[sticky entry] Sticky: Log Format

Oct. 21st, 2023 02:01 pm
[personal profile] morrowmods


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[personal profile] morrowmods

anchored by a holy purpose

a momentary abatement

Piece of Peace Thanks to the flame elementals, the previous several weeks have known respite from the bitter cold. The risk of frostbite still regularly falls and restores the blanket of white over the village, but it's more possible to find respite indoors. And as the wildness burns out of the flame creatures, they find themselves slowly returning to their original forms. When they've fully regained themselves, those who were afflicted will find a flame orb among their belongings. The palm-sized object is warm to the touch, and will remain so until the orb is purged of its magical discharge. Perhaps it will prove useful at a later time.

Managing the snowfall is keeping most of the townsfolk occupied. The horse-drawn plows require skilled laborers and animal handlers, and there is an overwhelming need for strong-armed folks to shovel walkways and make certain that pathways remain accessible. Even the more domestic folks are breathlessly laboring. The seamstresses seem busier than usual, and will ramble for hours about how "it's nearly time" for something upcoming that requires what looks like entire miles of fabric. But even that seems almost blissfully mundane in light of recent months. Praise be to the Old Ones for providing a peaceful respite.


rend for the old ones

Devotion CW: human sacrifice The church officials have been careful to make sure everyone knows and appreciates all that the Old Ones have done recently. They have proven so responsive lately. It is uncommon for so many prayers to be answered. Reverence is the theme of this banquet. The meats are succulent and rich, with some available for sampling while others are sacrificed fresh for the glory of their divine protectors. Those who consume the blessed and sacrosanct meats will find even their strongest skepticisms dissolving within the span of a few minutes. The will of the Gods suddenly feels absolute, their power undeniable. And the acts of sacrifice seem normal and natural. In this moment of absolute, unquestioning belief, some attendees might feel inspired to volunteer themselves for an impromptu Ascension, caring naught for the personal cost that's said to come alongside the trip to meet with the Old Ones. Others might find that their new acceptance leads them to reconsider their relationship with their more skeptical companions. With all the bloody altars on display tonight, it might be tempting to grab hold of a knife and contribute. Blood that runs in favor of the Old Ones is a blessing. Even screaming sounds like its own kind of prayer, tonight.


bloodletting cannot change one's spirit

A Sanguine Memory The period after a Devotion is normally a bit odd, and this one is no different. After the evening of excess and worship, some regular faces in town seem to have gone missing. Gone is the matron at the bakery who would always toss an extra roll in the parcel of anyone who told her how young she looked. The stocky pub regular with the missing eye hasn't come back to reclaim his favorite stool. One of the farmers' sons is gone, just a few weeks after braving the ice and cold to celebrate his coming of age. And while the travelers from other worlds seem to pop back up after a short time with more passion than ever, those who were born here aren't favored as highly by the Gods. But this too is normal, they'll say. One must always be prepared to be brought into the infinite darkness. It is the way of things. The Gods will provide, but they will also take. There's no sense weeping for what cannot be changed.

Those who succumbed to the sacrifices at the Devotion will begin returning to town within a few days' time, refreshed and rechristened by their sojourn to receive new life. But somehow, things are different than they usually are when someone's unfortunate demise is undone. Usually someone returning from death seems like themselves, if a little more powerful and a little lighter of memory. But these returnees departed the mortal plane as an offering, not as an accident. While their physical forms are entirely whole, they return without a shred of memory of their lives prior to the sacrifice. They'll recall the pain from the rituals, the feeling of dropping into the endless void... And then a sensation that defies language. It was safe. It was home. And it's gone now, replaced with the plane of mortality. Truly, they are the children of the Old Ones now. There's no reason to doubt what they've been told, surely, unless they're swayed by the unfamiliar faces patiently reminding them of whatever lives they had before. Some hidden things only cause pain upon their return. Perhaps it's best to wait a few weeks until the memories return on their own.


ooc notes

January! A few days off of February!! Time is wild and nonsensical.

A lot of people mentioned that they were still playing catchup and considering tagging toplevels from last month, so here's a peaceful little event to ease things along. With just a little bit of murder on the side, if you're into that sort of thing.

It's probably worth mentioning that deaths during this event do count, and ascensions made here will be permanent. The full memory loss is purely for the event, though, aside from whatever they'll lose during their respective rank changes. If you're taking the step into your character's next life, don't forget to stop by the death page to log it for our records.

Next up is TDM and app season again! With time being this imaginary, it'll be here tomorrow, probably.

[personal profile] morrowmods

as the burden grows, so too does my purity

if you think my winter is cold

Snow-Covered In the weeks since the storm, the temperature has remained well below freezing. There have been a series of light snowstorms that blanketed the village in white, with bootmarks naturally creating paths along the areas that see the most traffic. Hoods and mittens can preserve a bit of core temperature, but breath turns into visible smoke while speaking, both outdoors and inside. With no relief in sight, the villagers are beginning to murmur about the omens for a bad winter, and the fears that they've not prepared enough to make it through.

Many lumberjacks are seeking escorts to deal with the wildlife as they venture toward the wooded spaces to the west of the buried farmlands, citing a need to chop lumber while it is most dry and brittle. Those who take them up on their offers will usually hear a talk about the sorts of creatures that sometimes wander through a snowfall this soon after a summoning's finished. Borne from the frost, they lumber about the woods stirring up mini-blizzards and leaving treacherous terrain covered by a blanket of whiteness. Sensible travelers endeavor to pack with the expectation that they'll have to defend against hypothermia, harsh terrain, and monstrous entities alike. It's said that the frost creatures are drawn to sounds, so anyone who accepts an escort position would do well to expect to add "bodyguard" to the job description before long.


even the dead can die again

Devotion CW: fire, burning bodies, body horror and transformation With the weather as bad as it currently is, it seems as though the village is moving up against the limitations of its confined space. Not all natural resources are renewable, and the limited messages with civilizations outside the barrier don't take kindly to requests for aid. The concern rippling through the town has altered the normal large ceremony of the month. Traditionally, devotional ceremonies are lavish events held within ornate halls decorated with painstaking finery. But this time, the sermon takes the form of a procession. The congregation of devotees and otherworldly visitors are hooded rather than masked this time, draped in heavy cloaks and given candles to burn en route to their destination. Once lit, the candles burn with a green glow that gives an uncanny aura to the group as it travels at night in single file.

Their destination is a clear patch of white along the path toward the elders' inaccessible hill. Where last month's impossible patch of green seemed to exist, now the tundra is fitted with materials necessary to build a bonfire. As soon as the clearing comes into view, the sermon begins. This month, the discussion is less of a proof of love than it is an open entreaty. Their community has been wronged, constantly and for generations. These are people who have been unflinchingly devour, and for their energies have been sequestered away with naught but their own faith to aid in their survival. And in this moment, as the winter grows harsher than normal, it is their faith that they wish will see them through once more.

One by one, the devotees are instructed to toss their candles into the growing pyre, bidding the green flames to grow into one another until the little embers meet and connect, until the fire suddenly bursts out in a sudden explosion.

Those unfortunate enough to be caught in the flames' blast might expect to feel pain. It ought to burn. It ought to create suffering. But instead, the uncontrolled fire feels strangely safe, somehow. The flame is warmth. It is a relief from the biting cold. Somehow, it feels something close to love. However skeptical a newcomer might have been before this evening, it feels as if that mindset is burned away, along with what some might consider to be all good sense entirely. The feeling of security creates an unbearable urge to embrace more of the fire, to become part of its kindling, to become one with it.

CWs most applicable in the following paragraph Those who escaped the initial explosion will watch strangers and companions both be overtaken. Flaming bodies, faces charred beyond recognition, launch themselves deeper into the fire, crying out in ecstasy rather than suffering, scrambling for more of the obliterating connectedness. The humanoid bodies seem less so as they melt and dissolve into the flames, which now seem to crackle with dozens of voices singing out in wordless euphoria as they become one with the flames. There is something strangely seductive about the song, a siren calling out to friends and onlookers. It's possible still to be enthralled by it, to be convinced to wander into the flame and join in...

