a training ground.

The deep and vast Sherwood Forest is still very easy to get lost in, even for a wizard. Be careful when venturing through, as it seems the Blanchett's forest guard is currently absent.
VALLIS PROCELLARUM
Also nicknamed Valley of the Lost—rumors say that once anyone steps in, they never reemerge. It is also nicknamed the Hermit's Hidden Valley, due to word of a wizard living quietly here by themselves. The land is brimming with the powerful magic of the spirits that reside there, which means there are frequent mysterious and unexplained phenomena.

There are strange spirits in the Valley of Storms that take on the form of cats. There's a special type of wheat stalk that can coax them out, which in turn helps the more reserved wizards come out of their shell (everyone likes cats, right?).
WESTERN COUNTRY
The West is a kingdom of art and science both. Artists of every medium imaginable reside within the country, and influence everything from music, fashion, and food. It's a country of excess, with a love of embracing life and creating that which you most desire.

At the same time, though, the West is the most advanced country and the home of magical technology. The blend of magic and technology was started by the philosopher and scientist Murr Hart, a wizard known for his obsession with the Great Calamity and off-beat purview, but it has become a focus of humans. Industrialization has seized much of the country, altering the landscape for the production of airships and other military technology. Due to the technology's need for mana stones for power sources, most of the magical beasts within the country have been killed.

While the humans in the country don't hold much love for wizards, it's one of the few where wizards can exist openly with little danger. Wizards are still ostracized and some humans are more radical than others, but a strong community still exists, with many wizard-only locales or events happening within the country. These include things such as wizard-only festivals, markets, or restaurants, such as the famous Bar Bennett, which has been owned and operated by Shylock Bennett for centuries.

The wizards from the West tend to be considered fickle eccentrics with strong feelings, and who put their passions and pleasures before just about anything else. They prefer wining and dining over fighting, and don't tend to take much seriously outside of the craft or art they've dedicated themselves to. To match their mercurial dispositions, Western wizards excel at transformative magic, altering themselves and the world around them with ease. While they might not be the strongest in terms of raw power, many wizards consider Western wizards to be the hardest to fight—you can try to fight them, but might find yourself disarmed and charmed by their words, ending up on a date before you even realize what's happening.

Currently, the West is pursuing greater strength through magical technology, and some within the military and royal court seem eager to pressure Central into ceding control of the Sage's wizards.

URBS FECUNDITATIS
The capital of the Western Country. There are many royals and nobles among the populace, and so aristocratic culture here is refined, and the city serves as the root for much of the country's culture. There is a myth that goes with the goddess statue in Harvest Square—if you touch her feet while thinking of a wish, it will come true.

Any who visit are encouraged to slow down and enjoy the culture. Stop and share a pot of tea with a fellow wizard—who knows, it may help deepen your bonds...
URBS SPUMANS
A slum. It is dangerous here—it is not safe to walk around alone at night. The children who live here are sharp and very cautious. They do not trust adults, and those who let their guard down may find themselves deprived of their coin.

Despite its poverty, the city's flea market may hold treasures that give wizards strange powers. Be careful not to buy too many at once, however—you may attract unwanted attention, or force the market to shut down early.
UNTOUCHED OBSERVATORY
This observatory was built by Western wizard, Murr Hart, during his student years, so that he could watch the Great Calamity and hide away here while lost himself in his research. The inside of the building is littered with academic books and papers filled with formulae. It sits on a cleared area of land next to a sheer cliff, far away from any city, so artificial light does not reach it. Visitors can get their fill of the starry night sky from the large telescope that has been a part of the facility from its conception.

Spending time in the faint remnants of academic genius might bring those sensitive to energies new ideas and inspiration.
BAR BENNETT
A bar for witches and wizards run by Western wizard, Shylock Bennett, this has been a long-standing establishment in the Nectar Pleasure Quarter, a luxury resort area in the Western Country. It has been long loved as a social meeting place for wizards not just of the West, but all over the world. Several of the previous sage's wizards have visited before—Murr Hart, wizard and philosopher, has been a long-time regular.

Currently closed.
SOUTHERN COUNTRY
The only country with an overwhelmingly positive view of wizards, the southernmost country is also the least populated. While not the same as the North's constant snow and blizzards, the South is largely inhospitable, with unpredictable weather often destroying crops and buildings. This means that wizards are in high demand for their ability to repair buildings with magic, with humans gladly working alongside them due to a belief that this togetherness is the only way they can make a living in the South.

Which is incredibly true, as humans have only been able to reside in the South for a few centuries now, because for a time even the water itself was deathly toxic until a wizard changed everything. Who that wizard was and how this was achieved is only known to himself, but many other wizards have helped shape the country and make it a place where even if things are destroyed, they can always be repaired. Wizards are relied on by humans, though many of the wizards who have done the most for the country were not born there or in neighboring countries, such as the Northern witch Tiletta.

The country is too young to have anything in the way of a governing body, with most villages operating independently with little contact with each other. There are people seeking to expand and establish new settlements, and things are constantly developing.

Perhaps unsurprisingly, wizards of the South excel in the more selfless forms of magic such as healing and protection. They're not very strong at combat, and tend to have gentle and kind dispositions.

URBS NUBIUM
While the land is still being developed and there is plenty of untouched wilderness in the area, this rural town is quiet and peaceful. The people here are friendly, kind, and do not discriminate against wizards. Wizards and humans help one another and live together in harmony—wizards are even leading figures in this community, such as teachers and doctors. The clinic is currently closed, however.

The poultices and potions made in the City of Clouds are said to have even greater restorative properties for wizards.
PALUS EPIDEMIARUM
All sorts of plants and animals thrive here in these vast wetlands. The name comes from an era bygone, when plague ran rampant here, but a wizard was said to have helped cultivate the land and made it habitable for humans. During the rainy season, it's said to be an earthly paradise—its unfortunate name makes it hard to imagine just how delicious the fruits that grow here are.

The scent of the flowers native to the Swamp of Pestilence is said to have a strange effect on wizards, altering their moods, health, and relationships with one another.
LACUS TYCHO
A long time ago, a meteorite fell here. Rainwater filled the crater, and turned it into a large lake. It is well known for how beautifully the surface of the water reflects the sky, like a perfect mirror. A poet once visited this place and composed a poem about it, Lake of the Stars, which is now loved by the world over. The Northern witch Tiletta is said to have fallen in love here.

