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: First, twisted animals are spotted here and there in the Wilderlands. The general theme is "bigger, with larger claws and teeth and a meaner disposition" but spikes, thorns, and venom are common themes. Varied amalgamations of multiple animals and plants and even people are also a thing, and possibly even altered monsters. It soon becomes clear that there's a place in a large, stormy deep-winter region where creatures are getting mutated, and they're becoming a problem. A unit of orcs has been sent in there, too.
Entering the Pelagir Forest exposes one to a landscape that is colorful even in winter, where life has been warped and twisted by powerful magic worked millenia ago, which lingers still. Trees may reach for passersby or cringe away, whimpering and pulling their roots up to run off; animals may be fixed to the spot and scream or just stare. There's also a degree of Everything Trying To Kill You. More spikes and claws, more fusions, everything seems to have thorns, there are local monsters, it's a rough start. If the Moving Castle is taken along it's buffeted by storms and attacked regularly. After a few days some player characters may find the roots of their hair coming in in different colors and textures, though they're not going to be there long enough for anything really drastic or permanent (unless a player wants their character to have blue highlights/hair from here on out, I'm not their mom).
At that point it's possible to meet scouts from the Tayledras Vale. The Tayledras are an insular, wary people, but full disclosure they know Need and they're not stupid, so they'll let PCs into their shielded, no-mutating-here Vale. The Vale is a tropical paradise full of treehouses, lush vegetation, semi-intelligent birds of prey and all too intelligent corvids, and hot springs of all sizes. The Tayledras - who include humans closely bonded to those birds, four-foot-tall lizard servants, bear-sized talking gryphons, psychic white deer, and psychic giant wolves - have been trying to wrangle the local magic and tame the land around their Vale, which will result in Not So Much Monster Stuff, but being translocated to the Wilderlands has riled up all the resident monsters and forced the Tayledras to concentrate on defending the Vale, and they've taken a lot of injuries. Also, in Velgarth strong magic affects the weather, so they've had a lot of really nasty winter weather. If the region is calmed, some formidable people can be spared, including mages who can open Gates to cross great distances in an eyeblink.
So! Go on patrols and fight monsters in winter, including wyrsa (horse-sized reptillian grayhounds that eat magic and run in packs), so that the Tayledras can spare the time to work. Go out into a cleansed region to rescue kids/shepherds/etc who got caught out in a bad blizzard, and end up optionally holing up in emergency shelters during the storm with a good buddy. Relax in gardens and hot springs in the vale, attended by conscientious servant lizards, or question why the lizards are serving when they're also people. Get followed around by a talking wolf who really wants to know about your life so they can make it into stories! Keep icy buildup and weird organic growths off the Moving Castle!
Bonus: the wild magic effects aren't always predictable. If you find the orcs, some have died, turned into tree-things, or become bigger scarier monsters, but it's entirely possible that some have developed free will.
Length: At least a month?
Plot Location: A region based on part of the Pelagirs and a Tayledras Vale, from the Heralds of Valdemar canon.
no subject
So, this sounds like a fun idea; however, since it's so dependent on information from a canon none of the mods know, the mods can't run it solo or do the NPCing. I think we have two options here:
1. You run it as a player plot for a select number of opt-in players, whose characters get separated from the main group to participate for a few weeks. You would be doing basically all the facilitation here, and would have a lot of leeway in terms of how you want to run the plot.
2. You and I run it as a gamewide plot as co-runners, with you providing the main thrust of the plot and doing most of the drafting and me working on making sure it's accessible to canonblind people and providing feedback on logistics (how to structure posts, pacing, etc.)
Either way, it'd be your baby more than ours. The third option is that a much more generalized version of this plot plays out without it being bound to Heralds of Valdemar; the mods would be using our own NPCs that we created, and the setting wouldn't be Pelagirs, it'd be a more general colorful magical forest with creatures mutating due to magic. That way, the mods wouldn't have to feel bound to a canon they aren't well-versed in. I'm not sure when this would end up on the plot calendar, as I believe we have plans in the works until mid-April at the pace we're going.
Let me know how these sound and if any of them are options you wish to pursue.
-Em (on behalf of the mod team)
no subject
I guest-ran an event several years ago back at lost_carnival and that was a lot of work even with less NPC involvement, but this is a smaller game and some handwaving is probably fine if it comes to that.
no subject