The ceremony continues until the sun rises. Only then do the elders disperse the base of the flames, leaving a tangle of altered bodies in the wake of everything. The Old Ones have seen fit to deliver them elementals to combat the winter, they declare to whoever had the will to resist the flames. It is a glorious day.

you could have been anyone's ghost

Flames and Ashes Those who succumbed to the pyre will find themselves waking pleasantly, as if from a deep, comfortable sleep. Their robes have been burned away, but there is no sense of cold to trouble them. Their bodies have managed to rediscover their previous shapes and the divisions between each separate entity, through their skin is the same ethereal green as everything good and safe ought to be. Their hair is tipped with unkept flames, and their eyes have grown wild with a feral edge. But they are free now, they're told, to return to the village and continue to be its salvation. They'll have to separate from the comfort of their hot-blooded siblings, but it's for the greater good. It makes sense, somehow, even if it means leaving the safety of their current surroundings (of their birthplace? No, that can't be right...).

The unaffected will be left to make certain that the transformed manage to accomplish more than wandering out into the wilderness setting things ablaze. The Old Ones' gifts are overwhelming at times, they explain, and the creatures will likely be erratic and mercurial for the first several days. They may struggle to recall mortal conventions -- table manners and other little things, but what they've lost pales in comparison to what they've gained. They can generate heat without the aid of starting a fire and burning through their reserves of wood. They will be able to heat homes with their mere presence, and thaw the things that were iced shut. They are the answer to prayers.

And so it will maintain, for at least the next several weeks. The fire elemtentals will begin their tenure quite wild, far more monstrous and closer to the occasional beast that needs to be slain. (And should slaying be considered, they do seem to be easily felled by the frost creatures in the woods.) But they do seem eager to follow directions, even then. The cold, shivering things surrounding them seem so pathetic, it's easy to lend them a little flare or a warm hand to hold. Over the next several days, more of their memories will return easily enough. But as they come closer to themselves, they will be far less inclined to blindly follow orders. Normal levels of agency might being different dynamics to the fire-blessed's abilities, for as long as they can enjoy those abilities untilt they too wear away.

ooc notes

Here we are with a winter wonderland to carry us into the new year!

If you're interested in beating up some ice monsters and prefer to have stats for them, feel free to take inspiration from this ice elemental and ice mephit. For visuals, though, the giant in the linked image is probably most accurate. (Weird how that big ol' ice monster seems to be managing to grow some fines in it. Maybe that'll come up again later on.)

If you'll be playing the fire elemental route, it's natural to have questions that I didn't mention or might not have considered! Don't be shy about swinging by the questions thread for clarification or to work out something you're noodling about. But if it's about cosmetics: the design of your fire-character is entirely up to you. Green skin, green fire, go wild with anything else you want to do.

Happy Holidays! Next up on the agenda is our mid-January AC/R check-in meme. Welcome to our new friends, and looking forward to what the future brings.

[personal profile] morrowmods

arrogance is in everything I do

if you think my winter is cold

A Cold Wind For the last several weeks, the village has been blessed by visions of the future and of the gourd-creatures that came to visit at night. But that all appears to be taperiong off entirely. Townsfolks disposed of the carved pumpkins once they started to spoil, and the monsters subsided accordingly. For now, at least.

Since then, the temperature has been steadily dropping. The standard novitiate robes increasingly feel thin against the elements, though those who have achieved higher levels will find thicker outerwear provided to them, progressively ornate in accordance with rank. Some of the veterans who refuse to pledge to a higher rank try to spread word of places outside of town where beasts can be hunted for their pelts, though the native townsfolk all advise against following the suggestions of "those rascal vandals," if asked. They insist that nothing good lives out there.

But there does seem to be a bonus for those brave enough to venture out into the verdant patch between the graveyard and the monastery, a boon to those seeking a bit of extra warmth, a protein other than the stews and soups usually offered, or just a new adventure. Though they aren't always visible, a patient hunter might notice a faint scratching sound just before a patch of soil unsettles itself. That small warning is all they'll have before a thorn-pelted creature digs its way up from underground and bounds onto the grassy knoll. They are enormous beasts, standing at more than half the height of an average man. They also seem to be more earthen than a traditional Dire Wolf, with pelts that appear far more akin to vines and branches than traditional canines. But those that slay such massive beasts will find that their skin can be pruned down into a coat as well as any normal wolf pelt. The meat cooks up just as well, if the taste is a bit gamey. At the very least, it's an animal that provides its own garnish.

opulent and imperial

Devotion The Devotion ceremony this lunar cycle focuses on revering the gifts received from the Old Ones. Ornamentation is the order of the day, and the church officials have spared nothing in their elaborate decoration of the devotional space. The hall is opulent, dazzling in the precious metals and gemstones draped over nearly every surface. Even the masks issued to devotees are gold and silver, often encrusted with heavy stones. Some revelers wearing robes of higher ranks are also wearing ornate neckpieces to allow for additional support to prevent their heads from bowing under the weight of their personal decorations.

The speeches this month explain the connection. Out of all the riches and finery that the Old Ones have brought to Revelbrooke, none are more precious than the pilgrims from other worlds. They are the true vessels of the will of the Old Ones, destined to bring their village into a new era. And for this proof of Devotion, they pray in thanks and appreciation for these gifts, which the town will watch over and polish until even the most rebellious novitiates have accepted the Old Ones into their hearts.

As silly as the intelligible portion of the sermon might sound, something feels strange when the elders slip into chanting in the tongue of the Old Ones. The travelers from other worlds will begin to feel an odd sort of rigidity settle over them. Perhaps at first it feels like the urge to sit up a little straighter, or to speak more formally than they normally would. But somehow, by the end of the sermons, all this finery makes much more sense. Of course this celebration is for them. Why isn't every Devotion dedicated to them? They are the gifts from beyond the stars, aren't they? It's high time that they are recognized for what they are.

This air of nobility will remain with them for the remainder of the evening, as even the sloppiest fishmonger novitiate is careful to use every utensil for its intended purpose and sip drinks with a pinky out. Surely everyone will remain polite and full of decorum, lest the festivities end with a proper midnight duel. Proper swords would be provided in such a case, but the church officials would really prefer that conflicts not go quite that far...

Unfortunately for those who skipped the Devotion ceremony, the attendees will return to their homes still carrying themselves with an overblown arrogance that they won't start to shake until they've gotten a good night's sleep. Hopefully there aren't any peas under their mattresses to keep them awake and cranky until their pretty princess needs are met.

rich in keepsakes

Beautiful Things Normally, the Devotion is easily discarded with no real outward indication that one was in attendance. But this time, there is no hiding that one went to hear the elders speak, regardless of how they feel about the experience when they return to their senses. From the moment they wake after their post-Devotion cooldown, they'll find an ostentatious gemstone embedded in their foreheads. Likewise, their robes will be encrusted with matching stones, marking them as precious and delicate, the blessing of the Old Ones. Trying to remove the head-stones will prove itself a dangerous endeavor: the skin around the stone feels more like a smooth, hard porcelain, and is apt to crack before it will yield the glittering mark.

For the first few days, it might just exist as a gaudy annoyance. But over time, that hard feeling spreads, leaving a sense of being hollowed out somehow. If they're the type to study their religious texts, they might find themselves losing focus mid-verse and instead begin whispering in a tongue they haven't learned yet, manifesting the moaning, slurping sounds that pledge themselves to be an empty vessel for the Old Ones to use. The fits are temporary, and can be interrupted by an onlooker, but engaging in such prayer will make their gemstone take on a faint glow, giving the rest of their face a gaunt and sunken-eyed look in comparison.

