MISSION [ the die is cast ] + plotting post

Welcome to Alydhion, a flourishing court with a population of 25,000. With its people mostly made up of humans, dwarves, and gnomes but accepting of all races, Alydhion has a strong influence in mining and weapons-forging, and an appreciation for delicate trinkets such as jewelry that are sold to neighbouring cities throughout the land. Ruled by a democratic parliament made up of eleven elected officials under the grace of King Zaros (—who has more of a figure-head position than any real power, if we’re gonna be honest here), Alydhion is a peaceful land, a prosperous land, a land of opportunity.
However, the past few years have been shadowed by the theft of a priceless heirloom that the king had inherited from his father — ever since the theft, adventurers around the land have been trying to recover it to claim a hefty reward… or keep it to themselves, and demand ransom from the king.
The team’s objective is to find the orb. Viveca has traced it to Alydhion, but the team must find where it is. To do so, they will be required to blend in: they will be made to resemble the locals more closely through races and classes, and all original powers will be gone for the duration of this mission. Instead, the team will get some new spells, depending on their class.
Elindes: The smallest of the six boroughs of Alydhion, Elindes has maintained a close and cozy community of townspeople. With little more than a tavern, a general store, and a duck pond, Elindes, with all of its farmland, still manages to get by on its own resources. —this is the place that people were supposed to tell grand tales about our party. Like, sure, it’s not much, but it’s home, you know?
The Castle of Alydhion: Standing proudly in the middle of Alydhion’s largest borough, Stoneset, the royal castle is an impressive sight: guarded by gargoyle sentries, the castle’s many towers rise high in sharp peaks, while its imposing stone walls rise in multiple levels. Connected to the castle by a long bridge is the Parliamentary Office, its outline of three round, flat-topped towers a well-known sight for the citizens of Alydhion. —those gargoyles were always a little intimidating. Like, are they gonna spit fire in your eyes or what?
Forests of Gha’har: The lush greenery of the vast forestland that starts from Alydhion’s eastern and southern borders is home to not just many birds and beasts, but also to the Alydhion branch of Woodland elves, as well as a community of Druids. Notably, there are no large bodies of water near the forest, nor near Alydhion itself; the only water that does not come from aquifers or rain water is the melting snow from the Jolnora Peaks, a mountain range far north of Alydhion. —pro-tip: never travel here without your local party Druid in tow.
JUN SHORTAXE
Jun Shortaxe, also called the Holy Knight of the Seven Sisters and known as the Hero of Alydhion, is Alydhion's most well-known paladin and a hero of the people. He used to lead a party of adventurers called The Songbird Brigade, one of the many to hunt the lost heirloom, but the party has since split up and Jun has established a reputation for himself separate from his former teammates. —yeah, okay, he is pretty great in a fight but I still can’t believe this guy decided to start his own solo act. Who does he think he is? J-T? Phil Collins? Sting?
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FRIBBINGTON
Known for her stubborn streak and her famous ale recipe, Fribbington was the first member to leave the The Songbird Brigade. She now owns a tavern in the borough of Lisleberg. —seriously, if you do anything else on Alydhion, stop by this tavern for a pint, you really won’t regret it. Pay whatever she asks, too, because she deserves the world.
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ELLIA ROUNDTREE
“Sly” Ellia Roundtree was the party’s warlock, with her use of spell-work just as good as her smarts. Ellia has an independent mind, and often disagreed with the others in the group with their decisions. —yeah, so there was this one time our party was surrounded by this group of real shady thugs when— Uh, yeah, you know what, maybe this story can wait till later.
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HILLARD GROVES
Both an excellent cook and a scout, Hillard Groves is a clever woman with a tendency to look out for herself. —that’s putting it lightly. She made a great rabbit stew but she’d sell you for the ingredients if it came down to it. Always think one step or three ahead of her.
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THE GREAT MULGROWE
The one to count on to be there when he is needed the most, The Great Mulgrowe may seem scary at first, but is an optimist and a peacekeeper. Even while The Songbird Brigade was still in business, he split his time between his duties as a druid, and traveling with the group. —the G-M! Wow, I haven’t thought about him in so long … what a stand-up guy, honestly. We would sing songs all through the night until the fires burned out and the sun rose in the horizon.
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ALENA IRONSPEAR
The latest addition to the party before it split, Alena Ironspear is a well-traveled cleric with a vast knowledge of not just healing spells, but the world at large. —your guess is as good as mine on the value of Alena’s character. Jun was the one who recruited her, but someone with her skills could probably help out in a tough jam, right? Be nice, that's never bad advice.
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MAHTLACTLICALLICOCOLOTL
Often shortened to “Mat” for ease of pronunciation, the owner of the tavern and inn of The Nimble Nightingale in Elindes, Mat is known far and wide for having the tastiest drinks, the softest beds… and the best gossip. Travelers frequent the tavern not just for the food, but the information they can receive — if they stay on Mat’s good side, that is. —Mat!!! He got me out of a few binds back when I was just starting out. This really is all a real blast to the past, wow.
