villagemod: (ᴡᴀᴛᴇʀ)
The Village Mod ([personal profile] villagemod) wrote in [community profile] villagelogs2021-08-28 10:26 pm

082-090 » the end begins

WHO: Everyone
WHERE: Mathias Township
WHEN: Days 082-090
WHAT: The end begins.
WARNINGS: (PM this account to have a warning added!)
NOTES: Plotting post over here! The next log will be posted the weekend of September 19.

RECOMMENDED ♫ Park Jung Hwan "Gnarled Hands"





DAY 082-083

Fear of the dark is nothing to be ashamed of. In Mathias Township, it may be the only thing that will keep any of them alive, since there is usually something in the dark to be afraid of...

When residents wake from what was undoubtedly a restless sleep, they will find that darkness has descended upon the town. Not just night, for the moon and stars are gone from the sky, but a darkness so complete that it seems ready to swallow the town whole. The only light to be found is that coming from the various buildings, and there is an unshakable worry of what might happen if those lights go out that will urge residents to find other sources of light to carry with them.

It is an easy enough task — most buildings in Mathias have emergency preparedness kits with flashlights, batteries, and candles, and the general store still has a replenishing supply of each. However, there are also additional tools to be found in the burnt remnants of the eastern part of town — tiny spots of lights from candles are scattered throughout, those flickering flames housed in lanterns that may be familiar to some residents, though this time their appearance is not accompanied by any form of instruction. It will quickly become apparent, however, just why these lanterns have appeared again — or one reason, at least.

Observant residents will notice tracks on the ground throughout the town, as if something has been moving under the cover of that thick darkness. These shuffling prints do not match any animal or being that anyone might be familiar with and, stranger still, they appear only in patches of muddy ground, despite there not having been rain in Mathias in many days. And if residents follow those tracks, which can be found throughout any part of the town, they will ultimately be led down to the beach, which offers its own unsettling surprise:

The corpses that were buried in the ocean have been dragged up onto the beach, their bodies waterlogged and in various fragrant states of decomposition. They, along with others still scattered throughout the town, will remain there until moved, offering grim reminders of the disturbing tricks Mathias likes to play.

But this is not the only nightmarish trick, for residents will quickly discover that there is, in fact, something to be afraid of in the darkness. Whatever left those tracks throughout the town is still out there, moving between buildings, waiting to attack. When residents go out into the darkness without a light source, there may be something there, creeping closer, reaching out to grab them. Some residents may have luck on their side and avoid such a fate for a few minutes of scrambling through this unending night, but no one can escape it for long.

It is better to stay in the light where it's safe.



IN THE DARK

— If a resident ventures outside into the darkness without a lightsource, a creature will attack them. The creatures are incredibly strong and will drag a resident toward the ocean, forcibly subduing or even killing them along the way if residents fight back or struggle. Residents with great speed or strength have a better chance of quick escape than those with normal abilities; residents may also be rescued by others carrying lightsources that will cause the creatures to retreat.

— Residents who see the creatures in substantial light will lose 3 sanity points. (Seeing shadowy outlines in low light without discerning distinct features has no sanity loss.) Players should report this sanity loss immediately to gain more information on the creatures' appearance.

— The creatures will not venture into a building but they will go into the tunnels beneath the town.

— This is not a "hunt the creatures" type scenario. When in a confrontation with these creatures, base survival instincts will force a resident to flee to safety rather than stay and fight.



THE LANTERNS

— Lantern designs may be chosen by players, though they should be fairly simple and do not need to be reported anywhere. Each lantern is a little bit different, either in design detail or from being weathered by age. All lanterns have glass paneling and contain candles; any candle may be used as a replacement when one burns down.

— There are more lanterns than there are residents, and everyone is welcome to take one or not.

— The lanterns will not disappear after day 83 and will remain usable items for all residents. (If a lantern is broken at any time in the future, this should be reported in the comment section of the log in which it is broken.)





DAY 084

The sun finally rises over the ocean again, the first rays hitting the town as the earth begins to shake. Most residents are more than familiar with Mathias's earthquakes by now, the buildings shaking as items clatter to the floor but no permanent structural damage occuring. This time is different, however, as all residents are overcome by a sense of lightheadedness and nausea that remains even as the earthquake ends.

When residents have recovered, they will find that much has changed. The sun has returned to chase away that cloying darkness, but also inexplicably returned are all the buildings that burned just days ago. They are exactly as they were before, while nature has seemingly moved on from the summer days and into full autumn again, with the leaves wearing shades of red, orange, and rich yellow. It is all further proof that nothing behaves as it should in this nightmare town and residents should always be ready for the unexpected.





!! IMPORTANT NOTE !!

While this log covers 9 days, it has been divided into two parts. Players are requested to not firmly plan or write threads beyond day 84 until after September 5th. This is to give time for players and the mod to address any questions, explorations, etc., and allow for this information to be factored into those plans.

There are many things that can be discovered in the next part of the log outlined below. Players are encouraged to ask questions and propose explorations and ideas but should not ICly move forward to day 85 and beyond until after September 5th.

Clarification: Everyone should do some plotting for the second half of this log in order to decide what you would like mod feedback on. I've requested that people hold off on making firm plans so that I can potentially give you big things to play with without having to worry about something interfering with plans you've made for later in the log.

