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: Based on "Paranorman", could also be described as "Silent Hill Lite". One day ye squad comes upon badly tended cropland and a ragged, damaged town that initially appears to be deserted. There are people there, resource-strapped and a little feral, who'll greet strikingly not-normal-human people with hostility that they have to be talked or intimidated down from. The sun is going down, there's not time to explain more than that they were cursed by a long-dead Witch, no one can leave the area, and monsters come at night and must be fought lest they turn anyone else!
Soon the monsters appear, appearing scattered throughout town! Most were townsfolk, some were Shadowhunters who turned rapidly after coming to town, and now resemble somewhat pathetic versions of monsters they particularly fear(ed). Actually, pay attention and all of the monsters are kind of pitiful and always seem to bluff or blunder and aren't actually capable of attacking. Mostly they hide, cluster together, or try to flee to the woods. Meanwhile the townsfolk become a frenzied mob howling for blood. There's a lot of friendly fire. They may turn on less enthusiastic townsfolk for "collaborating with the Witch." Oddly enough the people who turn are usually involved in scenarios like that... wonder why that is?
Quite a few of the monsters may have been slain by daybreak, but the townsfolk, exhausted, explain that they will all be back after sunset and their numbers only ever grow. Long ago they caught, tried, and executed an evil Witch who cursed the town with her dying breaths. A yearly ritual kept her asleep, but their translocation to the Wilderlands left the ritual-keepers behind and jarred her awake. The squad is more fearsome, better rested, and has a better chance of figuring things out - how about they go to the spooky ritual site in the woods where the Witch was buried?
The ritual is not hard to figure out based on notes left in the ritual-keepers' cabin, and it's not a difficult one to enact. It also reveals the truth of the old story - that the Witch was an eleven-year-old child killed in a witchhunting mania, who cursed her persecutors to be helpless and hated by the community, as she was. If anyone can manage to communicate with the monsters they'll find that the oldest of them are the people who killed the Witch. They're sorry for it now but can't undo what they did, and this punishment just keeps spilling over to affect more and more people. The reason Shadowhunters always turn quickly is because the curse reacts to their xenophobia.
Characters who can weather the Witch's hostility, talking to her like the scared and hurt kid lashing out that she is, can get her to calm and, if not forgive, at least move on and break the curse. This releases the monsters as well and the long-dead oldest ones fade away, but only the most recently turned actually turn all the way back... Looks like you've got to convince the townsfolk that their desire to mob up and murder people is the real monster, at least for long enough to get the cursed ones out!
If the squad simply completes the ritual, the Witch will sleep and all the monsters with her. The townsfolk will make ready and eager recruits for the Shadowhunters and may be encountered later and remember the squad, for good or ill. If the squad manages to break the curse they will also release the cursed Shadowhunters, some of whom can't go back to their organization now, some of whom can and will also remember them for good or ill.
Length: No more than a month oocly. Ideally it'd take minimum two days icly?
Plot Location: Blithe Hollow, a New England-ish town which had a tech level above what's permitted in Wilderlands but not so much higher that the population couldn't adjust. Mostly. They still point guns reflexively and use rifles as clubs.