After about a week, the gemstone-marked are nearly untouchable. The townsfolk are kind enough to send extra portions and blankets since so many of them report feeling unwell, but none of it seems to help with the feeling of hollowness. Moreover, the mark seems to have left them afflicted with a physical fragility as well. The threat of skin cracking around the gemstone is very real now, and has spread throughout their entire bodies. Even though they can move normally enough, their bodies have grown almost glasslike in durability. A bad fall could shatter a person's leg into pieces too small to set back together, and a simple game of tag could quickly turn lethal. But that too is the will of the Old Ones. Their pretty vessels are not built for roughhousing. Perhaps they are best left on a shelf until this too passes.

ooc notes

With apologies for the holiday-related delay on this post, please enjoy our event to carry us from late November into the start of December.

What's that I hear? You wanted to murder a giant wolf? Well have some stats for it, if that's the sort of thing you find helpful when threading out combat.

It seemed like a few folks were interested in having some deaths facilitated, so there might also need to be some parameters about that fragility curse in the back third of the event. Essentially, people affected with gemstones will slowly find their bodies taking on the properties of fine china, with all the risks that material normally entails. After a certain point left to player discretion, they are literally breakable. If someone with an advanced case is injured enough to break, there will be no blood or internal organs damaged; they're literally hollow with nothing inside of them. If you want to play out a broken/damaged limb or small injury that's put back together with some krazy glue and desperation, it will heal after the event but leave scars along the repaired lines. It's up to you if a completely broken body creates an immediate death or if the head can keep functioning independently until the event naturally wears off, at which point the broken person-pieces will become a pile of gore that needs to be scooped up. In cases of resurrection, the church officials will also take shards of broken novitiates and restore them within the normal death/rebirth timeframe.

Happy RPing! See you in a few weeks when the next TDM rolls around.

[personal profile] morrowmods

it speaks of my death,
but i am unafraid

all hallowed plays

Autumn Squashed As the brisk autumn air bites and the sun reigns for less and less time each day, the farmworkers happily begin to share the fruits of their efforts. The group of gourds is bountiful this season, praise be to the Old Ones, and the offerings from the local cooks has adjusted accordingly. Hearty bowls of squash soup abound, creamy and loaded with heavy calories to facilitate hard labor outdoors. All these strapping novitiate lads can surely set their minds to rest and help out more than they have been

The children of the village also appear to be enjoying the season, grabbing the leftover vegetable shells and carving creatures into their skins. The result of their creativity is that the town has started to glow at night, lit by the ethereal radiance of dozens of candles filtered by the grinning shapes just barely shading them. It all seems to normal, as long as you aren't outdoors too late.

Just past midnight, when the moon has reached its height, the carvings seem to find their own cravings. Something about the moonlight seems to resonate with that of the lanterns and prompts them to sprout from the ground on gangly, misshapen bodies of their own. From then until dawn, they wandeer the town like sentries, hissing warnings in the incomprehensible tongue of the Old Ones. They aren't harmful if left unprovoked, but will retaliate if they encounter violence from those prone to beast-slaying. It is advised to stay indoors to avoid becoming gored by a gourd.

if we die tomorrow

Devotion The day of Devotion sends a thrum of excitement around the town every time it happens. It is an honor to be allowed to show the Old Ones that the community accepts and cherishes the watchful eyes looking over them. It is a time to meet with their own wretchedness and come to terms with the insignificance of their lives. This month is intended to be a celebration of longevity and the centuries-long legacy both behind and ahead. Those who attend the Devotion receive an anonymizing mask to shield their identities from all but the eyes above. They are encouraged to ply themselves on food and drink before the start of the ritual itself.

The speeches are long and droning as ever, detailing the infinitesimal smallness of humanity and the thrumming wait for the end of all things. And once the elders begin to chant in more ancient words, the rhythm of the unpronounceable syllables feels safe somehow. There is protection in the ceremony, an assurance that these chosen few are the ones who will live to watch the end of everything else. Those who truly believe will see it in their minds' eye: a rain of fire consuming the home they remember best. Corpses left unburied while the survivors flee. A sky cracking open to reveal an indigo thunderstorm. Skeptics might only witness confusing flashes, but all will bear witness to some version of The End.

When the visions subside, the affected will feel an urge to behave as if the gathering is the last day of their lives. Throw caution to the wind. Live dangerously. Tell that special person they are loved. Carry out the vengeance that weighs on your spirit. It'll all be over soon. Make the evening count.

the future refused to change

Clairvoyance After the masque ends, participants are free to remove their veils and return to their everyday lives. It's something the townsfolk historically do with ease. They never seem to struggle when coming down from the emotional highs of the devotional acts. But the comedown is never quite as simple as they make it look.

Those who were present at Devotion will experience small aftershocks for days afterward. Without warning, they will see visions of doom about the people around them. It might be a simple precognition, like seeing someone fell into an open pit while there's still enough time to pull them out of harm's way. But other times, the visions are more graphic or disturbing, such as watching that same friend be mauled by a bear or stretched out on the rack until they are rent limb from limb. Each look into the future seems more grotesque and awful than the one before, but at least there's time to change things before the worst of it arrives. Surely there's time.

As they drop off clean laundry and fresh gossip, the washerwomen insist that these visions, varied and sometimes entirely untrue, are the latest gift from the Old ones. It is proof that the town remains blessed.

ooc notes

It's an event! Hopefully there's something to your liking.

Regarding the pumpkin monsters in particular, this seems like a group that likes to randomize battles. If you're in the mood to roll for initiative and see how things pan out, here are some stats for appropriate critters: Pumpkin King, Pumpkin Tendril, and some smaller chompy pumpkins.

With regard to the precognition side of things, there's a lot of room for visions. They can be "something that definitely will happen" regardless of what a character tries to change things, "something that could happen but is prevented by a quick-acting psychic," or "something that will never happen but sends a character into a panic anyway." People seeing a doomsday vision at Devotion are welcome to envision the worst possible bad ending their canon has to offer.

Have fun giving your characters a little spook during the appropriate season!

wovensecrets: (don't think just move)
[personal profile] wovensecrets
Who: Everyone!
What: "Please come live in your newly assigned house :)" "What?" Presumably-
When: Not long after initial arrival business concludes
Where: Around the housing areas
Warnings: To be updated as needed - let me know!
read more... )
[personal profile] morrowmods

world events
This page serves as a summary of game events and a resource for those who plan to apply a character with a retroactive entry date. Retro-dating a character's entry is limited to three years prior to the current date. As of October 2023, characters may be apped from the beginning of Year Three.

Entries will be sporadically updated with developments as the game progresses and evolves.


Year One Revelbrooke's religious leaders had toiled for generations to prepare for the most ambitious summoning ritual they'd ever performed. The community of the most devout worshipers prepared an extravagant bonfire and sacrificed a mass of its own population in a grand display of devotion, desperate to gain the attention of their gods.

This time, something answered. The willfulness of the mass of followers proved enough to raise a sigil up and transport something new. A handful of new arrivals became a proof of concept, a chance to recreate the rituals with different twists, plans to draw out other Chosen. They needed to figure out what worked and magnify it by exponential levels. The next months were dedicated to study, research, and planning.

Unfortunately, this study was largely conducted on the bodies of the first crop of novitiates, pulled from other worlds only to be shoved into a cult's mad schemes. Their first several months were spent crammed into a miserable church basement, barely allowed to eat or sleep as the natives prodded them with mystical objects and supernatural devices. They were violated repeatedly, over and over again, all in the unintelligible name of invisible deities. Something seemed poised to break, and all they could do was hope it wouldn't be them.

Year Two It was the sacrifices that caused the miracle. The cultists were certain of it. This time, they would give Devotion again and pay more attention to what became of the sacrifices. Would the Old Ones respond differently to being given a body bled to death? Burned? As the snow was just beginning to break into the warmth of spring, the villagers dragged their Chosen captives into their circle of chanting, completing their ritual with the bodies sent to them the previous year. It worked again. More Chosen spilled out, nearly twice as many as the first time., And while attempting to dispose of the bodies, the sacrifices were instead raised and given new life from their funeral pyre. This sign forced the elders to reconsider the existence of these visitors. The ones from the precious year could be taught. They strangely seemed more receptive to The Teachings after their resurrection. Once the first group began to exhibit signs of special abilities, ("Powers! Past the barrier!"), it was decided to move them into more civilized housing and begin treating them less like aberrations and more like the ones who could be taught to harness their abilities for the right purposes.