The mission spans the months of January and February, and characters will return to the station at the end of February.
The team’s main objective is to find the orb and retrieve it. To do that, they will have to explore different locations, speak with members of Degar’s previous party, and gather clues to pinpoint where and who, if anyone, may be in possession of the orb. If this is the case, they will need to figure out whether it is being used, and if it is, somehow get the current owner to hand it over to them.
The personal goals have been assigned and can be found here. If you have any questions about your goal, please ask us here! In the same comment, there are instructions for what to do if you are unhappy with the task your character has received.
If you want to sign your character up for a thread with the available NPC, please respond HERE by January 7, 6PM GMT. This slot will be RNG’d.
A new mechanic for this mission is the use of DND-like races, classes, spells and skills. All characters will have to decide on a race and class in order to blend in, and with those come cantrips and spells they can use. Please note that some choices are IC (race, class) while others are OOC (cantrips, spells). More information on these can be found HERE.
Because of all this, all existing and canon powers will not work during this mission.
To make choosing your character’s DND role easier, we have put together a character sheet to fill in. Please note that only the races, classes, cantrips and spells listed on the character sheet are available to use, as we have tried to streamline the process to fit this mission and the DWRP format.
Players should complete their character sheets for the log, especially if they plan to participate in search requests and NPC threads. The mods will be deciding on the outcomes of search requests and NPC threads based on dice rolls, which will of course be affected by the abilities and skills of those involved. More information on the mechanics of this will be explained when the log goes live.
However, all written prompts in the mission log will follow the usual DWRP mechanics of top-leveling and responding without die-rolling interference, but players are also free to use the dice roll to pick an action path for their characters to their discretion.
As always characters are strongly encouraged to share their findings and information through the network, and a mod-provided plotting post will be posted later on in the month to plan for the second log.
Please use this post to plot for the mission and make your own plotting comments. You can use the form below or our handy character sheet or both:
McCoy
Character: Leonard McCoy
Personal goal: Speak your every thought for 24 hours - he will need... so much encouragement with this one lmfao this is dangerous
General plans for the mission:
Immediately figure out how the heck this kind of magic works. He has the tiniest, bittiest experience learning Charter magic from Sabriel, so he has some frame of reference, but otherwise he'll be stymied at first. Some sparring buds for mace-and-shield use would be helpful too since... he has minimal experience using either of those, too! Awesome.
Bones will probably aim to check out Elindes first, because he's a country boy at heart, and Mat's The Nimble Nightingale sounds like a solid place to collect information and meet friendly locals. Bones is also forever on the lookout for local medicines, herbal remedies, and speaking with healers for their knowledge of disease, treatments, and anything that might be of use to bring back to the Ximilia! (Progress, baby!) So he may snag some helpers for that at one point, or even make that into a search request! Otherwise, he'll stick with close cr and be amenable to almost anything, short of picking fights (please drag him into fights, please).
...also pls let him conduct a little medical interview your character if they had some wild species changin' going on, he'll want to jot down physiological changes and the like. Let him get his lil Starfleet Doctor nerd on.
● BONUS: (+) can communicate with nature spirits
CLASS: Cleric
● BONUS: (+) keen to a person's true intentions, (+) divine aura instantly heals minor injuries on the self
ALIGNMENT: Neutral Good
CANTRIPS:
CANTRIP 02 — MENDING: Repairs a single break or tear in an object that is no longer than 1ft. Has the possibility of breaking again after 20 minutes.
CANTRIP 03 — MINOR ILLUSION: Can create a sound or image and project it up to 5ft and can last up to 1 minute. Images cannot be larger than 4ft tall and wide. Physical interaction with the illusion reveals it to be as such.
SPELLS:
SPELL 02 —CURE WOUNDS: You have the ability to cure the wounds of others. This works for many minor wounds, but the larger the injury the more energy it consumes. For example, if you attempt to mend a broken bone, you will not be able to cure anything else until you have properly rested. This is a basic cure spell and will not cure everything!
OPTIONAL INFORMATION:
(*cough*Rand*cough*), Len received his Call to service as a young man. Led by the desire to help those in need, his travels have led him far and wide, seeking to advance his knowledge of healing, and bringing the light of faith with him as he goes.Appearance: Same McCoy, +1 pair of pointy ears and a slightly-more-youthful complexion.
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more specifically, Helen and McCoy finding medicinal herbs, and Gwen....idk. Yelling at her that she can't heal as fast anymore so can she please get off the battlement before she cracks her head open
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and he will absolutely go paranoid!Dad on Gwen, have no fear
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Also, she's going to be Yennefer's younger half-sister if you want to do something with that?
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and yes. little-sister-in-law teasing imminent