Fëanor | Fëanáro (
lightcatcher) wrote2014-06-01 04:30 pm
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[we need a name for this party] - Plotting post
Log
[current schedule]
3-5: La Llorona. Northern road, then turning east and through the forest.
13-21: Noa woods -> shores of Loch Noa;
[current party members]
Fëanor (leader) (U)
Alice (U)
Ike (U)
Elijah (U)
Tauriel (U) (won't return)
Lindir (S) (joins halfway, won't return)
[idea for this post and concept stolen from dulledknife.]
[current schedule]
3-5: La Llorona. Northern road, then turning east and through the forest.
- ?
- Ainsels (6-11)
13-21: Noa woods -> shores of Loch Noa;
- Hedley Kow (13-18)
- Lindir joins them (14)
- ?
[current party members]
Fëanor (leader) (U)
Alice (U)
Ike (U)
Elijah (U)
Tauriel (U) (won't return)
Lindir (S) (joins halfway, won't return)
[idea for this post and concept stolen from dulledknife.]
Encounters/side trips/etc
3rd-5th; the road and La Llorona
6th-12th; the mountains and their borderlands
Also the Ainsel event happens in this timeframe (6-11).
no subject
The silms are shining with a beautiful, holy light, and can only be touched by those that haven't done evil, whatever that means.
The current idea is to have one of the imp-ainsels finds the shiny and runs with it, followed by other imps who want to have it too. The travel party would come across them on the 11th, slaying would happen, and two days later, early on the 13th, the shiny would be transported away by the Hedley Kow event.
Thoughts?
13th-21st; Borderlands of the mountains, Noa Woods, area of the three Sentinels, shores of Loch Noa
This forest was once home to a fair maiden who was hunted down by orcs. A sad and still place, Noa is arguably the most peaceful region in all Dorchadas, mourning its lost maiden. If you cut down a tree here, the entire forest will feel as if it is watching you in disapproval.
North of the Station is Loch Noa, a placid and peaceful place. Long ago a young maiden and her loyal dog were being hunted by orcs and instead of allowing the monsters to devour them, they chose to drown together instead. The moon, the tales say, saw what happened and raised the spirit of the brave girl and her dog to guard Loch Noa from dusk until dawn every night thereafter. She is was a bold little thing barely entering womanhood when she swam to her icy death and if you wish to make camp somewhere safe in Dorchadas then you will find no better site than at the edge of her lake which is kept free of kelpies and other watery terrors — all except the each uisge, that is, who goes wherever he wants, but he seems to shun this body of water most of the time (best not to test that rumour, really). Sometimes, she will walk right into your camp and request a moonlit dance as her dog stands watch, before dissolving with the dawn. Her name, locals say, was Celebwen.
Also, the Hedley Kow event happens in this timeframe (13-18).
22nd; shores of Loch Noa, plains, station; and onwards
Around a hundred years ago, a train station appeared in the midlands of the Drabwurld without warning. The official story is that the fairies won it in a bet with the land-owner, but everyone knows they were far too blitzed on wine and danced a ring right around it by accident, transporting it to this realm. In the years since, people from the Seelie and Unseelie courts alike, whether owners of a Shard or not, have since opted to defect to the Station to live in what passes for more relatively familiar surroundings. They discovered that within the site of the fairy ring (one mile in circumference around the Station, up and another underground) they were left to themselves and able to grow as a community, building a subterranean town and taking apart the trains to assist the endeavour. As the modern age rolled in for the human world, the engineers and computer experts brought to the Drabwurld by imps and fairies, unwilling to forget everything they knew, discovered to their astonishment that they were able to access the internet, radio and television signals; all within the fairy ring. Outside of it, everything they built ceased to function. As a result, the Station has evolved into a reflection of the home many have left behind but not forgotten and has learned to make the most of the limited space on offer. Defectors from the courts are given compact underground rooms where the first homes were constructed out of the old materials, now outfitted with a working tub, but the showers, kitchen and lounge are all communally used (other points of interest include a web cafe where movies are accessed, a caters-to-all clothing outlet and even a mobile phone shop if you want to use something more "normal" to communicate while inside the fairy ring, although lockets remain active and magic may be performed inside the perimeter). There is a patio for summer parties and the control room sits where the strongest connection across realms resides, right in the middle of the Station where the trains used to be. The Station itself is ground level with a second and third on top, and two levels of bedrooms underground. The older walkways and stone supports can be seen here and there, as well as the original big clock, but as it spread outward over the decades it has become sleek and modernised. The Station is of no real interest to either of the courts and considered neutral ground, granted as something of a begrudging gift because the fairies have no idea how to "fix" it. If you have your Shard when you choose to live here, you will still have a home at either court, but if you do not have a Shard then the people here are usually willing to take in outcasts. Alhough it is possible to receive information via the internet, radio and television, no messages will be able to be sent back. Chatrooms are restricted to websites created by npcs of the past, so no one on "the other side" can be alerted to the presence of the Drabwurld. Essentially, the Station is a bubble soaking up information. Despite residing in Dorchadas, it is largely left to its own devices by the Unseelie.