It's said the fish caught here are emotionally fulfilling for wizards to eat. The rare golden fish is supposed to be particularly tasty...
MONTES RHEITA
This magnificent scenery is well known, even within the South. The land is steep, uneven, but abundant in nature; those who live here help one another in their daily lives. Family units make handicrafts and raise livestock in order to make a living.

The shepherds that frequent the mountains could always use help. Those who visit are encouraged to lend a hand. Be careful not to lose any sheep, though.
THE OCEAN
Nobody knows what lies beyond the ocean surrounding the land mass. It's too dangerous to sail across, and not even the strongest wizard can cross it on a broom due to the lack of spirits.

taken

Mar. 3rd, 2024 11:16 pm
promittere: (Default)
TAKEN LIST
Current Cap: 25/25

Once you have been accepted into the game, please fill out the following form to add your character to the taken list:



TATARA TOTSUKA
[ K ]
unkie
pm | unkie. @ disco
G'RAHA TIA
Final Fantasy XIV
Lavender
[plurk.com profile] revelries | revelries @ disco

BRUNO MADRIGAL
Encanto
LA
er3shkigal @ disco
CID KAGENOU
The Eminence in Shadow
Fyre
[plurk.com profile] fyrefyght | game discord
LEO TSUKINAGA
Ensemble Stars!!
Maggie
pm | rainsynch @ disco
URIANGER AUGURELT
Final Fantasy XIV
Seto
[plurk.com profile] Arystar | spacepromenade @ disco
ROBIN
Fire Emblem: Awakening
Mauyn
[plurk.com profile] ellipsesinaction | unidentify @ disco
YODARHA
Granblue Fantasy
Bill
alchemistsavant @ disco
GINGER
H&H Roman Company
Soup
scheris @ disco
AHITO
Hibiki's Magic
Dani
DaniDaniDanica @ disco
JING YUAN
Honkai Star Rail
Luminitrium
[plurk.com profile] leyfi | seraphkingdhaos @ disco
KURAPIKA
Hunter x Hunter
Amb
[plurk.com profile] stellazzio | mognet @ disco
ITHAQUA
Identity V
Ray
YAMATO NIKAIDO
IDOLiSH7
Coco
cocogoats @ disco
SOLOMON
Obey Me!
Nik
PM | sunnysiding @ disco
COMET
Original
Fuyu
plantball @ disco
JOYOUS DAY
Original
Mori
[plurk.com profile] paperforest | paperforest @ disco
MALICE
Original
Redd
[plurk.com profile] pokerap | pokerapping @ disco
MIKAELA HYAKUYA
Owari no Seraph
Juliet
MAYA AMANO
Persona 2
Fishy
[plurk.com profile] fishytasty | crossbellan @ disco
SHINJIRO ARAGAKI
Persona 3
Cocoa
preciousfriedshrimp @ disco
AKIRA
KURUSU
Persona 5
Milky
octymilk @ disco
PHILLIP BIQE RESTON
Tales of the Rays
Luna
LunaHoshino @ disco
KHUN AGUERO AGNIS
Tower of God
lb
[plurk.com profile] ilfoie | basilichi @ disco
MÒRAG LADAIR
Xenoblade Chronicles 2
Dragon
KAZUMA KIRYU


promittere: (Default)
APPLICATIONS ARE CLOSED
Current cap: 25/25

Thank you for your interest!
APPLICATION FORM
PLAYER
Name: Your name.
Contact: Your preferred contact
Invited by: Tell us who invited you.
Reservation: Link to your reserve comment.

CHARACTER
Name: Your character's name. Please have it in Firstname-Lastname order.
Canon: Where they come from.
Canon point: Point from which they are drawn.
Age: The minimum character age is 15. If your character is of a species that is born or constructed with adult mental capacities and they are chronologically under 15, then please let us know and tell us their mental age equivalent.

History: Instead of linking us to a wiki, please describe three defining events that make the character who they are today. Please keep each event under 150 words.

Powers: Please write down any magic, supernatural powers, or extraordinary abilities your character might have.

CHARACTER SURVEY
Please fill out the following IN CHARACTER. There are three mandatory questions you must answer, and a small pool from which you answer at least an additional five of your choosing. You may use brackets as a supplement if you feel your character isn't talkative enough.

MANDATORY QUESTIONS: These questions are to help you start thinking about your character as a wizard.
- Of all the things you own or have owned, what is the most important to you?
- Where is it you feel most at peace, or most whole?
- Describe what gives you the most strength.

OPTIONAL QUESTIONS: These questions help us understand your character better so we can assign them a team and partner appropriately.
- What is more important to you: embracing your individuality, or preserving the status quo?
- Ultimate power comes at the cost of community. Being a part of a community comes at the cost of great power. Which would you choose?
- Do you consider the rules and laws to be an important part of society? How so?
- Do you forgive easily, or do you hold grudges?
- Have you ever made a promise you can't keep?
- What are you most proud of?
- What would you describe as your weakness?
- Name one thing you refuse to compromise on, and why.
- What is your one wish or greatest desire?
- What piece of classical literature best represents you, and why?
- What animal would you want to be?
- What is your favorite color? Why?
- What is your favorite flower? Why?
- What arcana best represents you? Why?
- Cats or dogs?

LUNAE CALAMITAS
Inventory: Your character can bring up to five items that they have on them at their canon point. Animal companions/pets take up an inventory slot.

Sage Crest: As a signifier of their duty, every one of the Sage's wizards has a mark on their body. Please tell us where you want your character's crest to be (anywhere goes). If you want to leave it up to us mods, that's fine too.

Questions?: If you have any questions for us, we will answer!

PAIR CLAUSE: Lunae Calamitas is a mod pair game, which means we are assigning your character a pair in secret. These fated pairs are not meant to be romantic. Please be aware that the basis for the pairing may mean that your character may be challenged in some way, and in some cases they might not even get along.



reserves

Mar. 3rd, 2024 10:12 pm
promittere: (Default)
RESERVES ARE CLOSED
Thank you for your interest!

