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EVENT PLOTTING - Event #10: Taking the Kingdom Back from the Dark Attack


Taking the Kingdom Back from the Dark Attack
LOGS | NETWORK | OOC | MEMES | NAVIGATION
(September 20th - September 22nd)
The next mission is officially announced at the beginning of the week: reclaiming of the Fairy Kingdom. All week, the fairies are stationed at the guilds to answer questions about their home. They tell the most important things to watch out for: never tell your name when asked, never eat or drink anything within the kingdom and never ever cry. Each of these increases the risk of someone not being able to leave the Fairy Kingdom, unless they're a fairy or become one (or in extreme cases: killed). Do these things five times and it's game over - before that it will be difficult to leave, but not impossible.
Guilds are also preparing for the trip in their own ways. They're calling brave souls to be the scouting party who are in charge of going to the gates first to assess the situation and make preparations. Each one of them will be given a cape that will protect them from the effects of possibly corrupted fairy magic and are asked to wear it at all times when near or in the Kingdom. This cape will be eventually be given to everyone who will be participating in the mission and they come in different pastel colors.
Anyone is also welcome to participate in cooking food for the mission, as they will not be able to eat there otherwise. Those who want to try, but don't have a lot of experience, will also be taught the simplest recipes. Most popular food is the rice balls with different, delicious fillings.
The mission itself is set to start on Sunday, once all the additional preparations are done and the weather and time are right for Fairy Queen to do her magic.
Dragons come to aid with the mission by giving the first group of adventurers a quick ride from the city to the gates of the fairy kingdom. Their magic makes the journey fast and enjoyable (a few hours instead of over a week). Dragons and fairy magic aren't compatible, so sadly this is the only thing they can really do to help.
The duty of the very first group who arrives to the gates is to secure a safe area. They have been given plenty of barrier stones that will keep enemies away from the area and teleport crystals that will help with quick travel between the city and the kingdom. After the stones and crystals have been set up, others joining the mission will start appearing. The Fairy Queen will arrive at sunset, which will be when the barrier can be deactivated.
On the west side of the kingdom there is a mountain that hosts a forest on top of it. The mountains are a habitat for various species of magical animals. A lot of them have been corrupted by the darkness and look more or less like nightmare versions of animals that use different kind of elemental attacks. Some of them have, however, been able to avoid the darkness and fight against the corrupted ones. The corrupted ones will attack the barriers and barrier stones when given a chance.
On the east side of the kingdom, on the road towards the Fairy Garden, there live various fairy animals who have been trying to get back inside the Kingdom ever since the darkness was lifted. Most of them have fairy-like wings and can sprinkle fairy dust on people they like. This dust will grant the ability to fly for the next 24 hours (or until the dust is washed off).
The friendliest fairy animals are the flower fairy dogs. They're dogs (of any breed) that are big enough for someone to ride. They have flowers all over their bodies and they even smell like them. They're often looking for "their" person. A friend for a lifetime - a rider they can carry place to place. If they form a bond with someone they will award them with a whistle that will call them specifically to anywhere by fairy magics.
Among the flower fields near the kingdom, something strange seems to be happening. Completely monochrome colored fairies are flying around and collecting skeleton flowers. These flowers glow in different colors of the rainbow, but whenever they're picked up they lose their color.
Approaching the fairies won't alert them, nor will they respond to any attempts at communications. They will just continue to collect flowers and carrying them off somewhere. If someone follows them, they will find a clearing with multiple monochrome fairies, dropping all skeleton flowers into a giant pile before returning to pick more.
Alerting the Fairy Queen about this will result in her theorizing they must be fairies that were caught in the Darkness and that they should be restored once they take back the kingdom. There's little else they can do for them now (which makes her very, very sad).
(September 22nd)
Once the sun starts to set, the Fairy Queen will appear in front of the gates. She asks that everyone close their eyes and focus on the sun in their minds. This empowers her, letting her dispel the magic in the corrupted barrier - opening the gates. She gives her final, repeated warning to all present; that the path may be perilous as they don't know what might be hiding within. Then she leads the group through the gate.
