wildestmods (
wildestmods) wrote2021-07-27 12:28 am
GAME CALENDAR/PLOT REQUESTS

GAME CALENDAR/PLOT REQUESTS

This post contains the upcoming schedule for the game and can be used to request player plots or suggest mod plots to the mods.
Players are potentially allowed to run any kind of plot or event in the castle or somewhere in the game world within quest distance. These can occur during "plot" periods or during "rest periods" between other plots. Usually these will run alongside a mod-run plot, but larger player-run plots that run instead of a mod plot are allowed as long as the player gives the mods enough to work with if for some reason they have to stop running the plot halfway through.
Player plots can vary in size, from gamewide or capped at a certain number of participants. They can also be open or private. For instance, if players aren't feeling the mod plot currently running, they can potentially play out a private duo quest or a mission for a small handful of pre-established CR. This is to allow people plot alternatives if they're not digging gamewide mod or player-run plot(s) currently running.
Most player plots or off-castle threads can be run at any time without asking mod permission. The only exceptions, where mod permission is required, are the following:
- if the plot will be on the moving castle itself
- if the plot uses any named npcs from the major npcs page
- if the plot is meant to target any targets involved with the Dark Lord or Unfinished Princess
- if the plot will allow something powerful to be brought back to the castle.
These may be approved, but need to be put by the mods first.
If a plot doesn't have one of those things, players can run them without asking for permission.
MOD PLOT SUGGESTION
Please give the mods up to 4 days to respond. If you have a plot idea but want to keep a part of it secret, please post all that you can here and contact the mods with the part you want to keep secret.

no subject
Plot Synopsis: Great metal-and-bone monstrosities somewhat resembling mantises or rats have been encountered. These "killing devices" are close to invulnerable, have bladed hands and teeth, and invoke terror everywhere they go. Not dissuaded by sunlight, not clumsy, and not particularly intelligent, their bodies are painted and adorned with the colors of the Unfinished Princess and seem to be her answer to the Nightrenders. Sometimes they descend on a village, kill all the adults, and carry away the children.
Ye squad comes to Haven, an armed and walled refugee camp placed in a defensible position. The camp is run by Lady Keladry of Mindelan, a huge, stoic knight of the realm of Tortall. Sworn to protect the refugees of her own country's wars, the young knight has in the Wilderlands taken on more charges to shelter and guide. As well as being a skilled warrior she is an exceptional leader who sees and knows how to bring out the strengths of the people and animals around her. Sparrows flock around her and make reports on what they've seen, and everyone from the soldiers to the camp cats recognizes her as the Protector of the Small.
But Haven is not safe. Parties of the enemy regularly try its defenses and are driven back. The worst are the killing devices, which simply scale the walls. Lady Kel knows they are the creation of a necromancer from her world, who powers them with the souls of murdered children. She knows where he is right now, and that he's close, and that he knows she's protecting literally hundreds of children that he'd happily turn into more devices. But no one who will listen is close enough to respond in time, and she knows well that if she abandons her post to pursue him it will be overrun. The lady knight asks for help assassinating him.
Length: Not super long. I'd like if some prompt in other action-heavy logs involved the appearance of killing devices (or they have their own dedicated log). There'd be a big log set next to/in Haven with some prompts for helping the refugees, assisting them in driving back enemy sallies, and hanging out with uncannily intelligent cats, dogs, and sparrows. There'd also be a smaller log for a party trekking out a couple days and going after the mage, which is a relatively simple endeavor.
Also, once the mage is dead all the killing devices will collapse and go inanimate.
Plot Location: Haven, a walled refugee camp supporting some farmland and several hundred people. It's important that this is in a place near some front or other, where there are some friendlies but they're NIMBY types who'd rather send some supplies than take on refugees themselves or even give them somewhere safer to set up camp.
And somewhere for the mage to be set up. In canon he's in a castle in enemy territory, with a subjugated village which has no remaining children, and the villagers help Kel sneak in. This could be the case here or he could be in a military camp, with more options for a focus on combat.