Sep. 30th, 2023

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

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"
[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

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

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]

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