The Fairy Kingdom opens to a village that surrounds a giant castle. Normally this place is bursting with life, but now it has been overrun with plant life. All buildings are made out of wood or stone. On the very edges of the kingdom are forests that have houses in trees (inside them or build on branches). Everything inside the kingdom is regular human-sized, as fairies (and fae) that enter here usually turn bigger in size. There are also places meant for those who prefer not to; various small kingdoms in various environments.
Fairy Queen notes that the vibrant colors the kingdom usually has are gone. Everything feels like it's just one color in different, dull shades (but mostly everything feel very green). As if on cue, the colors start fading from characters as well and everyone ends up completely monochrome. Menacing giggles can be heard from all over the place and glimpses of very colorful fae can be seen flying away into different buildings.
After the giggles die down a warning is issued. Even though it's said in fairy language, it seems everyone is able to understand the words: 'Further in lies mortal peril. Find your colors or it will follow you out of the door. Come and play with us and you might find what you're looking for but remember the wise words: Memento mori'.
Those who leave the Fairy Kingdom while monochrome will face consequences that may be fatal, but at the very least will make them an emotionless husk who only collects skeletal flowers that are outside the kingdom. If they're brought back they will have a chance of returning their colors.
Fairy Queen will head towards the castle to find the throne room. Those wishing to help her will be protected from any corrupted fae tricks. Despite the castle being close, the journey takes a long time due to the fae making a lot of the hallways loop. Normally, the Fairy Queen is able to dispel spells that confuse the ways, but with the additional darkness corruption it's slow and difficult. Fighting with the fae or channeling positive thoughts for the queen will help the journey go faster.
Those who are more concerned about their missing colors are instructed to visit the various buildings, forests and gardens to find the fae responsible for stealing them. The Fairy Queen offers ribbons for the adventurers that will keep them connected to one other person so they won't get separated from each other by fae tricks. Dealing with the fae will also help weaken the magic and that way aid the Fairy Queen on her mission.
Following the fae will result in different fae trials:
The Fae Trials [ Click to Expand ]
Trial of Echoing Steps
• Objective: Navigate a hall of mirrors where each step echoes through the chamber. The mirrors show twisted versions of the adventurer’s reflection, mimicking their movements but sometimes doing something different.
• Risk: At random intervals, the mirror reflections will try to step out of their frame to replace the adventurer, causing disorientation and draining their energy.
• Reward: Successfully completing the trial grants a reflective shard that can shield the adventurer from one fae trick for a short period.
Trial of Whispering Winds
• Objective: Walk through a grove where every gust of wind carries voices that whisper secrets or lies. The adventurer must identify the truthful whispers to continue forward.
• Risk: Choosing too many false whispers will summon a windstorm, forcing the adventurer to restart the trial or face disorienting winds that scatter their memories temporarily.
• Reward: Passing the trial grants a “Wind Cloak,” allowing them to glide or move swiftly through fae-controlled areas for a short period.
Trial of the Timeless Garden
• Objective: Find a rare, glowing flower in a garden where time moves unpredictably. In some areas, time speeds up, while in others, it slows down.
• Risk: Staying too long in the wrong areas could age the adventurer quickly or leave them frozen in time for what feels like hours.
• Reward: The flower, when consumed, can heal serious injuries or purge minor fae corruption.
Trial of the Crystal Veil
• Objective: Cross a river whose surface is solid crystal. Beneath the surface, shadows of dangerous fae creatures swim, attempting to break through the veil. The adventurer must cross without disturbing the water.
• Risk: Stepping too heavily or losing balance could crack the crystal, causing the fae creatures to attack from below. If the crystal breaks completely, the adventurer might be pulled into the depths of the river.
• Reward: Completing the trial grants “Crystallized Water,” a potion that provides temporary invisibility from corrupted fae eyes.
Trial of the Forgotten Names
• Objective: In a dimly lit library, the adventurer must locate their true name among thousands of ancient scrolls. They must trust their instincts and memories to choose the correct one.
• Risk: Picking the wrong name could result in temporary amnesia, making the adventurer forget their purpose or who they are for a short period, which could be dangerous in the trials.