RESERVE LIST

CAP: MAX
CANON
CHARACTER
Player

CANON
CHARACTER
Player

CANON
CHARACTER
Player

housing

Feb. 26th, 2024 05:56 pm
promittere: (Default)
THE MANOR
The sage and all the wizards (and that little guy with the hat) reside together in a sprawling manor located in the Central Country. The manor is fully protected by a magical barrier, and comes fully equipped with a large kitchen, dining hall, library, courtyard, gardens, indoor and outdoor training areas, a small bar, communal baths, communal rooms, and individual rooms for each resident.

Each private room can be freely decorated and renovated to suit each character's needs, either by physical means or by magic. Choose what sort of environment your character lives in! Spread your wings! Be free!

Characters are also free to come and go from the manor as they please. The Central capital is nearby, easily reachable by broom (or a several hours' walk), and boasts everything a respectable capital should have: bustling markets, fashionable restaurants, craftspeople of all types—anything, so none should be left wanting. Characters are also free to use the elevator in the manor tower to quickly travel to any of the countries on the continent. Yes, even to the Central capital if your newly-minted wizard decides they're too good for walking or flying.

All characters will receive an allowance that should be enough for any personal shopping they'd like to do, so we're handwaving money and finances and all that. Shop to your heart's desire.

Now with a bulletin board!

ROOMS
FLOOR 1
Room 1: Leo
Room 2: Mikaela
Room 3: Akira
Room 4: Ahito
Room 5: Shinjiro
Room 6: Malice
FLOOR 2
Room 1: Jing Yuan
Room 2: Tatara
Room 3: Joyous
Room 4: Phil
Room 5: Kazuma
Room 6: Ginger
FLOOR 3
Room 1: Yodarha
Room 2:
Room 3: Bruno
Room 4: Robin
Room 5: Solomon
FLOOR 4
Room 1: Maya
Room 2: Yamato
Room 3: Urianger
Room 4: Kurapika
Room 5: Khun
FLOOR 5
Room 1: Mòrag
Room 2: Cid
Room 3: Ithaqua
Room 4: Comet
Room 5: G'raha

To claim a room, fill out the following form:


Simply fill out the form again if you would like to swap rooms. Just make a note somewhere in your comment that you are swapping.

rewards

Feb. 25th, 2024 11:32 pm
promittere: (Default)
JOB REWARDS
Submit threads to claim rewards from your completed quests here!

First, create a blank toplevel with your name and your character's name in the title. Reply to your toplevel with all your reward submissions to keep everything in one place.

Please note that threads submitted for AC CANNOT be used for job rewards, and vice versa.

COUNTRY MISSIONS
These are the plot-related missions everyone will go on once with their assigned country.

Submit any thread from the mission of any comment count, so long as it shows appropriate participation in the mission. You must wait until after the mission is concluded to submit.

Mission reward threads can be submitted at any time, so long as it is after the mission is concluded. These rewards can only be submitted and granted once.



JOBS & REQUESTS
These are the quests on the job board in every main event post.

You may submit a single thread containing a completed job. Alternatively, you may submit one thread, or multiple threads, totalling at least 10 comments from your character working on the job (it does not need to be completed). However, if submitting multiple threads, each thread must have at least 3 comments from your character (basically, don't submit ten tag-ins you don't plan on following through with).

Job reward threads can be submitted at any time, but must have been started in the current or previous four-week cycle.



WANDERER TASKS & TATARA ACTIVITIES
These are the miscellaneous tasks and activities given to you by your NPCs.

If you're particularly happy with something your character did with an NPC, then feel free to link us. You probably won't get anything, but we're proud of you regardless.

Threads can be of any length, from any period.




promittere: (Default)
PAIR GUESSING
Every character in the game has been assigned a fated pair. Anything significant in the characters' backstories, values, perspectives, or personalities can serve as the basis for a pair.

Characters who find, acknowledge, and fight alongside their pair can draw upon an even more powerful well of magic. With a correct guess, pairs will be granted a special bonus to help one another when the going gets rough.

To prevent people from submitting every name combination at once and to encourage interaction among the game's cast, we are requiring a link to the thread that led you to think they are paired. We also request that the second party involved in the guess/thread reply to the submission with any kind of agreement (a simple "yes," a gushing essay...).

For further information regarding pairs, please see the FAQ page.

If you and your thread partner think you have found your pair, please submit your guess with the following form:



There is no penalty for getting it wrong, and you have unlimited guesses.

Pair guessing is closed. Thank you!

promittere: (Default)
HIATUS
Need a break? Not a problem! Fill out the form below to let us know you're on hiatus. However, there are some things to keep in mind:

In Lunae Calamitas, we count AC and hiatus periods on four-week cycles instead of strictly by calendar month. This means the "April" cycle will end on May 3rd, and the "May" cycle will end on May 31st. There will be no AC in the last four-week period.

Due to the short runtime of the game, we are limiting hiatus time to three weeks in total. A hiatus of two weeks or longer starting in the first or second week of a cycle will exempt the player from AC for that cycle. If extenuating circumstances arise that force total hiatus time over three weeks, then please contact the mods.

If you will be missing your assigned country's mission due to hiatus, please let the mods know and we can work something out.

All characters whose players are on hiatus are automatically put on auto-pilot.



DROP
We're sorry to see you go, and it was nice having you! If you are dropping the game, then please fill out the form below. However, a few things:

When a character is dropped, the player has two options in what happens to them: relieved from duty, or death. Characters relieved from duty will lose their Sage crest and are let loose on the world to live a normal life. These characters can be re-apped. Characters who die will turn to mana stones, and cannot be re-apped.



promittere: (Default)
ACTIVITY CHECK
This is a permanent activity check page. Upon acceptance to the game, create a blank top level with your name and your character's name in the subject line. All activity must be submitted as a reply to your toplevel. Comments placed elsewhere will not be counted. You may submit your activity at any time throughout the four-week period, so long as it is in before the deadline. Please note the period for which the activity is being submitted in the header (e.g.: April/May, or Month 1/2, so long as they're different).

In terms of AC and hiatuses, Lunae Calamitas operates on four-week cycles instead of strictly by calendar month. This means the "April" AC will be due on May 3rd at 11:59 PM EDT, and "May" AC will be due on May 31st at 11:59 PM EDT. No AC is required for the last four-week period.

The AC requirement is 20 comments across a minimum of 2, and maximum of 3 threads. All threads must come from either [community profile] lunaecalamitas or [community profile] wizardmanor, and must have been started within the four-week period.

There will be no reminders. Characters who do not have AC submitted by the deadlines noted above will be swept.

Please be aware that threads submitted for job rewards CANNOT be used for AC, and vice versa.



If exempt from AC due to hiatus, please note so in your comment instead.


codes

Feb. 25th, 2024 10:59 pm
promittere: (Default)
CODES
All the code for character use is color coded by assigned country. Please find the section of your character's assigned country and use the codes provided there.

The room codes come with colored blocks by default, but feel free to replace any of the IMG_URL placeholders to make a little moodboard of your character's room.

CENTRAL
Room


Permissions


Info

NORTH
Room


Permissions


Info


EAST
Room


Permissions


Info


WEST
Room


Permissions


Info

SOUTH
Room


Permissions


Info

CREDIT
The following resources were used to make the game pretty:
Journal Layouts: [community profile] killthecake
Character Info and Permission Pages: [insanejournal.com profile] tessisamess
Game Info Pages/Event Layouts: [personal profile] 10billionghosts
Taken List: [community profile] vuvuzela
Inspiration: Mahoyaku HP
Thank you!
promittere: (Default)
WIZARDS 101
Wizards are born wizards, though there is no way to know ahead of time whether a child will be one or not. Children with a magical parent may be entirely human, or two humans could have a wizard for a child even with no history of wizards or witches in their bloodline.

Their magic, while being an inherent trait, is not something they draw from their own selves. Magic relies on the spirits that reside in the world. Each country is governed by spirits with their own temperaments, which lends to the magical specialties of each country. For example, Northern spirits are very aggressive and volatile, while spirits in the South seek companionship. Spirits can be quite fae-like, with inhuman logic and an inability to grasp concepts such as the passage of time, as they simply exist as they are. Many young witches and wizards cannot see spirits, but as their magic develops and strengthens communicating directly to the spirits becomes possible. The power behind magic, ultimately, still comes from the heart. A wizard that is confident and sure will be stronger than a wizard that is doubtful or anxious, and a wizard in distress may find it impossible to cast any spells at all.

Magic makes many things possible, but there are a few things that even magic cannot do. Magic cannot change or influence time—so no explicit time travel. Magic cannot create something out of nothing. Magic can change an object or a creature into something unrecognizable to what it used to be, but everything has an origin. Magic can also not bring back the dead back to life. Reanimation is possible, but true resurrection is out of the question.

"what about your blorbo owen" we don't need to talk about owen!!!!

THE FOCUS
There are several tools a wizard can use to amplify or modify their spellcasting, ranging from magic circles, artifacts imbued with power, the remains of magical creatures or other wizards, and pieces of the moon—but the most important tool of all will be the wizard or witch's personal focus.

Foci are, typically, not items that are inherently magical themselves, but their importance to the caster allow them to focus and hone their magic. Generally, they're items of some sort of significance to the wizard—examples from canon include things like gifts from people the wizard holds dear, objects that hold a more symbolic significance because of their appearance during a pivotal event in the wizard's life, or things that are cherished and develop importance simply because of their practicality.

As long as it's something that can be held, there's no limit on what a focus can actually be, or that it needs to necessarily be an individual item opposed to a set or kit. Examples of foci from canon include: a sword, a pocket watch, a ring, a prison cell key, a cutlery set (consisting of a fork, spoon, and knife), and a sewing kit. Large or small, what matters is that the item(s) matter.

With enough practice, foci can help shape what a wizard is capable of and alter their magic as well. A wizard using a gun or bow as a focus may find it easier to shoot their spells as magical projectiles, someone using a pen may find magic circles and drawing their spells out as they cast helps them focus.

Foci can also be summoned or stowed away with magic with enough skill, which is good for those who find themselves drawn to items that are large or unwieldy.

THE MAGIC WORDS
Every witch and wizard must choose a word or phrase to act as their "spell," which will channel their will and desires to the spirits, who respond and that's how the magic happens. There is no rule for what the words have to be, beyond it being something that has meaning to the caster. Casting spells is almost entirely verbal, with sometimes magic tools or circles and seals acting to amplify spells or do particular things, but this means that if you choose a wordy phrase or something difficult to say, it's entirely possible to just flub your cast entirely.

But, again, it can be anything. Spells belonging to canon wizards are below to help get an idea of what is acceptable:
Vox Nox, "voice of the night."

Cur Memini, "why remember."

Possideo, "to possess."

Amores Viesse, "love will come."

Matztzah Sapidus, "bread tasty."
THE BROOMS
What good is magic if you can't use it to get around? While teleportation with magic is possible, it requires so much magical skill and power few can achieve it—and even fewer still can use that magic to cross entire countries. While the Wizard Manor does connect to towers within each country, that only gets your part of the way there.

Luckily, brooms exist—and you don't even need to buy one. Simply will one into existence and it'll appear, ready to mount and fly. Each broom will be tailored specifically to the one who summoned it, taking on an appearance that matches the wizard it belongs to.

The one downside is that while summoning a broom is easy, learning how to control one is another matter entirely. Much like learning to ride a bike, learning how to fly on a broom will take some effort. Some may find it easier to grasp than others, but they'll still need to practice.

MANA AREAS & AMULETS
As wizards are so attached to the world around them, it's inevitable they form connections with that world beyond just the spirits that power them. These places are known as "mana areas," and every wizard has one. It's somewhere the wizard feels comfortable and safe—somewhere they enjoy being more than anywhere else. Being in these areas essentially recharges the wizard, replenishing their depleted mana and refreshing them so they're back to their best.

Mana areas are not strictly physical locations, like someone's literal home, but can also be more conceptually vague, or even a broad thing like a particular vista. Canon examples of mana areas include:
  • An outdoor market, buzzing with activity.
  • The view of the aurora from Oz's castle in the North.
  • A field in the South filled with flowers, perfect for naps in the sun.
  • Being curled up under a blanket as it rains outside.
There's really no limit to what a mana area is beyond the feeling it gives the wizard in question, but it's not always possible to constantly visit them, or they're obviously not always available in the cases of mana areas that are weather or time dependent. This is why wizards use trinkets known as amulets that can help give them boosts in between visits to their mana areas. Amulets are very precious, and need to be taken back to the area to charge just like a battery. It's also possible to have more than one amulet, depending on the wizard.