For example, do you want your character to go wander the spooky woods on day 85? I might tell you about them finding a new location, at which they might do something or find something that will affect them for the rest of the log. Or, your character might make some questionable decisions and end up injured or dead, which you would definitely want to know before making plans with your CR.







DAYS 85-90

Residents will wake to what some may naively herald as good news: The fog has retreated from the entire land area of the town, including the forest, and now hovers out over the ocean in all visible directions. For the first time since the first residents woke in this nightmare, they have free rein to wander where they choose without the threat of a horrible end within that terrifying fog. Where will they go? What will they find in their explorations? Will they finally discover the answers they so desperately seek?


FURTHER INFORMATION

This space is reserved for any updates that may come about from player questions or character explorations in the first OOC week of this log. Updates will be posted on September 5th and linked for player review.

— Residents may find the Lodge in the northern woods and explore the exterior but will not be able to enter the building by any means.






CONDITIONS UPDATE
THE WEATHER For days 82-83: Summer continues in Mathias, with warm days that average 70°F and comfortably cool nights. For days 84-90: Fall has returned with crisp cool days and chilly nights.

THE FOG has retreated from the entire land area of the town as of day 85, including the forest, and now hovers out over the ocean in all visible directions. (For days 82-83, see the previous log for fog details.)

DISAPPEARANCES have ceased for the moment.





OOC NOTES
ENDGAME (Repeat message.) We are officially making headway into endgame. Over the next few months, things will begin ramping up and moving toward the always planned conclusion, with the last log projected to go up between the end of October and middle of December.

SANITY NOTES
— Make sure that you're reported any sanity losses from the last log (particularly for nighttime locations) and claimed any madnesses earned with those losses.

— There is now additional guidance available about what happens when characters fall below 50 sanity points.

— A reminder that sanity may be regained through character actions.

APPLICATIONS There is only one more application round left before apps will be permanently closed. If you're trying to lure someone in for the end of the game, now is the time to get enabling!

MOD UPDATE Still slow due to life things. Apologies, as always, for any delay in responses.

REMINDER Once again, there are a lot of moving parts to this log. Ask questions if something is not clear! Please also make sure to check questions others ask, as well.


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nottevintersoldier: Icon created by me - do not take (Default)

[personal profile] nottevintersoldier 2021-08-30 12:37 pm (UTC)(link)
Apologies I feel like I'm constantly asking Dorian specific questions on logs. BUT Dorian, still recovering, won't be doing any exploring outside of their current safe haven, I'd like to try and make him somewhat useful during the blackout at the school (I assume they're staying there, but if they move, he'd want to protect whatever place they hole up in). I know the log states that the creatures won't enter buildings, but Dorian won't know that and he'd want to protect anyone seeking refuge with them. But also, you know, providing light sources other than what they can find/share without using up more resources (I.E. candles etc)

So that being said, his Energize ability allows him to make Vellfire. Which in this instance will only be used as a light source that won't need oil/wick/wood to burn and can burn indefinitely. He can also do this several times.

So here's what I have in mind, and I would like to know the Mods thoughts on his limitations with this:

1. Number of uses - I was thinking up to 5 things can be lit, I'd be happy to knock that down to a lower number if you prefer! (he might set some up at entrances/exits, use one for himself and/or give someone a lantern lit by the vellfire for use)

2. Duration of the light - I am absolutely 100% to limiting them working for an indefinite period of time (in-game you can light one of these in one area, leave for hours of gameplay in all other areas and come back and it's still lit). So I was considering maybe after 24 hours he has to re-light them, but again, it can be less than that if you prefer!

**As a note, I listed this ability under Restoration/Revelation on my app and there was a 90% fail rate applied when accepted, but I'm under the impression it's more for the Revelation part of his Vellfire as it's used to illuminate hidden runes/writing and grants the person holding the vellfire the ability to not only read but gain an understanding of the inscription/text without knowing the language. In this instance, it's only going to be used as a light source, and obvs I'm offering the above limitations.

Anyway, I'm open to any feedback and what you feel would be fair. I don't want to overstep my bounds with his abilities as I like limiting him, but also would like to make him somewhat useful where possible!

Thank you ♥
Edited (SORRY FOR ALL THE EDITS fff I think I'm done) 2021-08-30 12:39 (UTC)
villagemodama: (ᴡᴀᴛᴇʀ)

[personal profile] villagemodama 2021-09-02 03:21 am (UTC)(link)
Sorry for the delay in getting you this answer!

The fail rate for this ability definitely extends to basic illumination as well, but I'm willing to compromise so you can have some fun with it. Rather than setting firm numbers/rates for anything, you can have him succeed at using the ability more often (but still less than he would back home) but the vellfire itself should be inconsistent/unstable and go out at unpredictable intervals. So he can still feel helpful but the experience should also be frustrating because things aren't behaving as they should.

I hope that makes sense! (And that I understood everything correctly.)
nottevintersoldier: Icon created by me - do not take (Default)

[personal profile] nottevintersoldier 2021-09-02 11:51 am (UTC)(link)
No worries!

This all sounds great and makes lots of sense. I appreciate the feedback ♥