• Reward: Finding their true name grants the ability to command minor fae creatures to assist them for a limited time.
Trial of the Shifting Stones
• Objective: Cross a stone bridge that shifts its layout every few seconds. The adventurer must move quickly and choose the correct paths as stones fall away and new ones emerge.
• Risk: The wrong step could cause the adventurer to plummet into the void below, leading to lost time or potentially getting trapped in a fae dimension briefly.
• Reward: Completing the trial allows the adventurer to receive a “Stone of Passage,” which can be used to safely bypass a corrupted area.
Trial of the Singing Flame
• Objective: Light a torch with a special blue flame that sings haunting melodies. The adventurer must carry the torch through a tunnel, keeping the flame lit despite cold winds and fae spirits trying to extinguish it.
• Risk: If the flame goes out, the tunnel will collapse or become filled with illusions that mislead the adventurer back to the beginning.
• Reward: Successfully carrying the flame through the tunnel grants a “Singing Flame Torch,” which can light the way through fae fog or reveal hidden paths in future trials.
Trial of the Porcelain Heart
• Objective: Upon entering a magical maze, the adventurer’s skin transforms into delicate porcelain, making them fragile and susceptible to even the smallest cracks or breaks. They must navigate through a maze filled with obstacles such as narrow passages, swinging blades, and low-hanging branches. Additionally, a banshee’s wail echoes through the maze, creating vibrations that can cause the porcelain to fracture.
• Risks:
Porcelain Fragility : Each obstacle they hit or sharp movement they make causes their porcelain skin to crack. Too many cracks will shatter the porcelain entirely, leaving them incapacitated or frozen in place until someone else rescues them.
Banshee’s Wail: The banshee roams the maze and lets out piercing cries at random intervals. If the adventurer is too close when the wail hits, the vibrations can worsen any existing cracks or break their porcelain entirely.
• Reward: Successfully completing the maze without breaking grants a “Porcelain Shard Amulet,” which provides a shield against fae tricks and illusion magic. Additionally, it can be used to repair minor injuries or restore clarity of mind after fae-induced confusion.
Successfully clearing a fae trial will also return colors back to the people who did them. This can either happen with one trial or happen gradually over multiple ones. Clearing all eight fae trials will grant the knowledge and ability to use a fae spell called Memento Mori. This spell will make the target (user or someone else) completely invulnerable to any kind of damage for 24 hours, but it can only be used once every thirty days. If the spell is used more than ones within the time limit, the one who cast the spell will suffer internal damage.
All of the fae trials can be visited by help from the outside. Figures appear from smoke like clouds, forming into guardian spirits. These spirits don't look like anyone, but they feel like the person it belongs to. They form from the memories of those participating in the Flower Festival happening in the city (even if this knowledge is not something characters/natives back in the city will be aware of).
Positive memories provide with the most helpful spirits, who will do everything to keep the people they're helping safe and comfortable. Negative memories are still helpful, but may use more reckless and rude ways to solve a problem (like throwing someone over a bridge). Neutral memories can be either.
The trials may take days even if they feel like they go much faster, as time works weird. You can thank the fae for that. This is true for every trial, even those that don't specifically have time mess mentioned.
(September 27th)
Eventually, the Fairy Queen makes it to the throne room and sits on the throne. This sends a wave of magic throughout the kingdom, gradually starting to bring the vibrant colors back. It doesn't happen immediately, but there are clear changes seen throughout.
Those who haven't reclaimed their colors by the time the wave of magic happens will instantly regain their colors and return completely normal. The queen, back to her complete full power will then grant everyone an enchantment that will shield them from malicious fae and fairy magic from now on. She tells that anyone who visits her in the Kingdom will also receive this enchantment if they so wish.
The remaining darkness corrupted fae flee from the kingdom quickly, disappearing into the north towards the barrier.
(September 20th -> October 17th)
Flower Fairies want to help their Queen and all of this in their own way too. So they have made the Central Park in Blossomcrown into a flower field with all kinds of different colored flowers growing in there -- but they have also left paths and some spots here and there for everyone to walk and sit among all of those flowers. And they have put some of their magic into many, but not all, flowers all around the area!