The amulets that match the areas above are:
  • Chess pieces, but only the knights.
  • A snow globe enchanted to reflect the night sky over the castle.
  • A wreath made of flowers from the field.
  • A sachet filled with herbs and flowers, that has a scent that encourages relaxation.
Amulets are just as varied as the mana areas that inspire them, but both are important to keeping a wizard at their best.

MANA STONES
When a magical being, be it a wizard or a beast, dies they turn to stone and shatter, leaving behind a crystal known as a mana stone. The mana stone contains the magical power of the creature, which makes them quite valuable resources. They can be used as power sources the same way you might use a battery or generator—the elevators at the Manor are powered by mana stones, actually, and so are several inventions in the West.

The mana stones of wizards can also be consumed by other wizards, which is how many wizards have ended up as powerful as they are. Consuming a mana stone imparts that power to the wizard, though this is not a riskless endeavor. At best, the wizard will find themself even stronger than before, but consuming the mana stone of a significantly weaker wizard will impart no benefit. Eating the mana stone of a wizard who is significantly more powerful, however, can lead to the living wizard dying as they physically cannot handle that amount of magic.

The consumption of mana stones is something generally accepted in wizard culture, and though feelings will naturally vary from person to person it's not considered taboo in the slightest. Most of the wizards out there have eaten or will eat a mana stone at some point in their life, and it's not uncommon witches and wizards imploring their mana stone goes to someone important to them, such as a child or partner.

PROMISES & OTHER MINUTIAE
Wizards are, contrary to what some may believe, people of their word—and there's a good reason for that. For those who know the power in words and whose heart and soul shapes their abilities, promises and vows are more than sacred and are not something to be made lightly. Making a promise that cannot be kept is tantamount to a death sentence for some wizards, because breaking a promise will cost that wizard their magic. No matter how small or large the thing being promised is, if a wizard so much as feels as if they've failed to uphold that promise they will lose their magical ability. Wizards must pay attention to the things they say and the vows they make, because it may end up costing them in the long run.

There are several things a wizard can do to augment their abilities beyond just snacking on mana stones. Talismans can be made out of the body part of another wizard, which can either grant the wizard boosted power or a way to control another wizard. Even the smallest speck of blood can carry a wizard's power and enable someone to wreak incredible havoc they couldn't otherwise. Other things are magic circles, sacrifices of flesh and bone, or moonstones—fragments of the Calamity that have fallen to the earth. A less common approach is Munt's Law, where a wizard can focus intently on their magic by shutting down their other senses. It's incredibly effective, but risky, meaning it's a type of casting some wizards will try to avoid.

Lastly, there is something known as "mana transference." This is a subset of healing magic that involves imbuing the patient with the wizard's own magic, or mana, and it can potentially heal even the most grievous of injuries and bring someone back from the grave. However, it's only effective if the caster and the patient are compatible and the patient feels comfortable and trusts the wizard, and if the wizard is not far more powerful or unskilled. A too-large power gap could mean that instead of healing the patient, they instead...explode them.

BREAKING DOWN POWER LEVELS
Initially, those Sage's Wizards who have found themself drawn to this world from faraway places will find themselves starting from scratch. Some of those with abilities may have an advantage and an easier time learning certain fields of magic, but they will still be much weaker than they remember being.

At the start, all of the new Sage's Wizards will find two things they can do with little effort: summoning a broom and creating magical sugar. Wizard's sugar is distinct from other sugar for both its appearance (looking more like konpeito candies instead of typical sugar crystals) and restorative property, providing minor boosts to energy and easing minor aches. All other sorts of magic can be learned, though, with the only exceptions being those outlined in the beginning. Players have the freedom to be flexible in their interpretations of the magical skill levels, as there are no hard and fast rules on these things, but we still ask that things be kept reasonable to prevent any sort of godmoding or power gaming. We're trusting you to take the guidelines and make your own fun out of the very broad magic system you have to work with!

If you have any questions for what your character may be able to accomplish at their current skill level and aren't sure of your own judgment, feel free to reach out to the mods! We are here to help, and we know sometimes vague limits aren't easy to work with. If you want some examples of the different skill levels and how country affiliations can impact them, read on!

To keep from having to check the locations page for which sorts of magic, a quick primer: Northern wizards excel at combat oriented magic, while Southern wizards are gifted at healing and curative magic. Eastern wizards are best at complicated and precise magic, such as magic seals and curses, while Western wizards have a knack for transformative magic. Central wizards are a sort of jack-of-all-trades, not particularly excelling at any type of magic, but not being exceptionally weak in any field, either.

Level One - Novice
At lower skill levels, one can accept that the spells just...won't be as powerful! Durations will be shorter, the impact will be weaker, spells will be flimsier and easier to break. At lower levels, spells may require more concentration or the use of extra tools or the implementation of magic circles to focus the magic.

To use a specific type of magic as an example, let's go with transformation. At all levels, transformation requires materials to be transformed, but it comes more naturally to Western wizards. This could mean that Western wizards find themselves able to do more thorough transformations—at lower levels they can only really change themselves and small objects, but they can change their body entirely by changing physical sex, while a wizard from another country may struggle to do anything more complicated than changing their hair's texture or eye color. Those that struggle with transformative magic may draw up magic circles as a way to apply the transformation to themselves, though this of course means transformation cannot be done on the fly and has to be planned for. The one similarity between all wizards will be that at this level, the transformations won't be permanent as there's not enough power behind the spell.

Level Two - Intermediate
With more training (or more consumption of mana stones, we won't judge) comes bigger spells with bigger impacts and longer durations. The hand-sized flame a young wizard could conjure becomes a bonfire, the protective charm becomes sturdier, the healing magic more effective. A slight but noticeable increase in ability, with wizards able to do more complex things.

Continuing with the transformation example from before, this could mean that Western wizards find it easy to permanently transform physical objects and can further transform their own bodies into non-humanoid shapes, such as animals. They could even find themselves capable of transforming small aspects of other living creatures, like with the age-old prank of giving someone bright pink hair or the like. Non-Western wizards can have improved enough to do more significant transformations of their body, and the objects they transform can become bigger and stay changed for even longer—perhaps even a permanent change, with enough focus on the spell.

Level Three - Adept
In many ways, this is the highest level of magic most wizards will achieve. After enough training (or, again, more mana stones) a wizard can do just about anything with their magic, only relying on things like magic circles or artifacts as crutches for the most complicated spells (or types of magic they just don't vibe with, depending on the wizard). An adept wizard is still a powerful wizard—their bonfire becomes a blaze that consumes an entire house and spreads far and wide, their protective charm prevents fatal injuries entirely, they can cure most diseases.

Again, using transformation as an example, a Western wizard can do even larger, even grander transformations. Turning a bunch of earth into a grand palace, turning a person into a bird, turning a bird into a person (physically), while wizards from other countries are close behind but find it harder to maintain or draw upon the spirits for such showy transformations.

Level Four - Expertise
After enough training and proving themselves on a mission, characters will find themselves developing an expertise. This will be a special spell, crafted by the mods, unlocked after all countries have completed their main missions. These will be incredibly powerful spells, and unique to each character. Please look forward to them!


These are all just examples, though, so again—go with what you think is a reasonable effect for the training your characters has done! Use your own discretion for what your character can do and how powerful of a spell they can cast, because it's a very broad and flexible magic system. It would be impossible to list out everything in a numerical list, so we're prioritizing fun over strict rules.


faq

Feb. 25th, 2024 10:03 pm
promittere: (Default)
BASICS
What is this game?
Lunae Calamitas is a short term, invite only game run by Unkie ([plurk.com profile] unkie) and Lavender ([plurk.com profile] revelries) set in the world of Mahoutsukai no Yakusoku (Mahoyaku or MHYK), a mobile game about wizards and a world on the brink of disaster. The game is planned to run for three months, with a focus on plot, missions and quests, and CR building. There is a current character cap of 25.

What is this game, really?
Lunae Calamitas is a game where people have been brought together by fate, bonded together in ways unknown to them...

Which is to say it's a game where player characters are paired up, getting stronger by developing the bond fate has chosen for them, while learning how to use magic and successfully completing missions. It's a pair game, a team game, a plot game, a game where your character can larp as a wizard... There will be finger painting.

Who can join?
Anyone on Unkie's ([plurk.com profile] unkie) and Lavender's ([plurk.com profile] revelries) plurk lists, or those directly invited by either.

How long will this game last?
This game is planned to run from April 6, 2024 to June 29, 2024.

Will there be a TDM?
No.

What is the OOC:IC day ratio?
One day out of character equals one day in character.

What is AC like?
We require 20 comments across a minimum of two and a maximum of three threads. See more information on the AC page.

Is there going to be bonus AC?
Yes and no. In the strictest sense, no. But the things you do beyond AC will be rewarded in game through job participation. See the job rewards page for details.

How will hiatuses and drops be handled with the game's short run time?
Since the game will only last for 12 weeks, we are limiting hiatus time to three weeks total. Characters are automatically put on auto-pilot during the player's hiatus.

If you are going to be away during your character's country mission, then please come talk to the mods to work something out (we won't be angry, we promise).

For drops, players have two options for their characters: Relieved of duty or perma-death. Characters relieved of their duty will lose their Sage crest and are no longer obligated to help the Sage's cause and are free to roam the world. They still cannot return home. Characters killed permanently will turn to stone and shatter (see below), and cannot be re-apped.

If a drop frees up a character slot, then the next application in the queue will be brought in to take the spot.

Please find more details at our drops and hiatus page.

How is death handled?
Dead is dead, sorry. Only so many characters in wizard land can get away with breaking the magic rules. Characters who die will turn to stone and shatter, and whatever happens to the mana stones left behind will be left up to the player.

Luckily, wizards are much sturdier than humans and healing magic exists, so it'll take a lot to kill one!

Is NSFW content allowed?
Yes, but make sure it, and all other sensitive content, is clearly marked.

How closely is this going to follow the MHYK canon?
While we are trying to keep as close to canon as possible, concessions have and will be made in order to actually make a setting that works for roleplay and liberties have been taken to streamline and simplify some aspects of the setting. This should hopefully make it so the setting and mechanics (such as magic) are accessible to people with little to no canon familiarity.

What are the events going to be like?
Events will be going up at noon EDT every other Saturday, starting April 6. These will include a main event, several plot-related jobs, and activities both for betterment and for relaxing.

The latter half of the event duration will include private country missions. Each country will have their go at a mission once. They are plot-related and heavily dependent on the characters' actions.

For reference, here's the schedule for the game:
April 6 - April 19: Event 1 duration
April 13 - April 19: Southern Country Mission

April 20 - May 3: Event 2 duration
April 26 - May 3: Central Country Mission

May 4 - May 17: Event 3 duration
May 11 - May 17: Eastern Country Mission

May 18 - May 31: Event 4 duration
May 25 - May 31: Northern Country Mission

June 1 - June 14: Event 5 duration
June 8 - June 14: Western Country Mission

June 15 - June 21: ???
June 22 - June 28: ???
June 29: Ending
Are there going to be time sensitive events?
Yes! In a sense. Each country will have a mission of their very own that will be a mod-guided event, similar to the CYOAs you might find in a murdergame. Participants for these will be the wizards assigned to that country—see the schedule above for reference. Participation in these is expected, but unlike the trials or investigations you might find in a murdergame, players will be given a few days to complete whatever the request is as opposed to hours.

If something comes up that may prevent participation in these missions, please contact a mod to let us know!!

What if we fail our missions?
Then you fail. But a fail state does not mean the end of the story. Why not watch and see what happens?

I've joined late and missed my assigned country mission. What should I do?
If we haven't already reached out to you, then please contact us (the mods). We'll work something out—you won't miss out. Prommy...

APPLICATIONS & CHARACTER SUITABILITY
Who can we app?
Almost anything goes, really—tabletop OCs, MMO OCs (including protags like the Warrior of Light [FFXIV] or the Commander [GW2]), OCs from your own original universe, malleable/silent protagonists (for example, Minato Arisato from Persona 3), canon characters...

We are not currently accepting canon OCs (as in, OCs made for existing canons that are not already settings to play around in), canon AU characters, or CRAU characters.

There is, however, a catch. There will be a limit of one character per canon. There is no cap for franchises (such as the Tales of series) or OCs (as long as no two share a universe).

We are also limiting cross-franchise duplicates to one per franchise. For example, Tony Stark taken from the MCU excludes all other possibly appable versions of Tony Stark.

How many characters can I play?
There is currently a one character per player limit.

Are there any suitability requirements for characters?
We would also ask that each character is at least fifteen years old or older—mentally—and that they have a mindset that can handle the responsibility that is going to be put on them. This isn't to say they need to be willing to help or to be hero/savior types! Just so long as they can mentally handle the pressure, that's all.

Because there definitely won't be any emotionally devastating or traumatizing developments. You know us! Would we ever want anyone to have a bad time?

What if my character is non-human?
So long as they can fit in a building, no appearance changes are necessary! However, it will be expected they learn how to hide those features with magic if they don't want to draw undue attention to themselves...

But they don't need to if they don’t mind the odd look or two!

My character has a curse or otherwise very specific requirements for their survival. What should I do?
Good news! Suffer.

In all seriousness, if your character requires specific things to ensure survival, then they'd best learn how to wield magic quickly to live. If your character needs something beyond what can be brought with them at the beginning of the game and you are concerned about your character's survival, then hit up the mods and we can talk about it.

Can I bring in a dead/dying character?
Of course you can (who do you think is running this game?). They will be brought in as close to their death as you like, and their condition upon arrival will be as good or bad as you would like it to be.

Are proxy reserves and applications allowed?
Proxy reserves/apps will be allowed, but proxies can only reserve/app for one person besides themselves, and the other player must respond to the reserve/app within 24 hours or it will be ignored.

Due to the nature of reserves, the proxy reserve will be added to the reserve list as normal and that canon slot will be taken, if not an OC. However, if the player does not acknowledge the proxy reserve within 24 hours, the reservation will be removed and that slot will be freed up.

Can we app a wizard from MHYK?
Yep! The same cast limit applies, however, so only one wizard will be allowed. If you're deadset on apping one, please hit up the mods as there are plot things afoot.

Can I still play if I don't know anything about MHYK?
Of course! We have locations and magic pages for a quick reference, and the NPCs, mods, and maybe even your fellow players will be here to help you familiarize yourself with the world.

IN CHARACTER
How do characters arrive?
Characters are summoned against their will without warning. Whatever they were in the middle of doing, they will suddenly find themselves arriving at the wizard's manor via tower elevator along with the others. They will only have on them what they had in that moment.

As far as anyone is concerned, the elevator is a one-way ride. They cannot go back.

Is there a network?
No, unfortunately. No such thing in wizard world. Characters are still free to send each other handwritten notes the old fashioned way, however!

There is a basic form of fast travel via towers. See the locations page for details.

Characters can also have (mostly) private conversations face-to-face in their rooms, over at [community profile] wizardmanor.

Where are characters staying?
The characters will have Free Housing in the form of the Wizard's Manor, a large, sprawling manor in the Central Country. A wing of the manor has been transformed into housing for the new wizards, and each will have a room they are able to customize and decorate as they see fit.

For more information about the manor, please check the housing page.

Can we regain items?
Besides your character's focus, no. What your character has on them upon arrival is all they'll keep from their home worlds.

The characters' foci will be expanded upon soon after game opening, so there's no need to worry about it right away.

Is there money?
Yes and no. Most places will expect currency in exchange for goods and services. However, the characters will receive a modest allowance for their services, so feel free to handwave shopping and nitty-gritty money things. Whatever your characters buy is probably fine. Within reason, of course!

Can our characters attack NPCs or do some other crimes?
Sure, but actions have consequences. Characters causing problems will get noticed, and people might get pretty angry or try to enact justice. If you're fine with IC consequences, go wild! Just let a mod know if you intend on doing anything big.

What about the language barrier?
Characters will arrive in the world of wizards and find they can understand the written language, the spoken language, and each other perfectly. No need to worry about the language barrier!

What is the world like?
The world of Mahoyaku is a fairytale fantasy world—there are kings and princesses, enchanted forests, witches and wizards and magic. But at the same time, set in a climate reminiscent of the early 19th century in the west—rapid industrialization, pollution and environmental changes, and social change. And unlike most medieval fantasy, there are no other species of people in society besides humans and wizards. Every year, the Great Calamity—the moon—closes in enough to pose a threat, and a chosen set of wizards must fight it off.

Does the world have a name?
Nope!

What can we find on the locations page?
The locations page contains brief summaries of the world and the five countries that comprise it. Noted there is the general climate, both cultural and weather-wise where applicable, attitudes towards wizards, the certain personality traits wizards from those countries have, and notable wizards from history who call those places home. There are also a small handful of examples of places within those countries that stand out for one reason or another. You're free to play around in the setting once you become more familiar with it.

Don't worry about memorizing all of this right off the bat—many of these things will be introduced as the game goes on. We know it's long! But we encourage you to read it when you have the time.

WIZARDS & MAGIC
What is a wizard, anyway?
A wizard is a wizard, someone gifted with the ability to commune with the spirits of the world and use magic. Is a wizard human? Nope! They are something else entirely—at least as far as the setting is concerned, a wizard isn't considered a "human". There are physiological differences that come with magic, so the delineation isn't entirely cultural. Wizards are more resilient, able to survive and recover from injuries that would incapacitate or kill a human, and they also have much longer lifespans. It's pretty typical for a wizard to live for at least two millennia, and they generally stop aging in their 20s or 30s.

There's also the whole "turning to stone when they die" thing, and the fact wizards can sense when the end of their (natural) life is approaching.

So...my character is a wizard now?
Yes.

What's going to happen to them?
You'll just have to find out!

However, you might have noticed on our locations page that discrimination against wizards is not unheard of. Even if your character doesn't identify as a wizard, please be prepared for a situation in which an NPC might treat them like one.

What is the magic system like?
Incredibly, incredibly broad. Just about anything is possible with magic if you've got enough power, and the rules can be quite flexible at times. More information on magic can be found here, but feel free to ask for more clarification!

Can we create our own spells?
Yes! Part of discovering the magic is being flexible with your spells. If you're not sure the idea you have for your spell is appropriate for your character's skill level or specialty, then come to the mods and we can work something out.

How flexible can I be with my character's spells?
Very! Besides the three main rules (no creating something out of nothing, no manipulating time, no resurrecting the dead), you are free to be creative with what your character is capable of. Just be mindful of their power levels!

What about characters who already have powers and supernatural abilities? Or characters who have none?
Congratulations! They are now a wizard, with a whole new set of abilities to learn.

If your character already has powers or abilities from their canon, those may be translated into magic within the world, but they will have to learn how to wield the magic in this world first before re-learning their powers. If you're not sure what or how abilities will translate, please feel free to ask a mod!

Characters with no powers at all in canon will be able to learn magic, and don't have any more restrictions than others. Again, the magic page (linked above) has more information, and the mods are available to talk with!

PAIRS & COUNTRIES
How are countries being assigned?
The information provided in your apps will be the basis for character assignment, so please be as thorough as you feel you need to be to represent all sides of your character! The main deciding factor will be the character's personality and demeanor, but other things will be considered in order to keep the countries balanced or as tie-breakers if a character could fit into multiple countries.

The other factors will include things like a character’s canon abilities/powers, their history, their beliefs, et cetera.

If we're being assigned teams, does that mean this is a PVP game/a competition?
No. A character's country will most closely tie in to what magic they will find easiest to learn and the mission they will take part in (and what colors they're legally allowed to wear— I'm kidding). Country teams will not be pitted against each other and there will be no PVP/competitive elements baked into game mechanics. You're still welcome to beat up your friends if that's how things go, however.

How are pairs chosen? Will the pairs be IC knowledge?
By the mods! The pairings will not be IC or OOC knowledge—it will be up to the players to figure out who their character is fated to be with. It should be noted the pairs are not intended to be romantic. This is not to say you can't ship with who your hearts desire, but the pairs are not chosen with romantic chemistry in mind, so that should not be all you consider when trying to figure things out.

What are the considerations for the pairings?
Haha.

To give a more serious answer, a lot of things will be considered for the pairings, so it's hard to give a straightforward answer. Essentially, the fated pairs are intended to be between characters that can provide each other with opportunities to change or grow as people, but this may be because the characters in question challenge each other (such as having conflicting but strongly held beliefs in how the world works they need to grapple with) or support each other (such as fitting into something a character is missing in their life but wants desperately, like finding a new mentor figure to guide them). As stated before, this does mean that fated pairs may butt heads and have negative/antagonistic CR, but there is likely a common thread either in their backstories, goals, et cetera that could lead to further understanding of each other. Fated pairs might also get along super well and have instant chemistry and bond over shared traumas, who knows.

These elements should be a major part of the character's beliefs or backstory. We (as mods) will be drawing up the pairs based on what you tell us in your app. We won't be going out of our way to find minor or obscure information to serve as the basis for pairs.

Will there be any way to tell ICly what the pairs will be?
Not at first. But no need to worry—there will be events throughout the game and items given that will steer your character towards their pair.

What if my character doesn't get along with their assigned pair/country?
That's life! The pairs are not meant to be romantic, and are often meant to challenge in one way or another. When making your character choice and considering the game, please be prepared for the possibility of negative/difficult CR (though we do not expect this to impact OOC interactions).

The same goes with countries. While those assigned to the same country should have some key personality features in common, friction is inevitable, especially when tensions run high. Please be aware of this.

Your character is not locked into only interacting with their pair or country mates. Have CR with anyone you like! Be free!

Can I get a re-roll of pair/country?
At the moment, no. Countries play a large part in the characters' roles in the story and it is unlikely we will consider reassigning them. Please be aware we also have to evenly distribute with the cast of characters that we have—if we receive 25 characters who are all best fit for North, then some will have to compromise and represent other countries.

The same goes for pairs. We may consider reassignment under extenuating circumstances, such as drops, a large shift in cast, or OOC friction. We will consider it as it comes up.

What happens when we find our pair?
When pairs fight together, they'll find that they'll be able to draw upon a deeper well of magic—their attacks will be more powerful, and they'll find themselves much sturdier and able to withstand more.

OOCly, when pairs find one another, they'll be granted a special, unique spell/effect tailored specifically to them that the characters can use when in a scene together.


premise

Feb. 25th, 2024 09:45 pm
promittere: (Default)
WELCOME TO A WORLD...
...ON THE BRINK OF DESTRUCTION.
There is a ripple, an intangible tear in the fabric of order. The birds scatter, the world quiets, waiting for the shock that follows.

When it comes, it shatters. Millions of tiny pieces threaten to rip the world to shreds and leave the people more defenseless than they have ever been. If this comes to pass, then we—none of us have a chance of seeing life past the next Calamity.

I can't have that. Help us.

The moon hangs bright and ominous in the sky tonight.

You cross a threshold. Be it passing through a door, falling asleep, or death, the next time you open your eyes, you find yourself in an elevator. It dings, the doors roll open, and you step into another world. The sight that greets you is familiar, yet alien. You feel different. The energy in the air seems to respond to you, but there is something brittle about it. Something is wrong with this place.

Whatever you were, whoever you might have been moments ago, matters no longer. Now, you are a wizard. You have been brought to this world in a last-ditch attempt to save it from the worst. You have been brought here to fulfill a role that cannot be left empty, lest annihilation come for us all.

And then, maybe you can go home.

Lunae Calamitas is a private, short-run, panfandom, plot-centric game based on the mobile game, Mahotsukai no Yakusoku. Characters are brought into the world to right a terrible wrong, but they only have so much time before the next Calamity comes, and they're stuck here forever. Characters are assigned to represent one of the five countries that make up the world and sent on team-based missions that affect the plot, all while seeking out their assigned fated pair.

LOG COMM | ROOM COMM | OOC COMM | MAIN NAV

promittere: (Default)
MOD CONTACT
If you need to get in contact with the mods, please comment to this entry or PM this account. All comments are screened. We will endeavor to get back to you as soon as possible. Please feel free to remind us if a few days pass and you receive no response.

You may also reach out to the mods on Discord or their personal Plurks:

Unkie: [plurk.com profile] unkie (though unkie prefers discord)
Lavender: [plurk.com profile] revelries


Profile

promittere: (Default)
lunae calamitas mods

June 2024

S M T W T F S
      1
234 5678
9101112131415
16171819202122
23242526272829
30