Left to their own devices, the group of Chosen travelers had an unsteady relationship with one another. The first group was jaded and nihilistic. Their hope had been shattered long ago, and was only reinforced by the droning lessons they'd been taught about their collective insignificance in the universe. Some members of the second group pooled together their meager resources and worked with the first group to process their trauma. For a while, there was a modicum of peace. and then, just after the autumn harvest, there was talk of another Devotion.

What could have been another bloodbath was reconsidered thanks to the newcomers' collaboration. If nothing mattered, they argued, then why bother with ritual sacrifices? What did it mater to entities that cared for nothing? Perhaps murder wasn't the only way to grasp their attention. Citing a passage about eternal perception, they convinced the church officials to focus the theme of their Devotion down a gentler path. Invocations were revised, and the tone of the Devotion changed. The members present at the procession found something surreal wash over them, tapping into a different element of what the Old Ones seemed to want. There weren't new arrivals this time, but it seemed like a lingering connection was opened.

The summoning rituals began again in earnest, sans sacrifices, and the population of novitiates continued to grow.

Year Three The third year brought more routine to everyday existence. Many new arrivals were Chosen, enough to require full neighborhoods of housing. The community resources began to sway under the weight of the additional populace, but several novitiates were happy to accept full-time work to balance the stress. By midsummer, the bleak obsession with despair seemed to be lifting. The people hwo least wanted to hear about the hopelessness of existence had other options and opportunities. Several novitiates worked to make their new housing feel more like real homes.

Near the end of the year, a severe snowstorm trapped most of the villagers indoors, and many of the more modern novitiates found the primitive accommodations unbearable. Some of them set to studying their texts in the search for a supernatural answer, and used their understanding of previous rituals to try to perform one at home. It proved to be more than they could handle, however, without the experience of help from those at higher ranks, and the group of them suffered intense disfigurement. They achieved substantial improvements in the cottages, but several from that group ultimately forgot why requesting the improvements was so important to them. It became a warning to others about the cost of comfort.

Year Four Whether a result of the harsh winter or from the influx of Chosen with shorter tensions, the winter broke to a series of schemes. Stir-crazy captives spent ages circling the border and struggling to find some kind of escape from the madmen holding them in a hellish loop. By harvest, several groups of children and teens would spend their evenings harassing the enigmatic elders whenever they would emerge from their impenetrable fortress on the hill, throwing rocks and shouting insults. And while it was ignored at first, the aggression eventually received retaliation from an elder able to harness lightning from the sky. The child who died was deposited in the Graveyard rather than being offered to the Old Ones for judgment, as was the usual course of action after a death. It started a flurry of rumors about the elders' true motivations.

But it didn't dissuade newcomers from their work at the border. One determined person remained near the bridges for most of the after-harvest season, studying the fuzzy terrain beyond. Eventually, they would catch sight of a messenger who was able to reach through the barrier to deposit a scroll and scramble off. Through an accident of luck, the Chosen population intercepted a message intended for senior church officials, threatening retribution if the blatant assaults on their truce did not cease.

Upon inquiry, it was revealed that the barrier separating the town from the outside world was not in fact a prison intended to keep novitiates trapped long enough to undergo a slow, maddening indoctrination. Instead, it was erected by the surrounding civilizations determined to keep the village's activity contained. Given the chaotic murderousness in the town's history, they were deemed unsafe. The experiments and rituals they insisted upon performing could only bring damage to the communities beyond. And given their penchant for summoning, whatever world-ending creature they intended to raise would need to stay trapped within with them, locked away until the crops died and the last cult member starved. Contrary to the then-pervasive belief that the barrier was supposed to keep newcomers depowered and compliant, it seemed now to be more an accident of random chance.

Year Five The fifth year seemed poised to provide more of the same. The same Devotions, the same arrivals and departures, the same slow instruction seemingly designed to strip hope from the inmates trapped here. The occasional glimpse of movement from outside the barrier became a tease, a reminder that there would be no help from the jailers outside or inside. There was only suffering broken up with stretches of almost seductive peace.

The horrors could stop feeling horrible if one just went numb. And so few of the first arrivals remained that the murder and tortures of the early days are almost never remembered in the community consciousness. There's just a spiral now, re-enforcing the idea that nothing has meaning. No one will look for any of them in the infinite abyss of parallel dimensions. There is nothing to hope for other than the end of all things.

But perhaps the newest group will have new ideas.

[Game open: October 2023]
[personal profile] morrowmods

frequently asked questions


Applications & Baselines
What characters can I bring?
Good Morrow welcomes canon characters and canon AUs from published fiction. This includes canon multiples or alternate versions from different iterations of a particular canon. Original characters are also welcome. We do not currently accept malleable protagonists (Persona MCs, MMORPG heroes, etc), canon OCs, or fan-made AUs. We also do not accept CRAUs, as part of the tension in this game requires that it be everyone's first noncanonical interdimensional kidnapping. It would spoil some things to have characters with 3+ games' worth of experience explaining DWRP mechanics to everyone.

How many characters can I bring?
Players can have up to four characters at a time and may submit one application per round.

Is there a minimum age?
Players can apply characters ages 12 and up, but we must stress that it is the player's responsibility to consider the suitability of the setting for the character they plan to bring. Many players are uncomfortable roleplaying interactions that involve large age gaps. Please do your best to maintain OOC transparency about your motivations and thread goals. While this is a setting that is generative toward a number of mini-adventures and gen stories, it is also a setting where other folks might wish to play some occasional NSFW content. This game does not condone pedophilia and we hope that the players of our youngest characters will keep their kids' activities age-appropriate.

Is there a rule about new canons?
We will accept applications and canon updates for media after it has been available for two weeks. We ask that players remain respectful and mark for all plot-related spoilers until the six week mark.

My character isn't human. Can I still apply?
Inhuman characters that still retain a humanoid shape (vampires, mutants) will be welcome without difficulty. Characters that are different species (ponies, robots) can retain their original shapes provided they can fit in human-sized accommodations. If this proves an issue, they will simply arrive in a human body instead. They're welcome to consider it to be a form of body horror in and of itself. It probably won't be the last time.

Can I bring my character's pet?
Sadly, no. Pets likely wouldn't survive some of the harsher events. There are farm animals, but they are bred to be food or beasts of burden. The locals wouldn't take kindly to someone running off with Sunday's chicken dinner.

What are the activity requirements?
Good Morrow utilizes a monthly check-in system for activity. Every month, we ask players to submit a few sentences describing what their characters have done over the course of the month, who they've done it with, and what setting resources may have been involved. It is our hope to generate a monthly snapshot of the setting as a living organism rather than shackle anyone to arbitrary metrics. Replies are encouraged in this AC format, which allows it to double as a CR meme and OOC plotting space.

Plot & Setting
What is this game about?
You can check out the game premise and the setting information to see more details, but in short Good Morrow is a jamjar-style game based out of a seventeenth-century village inhabited by a community of eldritch cultists. Players can expect a variety of events, which might be tied to metaplot, miscellaneous holidays and distractions, player submission, or a combination of the three. Physical transformations might be part of some events, but are unlikely to be permanent unless tied to someone succumbing to madness.

What does arrival entail?
It's painful. Characters feel an uncomfortable pulling sensation, like their skin is being tugged into their organs somehow. It's a debilitating pain, until they can't manage to think of anything other than their own personal suffering. Only then does it subside, leaving them settled in a novitiate's robes with nothing from their home worlds. They come aware in the Cathedral, seated in clean rows listening to church officials explain that they were summoned by a ritual intended to bring the Old Ones into the village. Since they received these characters instead, it is assumed that they are destined to help the village achieve its goals someday. If not these characters, certainly the children they'll bear someday. The expectation is that there is no reverse of the summoning ritual. It can be assumed that most elements found on the setting pages will be covered during this arrival ceremony.

How does my character buy things? Do they have to work?
The village mostly works on a system that assumes everyone has an interest in keeping the community alive. Everyone needs to eat, so the cooks and bakers set out to feed everyone. They need raw materials, so the farmers and ranchers dedicate their lives to making sure the community has enough to stay afloat. None of them expect the newcomers to take on jobs, but many will be disdainful about novitiates who've lived here for months without advancing their rank or taking on a trade. If you refuse to use your mind, there's no reason not to put your body to work. Your character doesn't need to work if they choose not to, but the garments from the seamstresses might become terribly ill-fitting, and the cooks might start leaving you unappetizing gruel most evenings.

My character needs a special diet. Is it available?
Characters with special dietary needs, from vampirism to celiac disease, will retain their afflictions even in human form. They will be able to find options to sustain them, but there's no guarantee that every villager will be familiar enough to provide options suitable to them. They might have to put in some extra work to make friends with the folks who can best tend to their needs.

My character needs medicine to keep living their life! How will they get access?
Depends entirely on the ailment. If the disease is magically induced or otherwise supernatural in origin, it will be eradicated by the power cap. (In this case, it might recur as a slowly redeveloping dilemma as the character moves up the ranks and gains more access to their abilities, so that might be something else to plot around.)

For people with more mundane ailments, there are a number of skilled herbalists and apothecaries who may be able to create approximations of the medicines the character needs. They may involve a lot more beds of hot coals and the occasional leech therapy, but they'll do their best to keep you as comfortable as they can in a premodern way.

But this might not be suitable for certain conditions. In those cases, it might be necessary to seek out the aid of the Old Ones through a ritual. Surely whatever you lose in the transaction won't be more important than what you gain in return.

Game Mechanics
What kind of network is there?
Presently, there is none. There are no magic devices or texting apparati. However, each home comes equipped with inkhorns, substantial pounce pots, and a number of quills. It's there to facilitate novitiates' note-taking and scholarly work, but surely no one will notice a paper airplane or two flying between neighbors' windows.

Some folks who've been here for a long time have conspiracy theories about those creepy eyes being connected to other houses, but so far nobody's managed to figure it out.

Can my character keep keep their powers?
Nope, not upon apping. This is broken down in more detail on the Death & Rebirth page. In short, you'll be able to acquire more power in exchange for memories of home. Hopefully once your character is back at full power, they'll remember what was so important about having their abilities. It was to act in service of the Old Ones, right? Maybe they'll be able to think of some other reason.

What happens if my character is seriously injured or dies?
Injuries will mostly be left to the town healers. They will do the best help that 17th century medicine can offer. The faithful might be given over to the clerics of the church, who sometimes have been touched enough by the Old Ones to help with more substantial wounds to those who've reached the second rank and above.

But sometimes people die. In the case of death, they will be brought to the Old Ones and submitted for judgment. If they are deemed worthy, they will be revived, if left a little different from the experience. See the Death & Rebirth page for more detail about this.

How do canon updates work?
When a character is being updated, they will be informed that they've been chosen to embark on a spiritual journey. They will be kept in solitary confinement in a horrible little room in the chirch basement. They're left alone with no light, no sound, and no food, trapped with rodents and insects they can feel but not see, until the fatigue, lack of nourishment, and confinement send their mind fleeing elsewhere. They will experience an out of body experience that feels like returning home in a dream. The visions are scattered, almost episodic, but also like they're happening on autopilot. Even if a character would want to tell people about their dimensional imprisonment, their dreamstate won't allow it. They live out the events as they were destined to be lived, until eventually characters return to their bodies and wake, comfortably in a peaceful room scented by burning insence and surrounded by stained glass images of the multi-eyed tentacled creatures they worship. The Old Ones will always bring you home safely, and let you wake in the body you'll expect to have after whatever journey your spirit has taken.

We do ask that canon updates be reported on the Taken page, so that we can keep our information up to date.

What happens when someone goes on hiatus?
Players can decide to leave their characters on autopilot, send them off into a heavy pattern of working at the farm or being dragged in for mandatory church education. Players can also choose to send their characters over the breaking point and succumb to madness in a way that will render them incapacitated for the duration of your time away.

What happens when someone drops?
That depends on what decisions they make on the drop page. There are two primary ways this setting understands character departure.

In the first, more favorable option, characters simply vanish. The local rumors are that they are summoned away by the Old Ones to spread the word elsewhere to dimensions who need them more. Newcomers tend to hope that people are sent back home to the places from which they were ripped, but there's really nothing to support this theory.

In the second option, characters disappear in the night. The following day, a fresh tombstone with their name appears in the graveyard, with the understanding that they've somehow displeased the Old Ones and failed them. They don't get to meet the glorious end of the Unknown. They're simply dead corpses in the dirt now, with shame strewn upon them. Some whispers around town imply that the elders sent assassins to kill them in the night and denied them access to be reborn, but the theory is largely regarded as silly and meritless.
Characters dropped in this way cannot be reapped without resetting them to their canonpoint. The version that lived in Revelbrooke died there.

Can I re-apply a character I've already dropped?
Of course! Depending on how the drop was processed, your options will vary. A character who simply vanished will return with their memories of the game intact, but still having lost whatever losses occurred during their prior stay. When asked where they've been, they'll feel disoriented and confused, and occasionally reply in a series of odd guttural slurping noises that don't sound anything like sensible human language. These effects will pass, with time. Characters who were sent to the graveyard will be re-apped freshly from canon, with no memories of their prior time in game. It will be up to their friends and acquaintances to remind them of the times they used to have together.

A re-app will not require much additional information. If you've changed your canonpoint, please amend your app to reflect whatever's different about them. If you have fresher roleplay samples, we're happy to look at them! But otherwise, just let us know you're ready to come back.

Please note that characters who idled out will not be able to re-app the following month. There is a single-cycle cooldown before we will review a new app from someone who skipped AC. We don't ask for much in the way of AC and hope that the system will not be abused.

What are the policies on triggering topics?
Revelbrooke is an ostensibly moral town, at least on the outside. But behind closed doors, any number of depraved rituals and ceremonies are held. The masques of Devotion help residents still be able to look one another in the eye when the haze of euphoria has worn down. It's natural to think that things might become extreme at times. It is up to the players to remain mindful of one another and warn for triggering material in the subject lines of relevant tags.

Are there rules about smut and adult content?
As noted above, this is a setting that is likely to involve behavior that leads toward adult situations. If you give people the option to engage with eldritch gods, it's natural to assume that at some point, someone's going to want to have tentacle smut. Good Morrow, while not categorized as a sex game, is fully sex-friendly. Players are allowed to engage in sexual content in the game and will not be asked to fade to black or move threads to their IC inboxes. Entries may be locked to community members if players prefer to keep their threads out of the public eye. Smut will count for AC as much as any other rp does. Players will not be shamed or judged for their play choices. However, we do ask that players stay mindful that smut is not what everyone wants to play. This is not the sort of setting that would take kindly to instances of public masturbation, or ejaculating in a public fountain. There are children in this village. Keep the worst of it behind closed doors like normal folks.

In short, context matters. If anyone feels like the setting is being abused in a way that creates an uncomfortable environment, they are welcome to contact the mods for help with mediation. Please do take care to apply appropriate content warnings as needed.

[personal profile] morrowmods

applications


Applications for Good Morrow are open for the week following the TDM. Please check the top comment below to see their current status.
Quick shortcut links:
  • You'll find the application form right below this box.
  • If you're interested in apping a character who isn't a new arrival, please review these notes.
  • Further information about appable characters can be found on the FAQ.

Sample Application
Character Name
OOC
Name: Your name!
Contact: Plurk, discord, however you'd like to be contacted
Other characters: Who else do you play?

IC
Name: Your character's name
Canon: What are they from?
Canonpoint: When are they from?
Age: While underage characters are allowed, please stop by the FAQ to review the extra precautions surrounding younger characters if you plan to app one.
Character History: It's fine to link to a wiki here. If there are no acceptable wiki links, please write something here. In cases of original characters, it's fine to link to a journal entry with your character's prewritten history. If you are applying a character who isn't new, please note any major developments that you will bring into their base of experience. Click here for ideas and guidelines related to that.

Personality: Please describe your character's attitude and motivations. Consider some of their core personality traits and the elements that guide their decisionmaking. Who is your character, and what makes them tick? This can be presented in prose or in bulleted points. Please keep this section to about 600 words or under.

Powers/Abilities: Keep in mind that characters who are absolutely new will be subjected to a full power nerf. Use this space as a way to discuss their non-superhuman abilities. You may also give an overview of their powerset so we know what to anticipate once they've died a few times started to come around to the glory of the Old Ones.

Sample: Please link to two samples of threads that demonstrate your approach to playing this character. TFLN or spam/texting threads are not applicable.

Apping Someone Who Isn't New

Good Morrow allows players to apply characters that are not recent arrivals. While there are a number of reasons for this decision, the important option for prospective applicants is that people who hate arrival prompts don't have to feel obligated to write one. A character can apply with an arrival date of up to three years prior to their OOC arrival. Given the lack of precedent for this in our usual RP format, we'd like to make sure some ground rules are set:
  • It is expected that your app will supply headcanon about why they haven't interacted with current PCs before now. It could be as simple as being that neighbor who lives two houses down and just hasn't interacted with folks currently in play. They might have taken some kind of laborious quest from the farmers or an alchemical project for the church that hasn't left them much time before now.
  • Let us know what your character thinks about the Old Ones after living in this setting for so long. Are they bitter? Have they been swayed? Where do they stand among the community of believers?
  • Please note that veteran characters cannot be apped higher than the second rank if they are the first character you'll be playing with us. Higher ranks may be requested for second and third characters, pending mod approval. We are hesitant to allow characters to enter at higher power levels, and want to make sure players are comfortable with the game setting and memory loss mechanics before jumping in at full strength.
  • Please check the World Events page to see what kind of stuff they've lived through. They are welcome to reference these events and pass on their knowledge to newer characters.
  • Make sure you check the FAQ for more nitty-gritty details. Feel free to ask questions that haven't been covered by available materials.
  • It is possible that the mod account will reply to your application with questions about your portrayal. Don't worry if this happens! We might just want to know if there's some adjustments that need to be made to your headcanon before the character enters play.
[personal profile] morrowmods

taken characters

Baldur's Gate 3

Astarion Ancunin [personal profile] reflectionless
Rank 2
Mid Act I | IC Inbox
Daisy | [plurk.com profile] seasided | discord: seasided

Gale Dekarios [personal profile] nethereseorb
Rank 2
Act 1 - Mountain Pass | IC Inbox
Nia | [plurk.com profile] zauberdecke | discord: zauberdecke

Digimon Adventure

Archnemon [personal profile] wovensecrets
Rank 1
Season 2 - Episode 48 | IC Inbox
Sapphire | [plurk.com profile] shadedwhite | discord: healingcircle

Final Fantasy IV

Cecil Harvey [personal profile] lunarborn
Rank 1
post-game | IC Inbox
Jessie | [plurk.com profile] sincerest

Harley Quinn Animated Series

Poison Ivy [personal profile] greenpower
Rank 2
Season 2 - End | IC Inbox
Saro | [plurk.com profile] sarosaron | sarolicious

Heaven Official's Blessing Xie Lian [personal profile] deusinfortunii
Rank 1
Pre-3rd ascension | IC Inbox
Djynn | [plurk.com profile] TheDjynn

Add a Character Accepted players: Please use the information below to help us get your information listed here. Thank you!

*If you aren't sure about your character's rank, please check the guidelines for "rebirth"

Rules

Sep. 30th, 2023 12:02 am
[personal profile] morrowmods

game rules

Play Nice! Games exist for friends to have a good time together. So let's be friends! Everyone entering into this space is doing so in their free time and of their own volition. There is a structure and there are rules to keep things moving, but this is a game at the end of the day. Let's try to be mindful of others' experiences in addition to our own.

Requests to mediate disputes will be handled with attempts to create mutual compromise in good faith. Sometimes we're so excited to build a sand castle that we don't notice we've started kicking over someone else's. Mod intervention in these cases is not considered disciplinary.

Reports of bullying and harassment will always be taken seriously. Personality clashes are going to happen, but there are times when differences of opinion go beyond the pale. These will normally involve a two-strike policy of warning followed by removal if the behavior persists.
Harassment can include, but might not be limited to:
  • Continued one-on-one communication after explicit requests to cease
  • Engaging in OOC behaviors overtly designed to intimidate or demean other players
  • Threats of violence regardless of severity.
  • Incitement of violence towards any individual or group, including encouraging a person to engage in self-harm.

Keep OOC and IC Spaces Separate We're here to roleplay characters, and we come into this hobby for different reasons. One gold standard of conduct is that it should always be clear who is doing what to whom. Your character is a character, not a mouthpiece for your OOC opinions. Likewise, you are not your character and are likely not being targeted when someone's character has an argument with your character. We've all engaged in fun conversational bleed in casual chats, but it should never reach a point where IC clashes are disrupting our OOC enjoyment.

At the same time, players can expect to receive IC consequences for IC actions. This is never intended as a slight from mods against players. We love to hear about your plots and the things you're trying to do! Some bratty characters act out because their players want to play out punishment threads.

Breaking the Game Means There's No Game We all love playing characters who can break bricks with their armpits and fart hellfire from a different dimension. That's great and exciting! But one of the conceits of a jamjar setting is that we need to suspend our disbelief and find reasons for our super-brains and super-saviors to not immediately solve all the problems and end the game. It's okay to pace things out so that you don't immediately hit a point of fatigue. Your recently-empowered speedster might be able to read through a library of documents in a weekend, but then what are you going to have them do next weekend? Maybe they got distracted and had to start over. Maybe they were on their way to explain what they learned and passed a stern Cardinal who enchanted the memories out of them and left them with a setback they need to overcome.

In general, setting impact is prioritized through roleplay acts. One person can't punch their way to victory, but if three or more characters come together to collaborate, they'll probably have a good chance of breaking into some of the intricacies of the setting and creating the potential for change. There's plenty to discover, but you'll have to work together to find it.

We Joined This Game to Play in It Good Morrow's activity requirement is descriptive, not comment-based. Each month, players are asked to submit a check-in summarizing the things their characters were up to for the previous few weeks. This is not, however, an invitation to claim a character in name only and never play them. Other people can't play if you aren't there to play with them! Don't forget to note a hiatus if you genuinely cannot participate in gameplay for the month.
[personal profile] morrowmods

mod contact


Should you need to contact a moderator with any questions, comments, issues, or concerns you may have, this page is used to facilitate more private communication. Comments to this post are screened by default. They may be unscreened upon explicit request.
If you are not seeking a private communication with a mod, you might also be looking for one of these alternatives:
  • Questions regarding setting information or public-facing game mechanics can be left on the FAQ.
  • We welcome event suggestions and have a dedicated page to house them! Please visit the Event Suggestions page.
Mod Plurk: [plurk.com profile] morrowmods || Mod: Jessie [plurk.com profile] sincerest
[personal profile] morrowmods

event suggestions

This is a game that plays into things that push and pull at characters' psyches. Sometimes, we have development in mind and sit on our hands waiting for a certain style of event to come along. Why not have an open dialogue to communicate what you're in the mood to play? We want to give you options that interest you, so consider this a way to grant your wishes while giving characters a specific kind of bad day.

There might be a wait! Depending on how often people visit this page, it's possible that the event ideas might back up with creativity. We won't forget you! When an event is used, we'll screen it from the post so you should always be able to see how many people are waiting ahead of your character. There also may be months when a holiday tie-in or something plot-relevant is triggered and might push back your suggestion a little. We promise you aren't forgotten.

Don't be afraid of writing too much or too little! We're happy to accept ideas from everyone, whether you've drafted the entire event already or if you just have some light inspiration.

It's also okay to communicate your preferences and limitations. We stress this so everyone knows that we mean it. You're not going to hurt anyone's feelings with a request to have a circus event but without clowns because clowns are freaky. The goal is to craft a version of your idea that everyone can play with you, but we want to make sure that the end result is something that you're still going to want to play.


Madness

Sep. 27th, 2023 10:46 pm
[personal profile] morrowmods

madness

The villagers consider it a stroke of luck to be touched by the gods, but not everyone shares their reverence for evidence of the Old Ones. For as calm as the village appears from the outside, there are a number of tensions. There's the need to keep up appearances so as not to unsettle the neighbors. There's the feeling of being watched at all times while at home. (Did that eye just blink??) And then there's the monthly stress of being thrown into the chaos that the old ones demand. Once you've witnessed things beyond what the human mind can comprehend, the abyss stares back. Sometimes the mind must break to begin attempting to repair itself.

This is where madness comes in.

In this game, it is possible that a character might experience trauma that extends beyond the traditional limit of the human experience. In time, madness will demand its toll. Similar to the stress mechanic in Darkest Dungeon, characters who have exceeded their capacity to deal with stressful situations might find themselves inheriting a particular quirk or strange affliction.

This is a fully optional mechanic, for those who wish for playable elements outside of events. If you feel that your character has gone past their limits, comment below with a summary of events and a link to important threads, and we will let you know what sort of affliction might plague them. It might be a sudden personality quirk, like becoming a thrillseeker after narrowly escaping death. But it could prove debilitating, in the case of crushing anxiety or extreme executive dysfunction. Afflictions might be mitigated with visits to the church or through industrious labor around the village, but the memories will always remain.

A particularly impactful brush with madness, like a comatose period, might also be a way to cover a hiatus period.

[personal profile] morrowmods

hiatus / drop

Take a Hiatus Are you going to be away during the period when AC is usually due? If you know in advance, please give us some notice here so we're aware of your situation and don't accidentally sweep you during a routine cleanup.

Please use the hiatus form to let us know how your character will be spending their time while they aren't being played.

While you're away, you might want to let your character run on autopilot living their day-to-day lives in an unremarkable way. Or perhaps they're currently so stressed and on edge that they temporarily succumb to madness and lose control of their facilities for a while, babbling incoherently about the hallucinations that haunt them. If you have ideas, we'd love to hear about them!

Drop We're sorry to see you go! If you need to drop, please give us some word as well. We'd also appreciate it if you let us know one last bit of handwavey business. How would you like your character's departure to be understood in game?

Characters that end up in the graveyard are understood to have disappeared in the thick of the night with a brand new headstone the following day. These characters cannot be apped again with memories of their previous time in Revelbrooke. (it's fine to re-app them fresh from canon! They will be understood to be from a different world than the previous iteration.) Characters who idle out will ICly end up in the graveyard by default. Characters might also simply vanish. The locals will understand this as being called away by the Old Ones. Maybe they've achieved a higher plane of existence. Maybe they just thought it was time to send the character home. Perhaps they were sent somewhere else entirely to preach the word of the Old Ones to an entirely new community. There's no way of knowing. Characters who leave this way can be reapped at a later time and retain their game memories.

Hope to see you again sometime!

Rituals

Sep. 26th, 2023 08:58 pm
[personal profile] morrowmods

rituals

You say that there are items you used to have that don't exist here. Perhaps they are personal affects. Perhaps it's a breed of flower, or a particular garment that you've been missing. Perhaps there's something from a distant future that the average townsfolk can't conceive of. In cases such as these, it is common to appeal to a higher power.

With the aid of church leaders, a character can be granted access to an underground altar where occult rituals can be performed to request divine intervention. It is rumored that there are no limits to what the Old Ones can deliver, provided one is willing to pay the price.

Connecting with the Old Ones, even for a brief request, has been known to end in consequences. Some people return victorious with little more than a handful of missing memories. But other people risked greater stakes, and have to be helped back to their cottages to spend the remainder of their days blind and mute, obsessively clutching the trinket that was worth so much to them. One might be careful to tread carefully.

OOC Please use the form below to submit a special request. Characters are welcome to perform as many rituals as they'd like to ask the Old Ones for a special boon, but be advised that penalties can add up quickly. Try not to make your character unplayable. Think of these requests as a monkey's paw effect or a general "be careful what you wish for." If the Old Ones deign to answer your requests, it will always come at a personal price.

On the other hand, feel free to have fun and get creative with the sacrifices you propose! Is your dead mother's pendant worth a few memories? An entire limb? Growing a third eye? Pitch what you want to play and we'll let you know if there are any issues/adjustments that need to be made. The goal is a collaborative process, so don't be shy about bringing ideas with you.

There are a handful of requests that will not be fulfilled, potentially for plot-related reasons or due to the limitations of the format/mechanics of the setting. The Old Ones will not honor requests for pets/pokemon/spirit animals (no guaranteeing their safety, and generally an administrative hassle). Likewise, they will not be able to transport other humans or sentient creatures from characters' canons.

To submit a ritual request, please submit the following information in a comment to this post:
We'll be back to you soon about approval.

[personal profile] morrowmods

death & rebirth

Death The cycle of death and rebirth is a harsh one. Accidents happen. Sometimes accidents aren't entirely accidental. Life is fleeting, and ultimately meaningless when one realizes that it's all up to the whims of the Old Ones in the end.

But fear not. The elders will appeal to the gods above and bid them to tend to your broken body. Dead characters will have their corpses retrieved by volunteers and brought to one of the deep recesses of the church, where their care and return will be left to the most skilled community leaders. In several days, the dead will rise again, if slightly different. The experience of being resurrected is known to affect people quite intimately. Being touched by the gods brings power, but has been known to change a person's worldview. (Please see the table below)

Voluntary Ascension Even without death, it is possible that a character will wish to ascend to the next level of training on their own accord. Perhaps the character in question is simply power-obsessed enough to act on the rumors that the Old Ones can restore lost abilities. Perhaps there's a more insidious reason. Whatever the case might be, a character's rank can be upgraded upon request at the discretion of the elders, who will judge an applicant's piousness.

Rebirth Power comes at a cost. When left to the mercy of the Old Ones, newcomers experience a taste of infinite power. It's real, in a way that makes everything else feel like a veil of artifice slowly being exposed and dissolved. Though it may be difficult to realize it as it's happening, repeated contact with the Old Ones will erode a newcomer's memory of their old life. It can unlock the powers they've lost, but is raw power worth such a loss? It can be difficult to quantify.

The chart below details the varying ranks that characters can achieve. We ask that players report changes in rank as they occur, whether they come voluntarily or as the result of a death.
Title Transition Memories LostAbilities Restored
Novitiate
(FIRST RANK)
■ N/A. Novitiates remember their homes with perfect clarity. ■ Novitiates are subject to a full and complete power cap. They do not possess any superhuman abilities.
Brother / Sister / Sibling
(SECOND RANK)
■ Vague or distant memories, like old, nearly forgotten friends
■ Faces of insignificant people, but their names remain
■ A large piece of childhood, e.g., important memories, big events, and there is a blank spot in their place
■ Only the most cosmetic abilities return at this stage. Characters with shape-changing abilities will be able to alter skin tone, for example.
■ No battle-worthy powers will be returned yet.
Mother / Father / Pastor
(THIRD RANK)
■ The names of insignificant people are gone
■ Finer details about homeworld are gone, e.g. foreign geography, culture, etc
■ Faces of people familiar to you who are not currently in the village start going fuzzy
■ Legitimate powers return here, with a heavy power cap. For example, Goku's Kamehameha would be useful to light campfires.
Cardinal
(FOURTH RANK)
■ Start losing important details about homeworld; there's just a blank where that knowledge once was
■ The names of familiar people not currently in the village vanish
■ Memory of home is only vague; what was formerly considered reality now only appears in the shape of infrequent dreams
■ The power cap is lifted here; characters have full powers restored
■ Should a character be discovered using their powers to work against the interests of the Old Ones, they will be subjected to disciplinary action from the elders.
(FIFTH RANK) ■ There is a rank beyond that of Cardinal, but none of the visitors from other worlds have achieved it yet. ■ Mod approval is required to unlock this final state, as well as the consequences and complications that arise from fully renouncing one's former world.
Concept and format adapted from [community profile] amatomnes. Yes, really.

Housing

Sep. 24th, 2023 08:46 pm
[personal profile] morrowmods

housing information


Floorplan
The cottages are small enough to be cozy, but they are well stocked to facilitate day to day necessities. The kitchen has a large basin to store at least two days' worth of well water, and the pantry is stocked with kind donations of salted and brined food items. Each comes equipped with a wood-burning stove, though someone will probably have to be elected to cut down fuel for it every now and again.

The bedrooms upstairs are fairly cramped, with two beds in the smaller room and four in the larger one. Between them is a relatively recent addition; a room with a "shower" and something called a "toilet"? The locals don't see what's so wrong with just using a normal chamber pot or outdoor privy, but they understand that it's something novitiates care a great deal about. One of the first newcomers paid a great deal to the Old Ones to have them installed, to they should really spare a prayer to thank that thoughtful soul.

The largest rooms in the cottages are devoted to worship. There are comfortable seats to encourage convening, and other study supplies. These spaces are also where they'll feel most under the watchful eye of the Old Ones, since the jeweled eye decorations are most in abundance there.

Novitiate Assignments

Novitiate House 1
Astarion
Xie Lian
Cecil Harvey

Monastic House 1
Pamela Isley

Novitiate House 2
Gale Dekarios
Archnemon


Senior Housing & Requests Novitiates are still very new, and while they are free to devote their days to studying, it is understood that most of them will choose to do otherwise until they've become acclimated. But once a newcomer has achieved the status of brother or sister and has successfully preached to the church about the glory of the Old Ones, they will be trusted to lead a household of their own. The space is the same, but might feel a bit larger when shared with fewer bodies.

A follower that has achieved at least the second rank will be able to apply to the elders for their choice of housing, and invite three or more roommates to share it with. The roommates may still be novitiates, but the person applying for the home will be held responsible for any indiscretions performed by their guests.

A follower that has achieved the third rank or higher is considered eligible for solo housing. Once they are qualified to hold a sermon of their own, it's natural to imagine that they might want some time alone.

To apply for alternate housing arrangements, please submit the following information in a comment to this post:

Locations

Sep. 23rd, 2023 09:00 pm
[personal profile] morrowmods

locations


Housing All newcomers are ushered into the standard prayer housing built for novitiates. They are modest two-floor cottages designed to facilitate the study of the Old Ones and to assist in their own transition into the fold. As such, the most spacious areas are dedicated to study and prayer, well-stocked libraries with enough candles to facilitate study well into the evening hours. And as a way to recall the greater purpose of life, the homes all have several decorative eyes lodged in conspicuous places. Never forget that the Old Ones are watching. They're always aware of everything.

For more details, please check the housing page.

Cathedral The enormous structure at the center of the village isn't always open for service. It is an elaborate building that seems hundreds of years old even in this dimension that time forgot. It is almost exclusively reserved for Devotions and closed during the time between, when time is needed to clean up after the masque and to prepare for the next service. The regular invocations leave it feeling as though even the air in the space is somehow tainted. Unspeakable things have happened here. Unspeakable things will happen here again. What has happened before is only a herald of what will come once more.

Perhaps it's got something to do with the perversions that occur within, but just being in the presence of the cathedral feels somewhat unsettling. People swear that the breeze around the ornate entranceway carries whispers with it, but others will tell you that it's already too late once you've started hearing them. The answers are probably inside, somewhere.

Farmland Near the southeastern quarter of the village is an industrialized space dedicated to agriculture. There, one can find varying sprouts of vegetables, thick stalks of wheat, and grass patches to allow livestock to graze. There isn't much in the way of fruit, though some of the nearby trees do grow a spotty, vaguely pear-shaped purple fruit that seems to be edible, even though it's terribly bitter and never seems to be ripe in any season.

The farmers are happy to have help from any new folk who want to lend a hand. If you're willing to get up early and come down, someone will happily give you a bag of feed for the chickens or a pail to start milking cows. Something always needs to be harvested, groomed, or planted. It's nice to see new faces around that know the value of an honest day's work.

Church When not sitting in the pews letting the impulses of a Devotion wash over them, people still need a place to pray and commune with their faith in a more everyday capacity. The church is a plainer space designed for smaller audiences. Here, newly-minted brothers, sisters, and siblings are welcome to speak the truth of their new knowledge as they began to advance along the path. Concerned families can light candles and pray for the safety of their loved ones in dangerous times. Those desperate enough to covet otherworldly pleasures can gain instruction about the occult rituals that might result in the attention of the Old Ones themselves.

If nothing else, it is a pleasant space to gather with friends under the security of the Old Ones' watchful gaze. Who would want to be anywhere else?

Monastery No one may go into the monastery. It is the most sacred of lands, where the elders study their times in absolute peace and only emerge during times when it is necessary to dispense the wisdom of the Old Ones. The lands seem beautiful from afar, verdant and lush even during winters and poor harvest seasons. When asked, they say that it is simply because they are blessed by the Old Ones to live lives of prosperity in exchange for their servitude. There's really no reason to imagine that it could be anything else.

Of course, that doesn't mean that no one has tried to gain access to the monastery through illicit means. Many villagers have stories about times when children dare one another to invade the monastery at midnight, to steal the elders' special jam or some other arbitrary prize. Those children are always found wandering the graveyard the morning after, ashen-faced and muttering nonsense to themselves. There's probably a reason no one remembers what happens when they go up there uninvited. There's just some things that the mind doesn't want to hold on to.

Checkpoints If one wanders out around the walled edge of town, they might notice that it doesn't quite make a perfect circle with the barrier around it. There are two places where the wall breaks into a gate, which visibly seems to extend over a bridge out to... somewhere. There's no telling where. No one's been out past the barrier in decades. There's a soft-bellied baker with a face full of lines who claims to have gone out to pick fruit when he was a boy, but in general the only folks old enough to really remember the pre-barrier days are the elders, and they just insist that the Old Ones will open the barrier whenever they want the town to know what lies beyond it.

It's definitely not worth the time it would take to look into it. Best to find something else to do with your time. Aren't there prayers to learn instead, or some soil that needs tilling?

Graveyard A community this old might be expected to devote a larger space toward burying their dead. However, local customs are strict about who and what is remembered here. Those who are sent away toward the Old Ones, the best death, have no earthly form to bury. What's left are the unwanted ones. The heretics that didn't believe. The waste that wasn't worth bringing back to life. These are the graves of the ghosts that haunt nightmares, and of the invaders that thought they could sway Revelbrooke away from the path of the good and righteous. The memory here doubly serves as a warning of what becomes of those who reject the will of the Old Ones. Those who visit to pay respects to the departed might wish to keep their visits brief. The dread and despair of the restless dead can drain the source of a person, given enough exposure. Take haste around the dead, lest you linger long enough to sink into the earth and join them.

[personal profile] morrowmods

game premise

It happened after you let your mind wander. One moment, you were idly minding your own business. The next, you felt something tugging at you from somewhere underneath your skin. It pulled at your insides, at the backs of your eyelids, a clawing sensation that became a gnawing, until the discomfort grew malignant. Maddening. An urge to scratch or bite or do something to be rid of it.

And then it was over, and you were somewhere else. Settled in a pew, wearing soft robes, and listening to the glory of the Old Ones, of whom you are apparently now a new disciple.

Good Morrow is a panfandom jamjar RPG set in a sleepy seventeenth-century village that coincidentally happens to worship a pantheon of cosmic horrors. Player characters are heralded as good omens and regularly subjected to the lingering presence of the omniscient Old Ones, who always seem to blur the line between perception and peculiarity. Will you unpack the secrets of the ancient cult and find a way home? Or will you let madness claim you and trade your mind for the untold secrets of the cosmos?

All knowledge comes at a price. How much are you willing to pay?

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