They make it clear, that it's completely optional but anyone, who wants to share their positive or neutral memories with others, can do so by groups of two or more picking up the same flower and focusing on the memory, that they wish for their company to see. But the fairies put so much magic into these flowers, that sometimes others even outside of that group can see the memories of others. (player's choice if they want to make that happen!)
And while this is supposed to be about those positive or just neutral memories to help the Fairy Queen, some mischievous fairies have put their own magic into the flowers too and so anyone can randomly pick up flowers, that will show negative memories and other things, that characters wouldn't want to show to anyone holding the flower! This time it's also entirely randomly decided which memories they'll show there and even trying to think of the less bad ones doesn't help at all. (again, player's choice, of course, but ICly it's entirely random!)
(The way these memories are shown to the characters is also up to the players; characters can either see them like a movie, or at least mentally be in the memory and watch it from the sidelines, or they could be animated figures made of flowers acting the memory in front of the characters on this flower field... or whatever else!)
Another thing, that the Flower Fairies encourage everyone to make with these flowers are -- whatever you can make of them! Bouquets, flower arrangements, crowns, wreaths, all kinds of accessories to yourself and anyone else, decorations to everyone's homes, drying and/or pressing them, and so on. And with their fairy magic, they can also enchant the flowers to last forever so no need to worry about your creations withering away in time.
Flower Fairies will fly around helping and teaching different ways to use flowers for different things. They're very patient and gentle, but will get mad if someone damages the flowers and likely change someone into a weasel for a few hours!
And of course, everyone can still continue memory sharing -- or accidentally run into those negative memories -- while they're making all of these things from all of these flowers.
This small scale flower festival will continue until mid-October, giving everyone a chance to participate even at a later time.
Summary of the prompts [ Click to Expand ]
To Be Prepared is Half the VictoryPart 1
• Preparations for the mission to reclaim the Fairy Kingdom in Spring Segment have begun
• Characters are able to learn simple cooking skills and make food
• A group of characters is sent ahead to secure a safe camping location
Part 2
• Dragons will take characters to the Kingdom in a matter of hours
• Barrier stones and travel crystals are set
• Magical animals and their corrupted versions are fighting, the corrupted ones try to destroy the barriers
• Various species of fairy animals spread fairy dust to let people fly
• Flower Fairy Dogs looking for their forever partners
Part 3
• Eerie Monochrome Fairies are collecting skeleton flowers that shiny like rainbows
• They do not respond to communication attempts
Voice of No Return
Part 1
• Fairy Queen dispels the barrier at sunset
• Entering the Fairy Kingdom washes out of all of the characters' colors
• Eerie fae warnings of death and getting their colors back rings out
Part 2
• Fairy Queen starts advancing towards the castle
• Various Fae Trials can be taken to reclaim characters' colors
• Guardian Spirits from the Flower Festivities held in the city come help adventurers
Part 3
• Fairy Queen claims her throne, color starts slowly returning to the kingdom
• All color returns to the adventurers inside the Kingdom
• Fairy Queen gives everyone a blessing that will protect them from malicious fae and fairy magic
Say it with Flowers
Part 1
• Flower Fairies hold a small festival in Blossomcrown that encourages sharing of positive and neutral memories
• Some flowers have been enhanced to show memories the characters didn't intend to
Part 2
• Flowers can be used to make accessories, decorations and
• Ask event related questions
• According to Seasons Lore, fairies and fae are different in definition. Fae are just fairies who craved more power than they were gifted, abandoning their fairy names. It is said those who learn a fae's true name can turn them back into fairies, should the fae desire it. Darkness-corrupted fae, however, cannot be changed back.
• Smut is not allowed on the event post, so if your thread is heading that way, please move it to a separate entry (like to your musebox or characters' journal).
• Remember to content and spoiler warn as necessary!
• Reminder to players that this month is Activity Check-in month and check-in ends on September 30th, at 23:59 PST.
Here's an Event Plotting form: