A Discussion of Player Interaction

Greetings.

After the events of the last session, many players have asked how to handle player conflict and how to keep player interactions positive and fun. I have framed the discussion of player conflict, and the discussion of existing in the shared story space of our Madrigal game, as a set of guidelines for players to keep in mind while playing.

The ultimate answer is to be nice, play to lift, and consider the feelings and perspective of other players. These guidelines discuss some specific things to keep in mind to help do that. These guidelines are just that; they must be measured within the context and specifics of the game and other players. Although I feel these are good points to keep in mind during play, taking any of these to extreme levels or engaging in these guidelines in bad faith could easily move us away from better play. This is why they are presented as guidelines and, like rules of etiquette, must be approached as much in the spirit with which they are presented as the letter in which they are written.

Know our safety rules.

You are responsible for knowing the core rule book, the common rules for Madrigal, and your own skills. This is especially important when we are describing safety rules and terms. Every player has the responsibility to know our safety terms such as Caution, Emergency, Plagued, and Graceful Exit. Players should also know the various rules of etiquette. When we put out a new rulebook, it is every player’s responsibility to learn the changes.

New players are of course given a lot of leeway.

This is not about small mistakes playing game calls or using skills. We are all trying to play in good faith. This is about safety tools and rules of etiquette, and those are the responsibility of all our players.

Conflict must be fun.

Each player is responsible for making role play and game decisions that are fun. Conflict, whether it is game conflict, social confrontation, or even alternate plot engagement, should be as enjoyable as possible for all parties. The staff also strives to make consequences ultimately enjoyable and an interesting part of the overall story.

If you are going to initiate conflict with another player, and you cannot figure out how to make that fun, or if you are not sure if another player would have fun with it because you don’t know them well, then approach the problem in a different way, or enlist staff characters to help resolve the conflict.

There are in game elements to help resolve conflict.

The Illuminarium is the peace keeping force in Nocturne. We will be reinforcing that next event.

Out of game, the Illuminarium is used to help resolve conflict. If there is a conflict, the Illuminarium will try to be as fair as possible when helping to resolve the conflict, in a way that is also as fun as possible for everyone.

In game, the reason the kingdoms (I am looking at you, Vellingrim) haven’t rolled in and inserted nobles and their own influential laws is because of an agreement brokered early in the campaign, and part of that agreement is that the Iluminarium will make sure the area will not become lawless.

I was not aware of the extent to which this group was affected by rumors and reputation, and for that I apologize.

Any staff NPC can get a letter or request to the Illuminarium.

Other good and honorable staff characters can also be contacted to help resolve player conflicts, particularly if the conflict involves their areas of the story.

Don’t yell or scream during conflict.

During times of conflict, whether with a player character or a non-player character, do not yell, scream, or confront another player with a voice louder than normal conversation. This includes during combat. Your conflict voice should be measured and not rise to yelling and screaming.

Some players who are comfortable and friendly might decide to raise voices during a scene. If you decide to use raised voices among friends for dramatic effect, that’s fine but if you misjudge and you make someone uncomfortable then you are responsible for that. So be sure.

Keep conflict in game.

If something is being played out in game, leave it in game. Players who are involved can use our safety tools such as Graceful Exit to remove themselves from a scene if they feel uncomfortable.

Treat other players and their characters with respect.

Don’t trash talk other characters in or out of game. It is poor form out of game, and it is a form of Hubris in the game that goes directly against the virtue of Respect.

Respect the work of other players.

We encourage players to participate in whatever plots they wish. Once a plot enters game, it belongs to all of us. Problem solving is a big part of the game. When you do enter a story space, you should strive to respect the work and advances in the plot that other players have made. This is equally true if you are entering a new to you story space, if you missed events and are returning to a plot you previously participated in, or if you were present and disagree with decisions made in good faith by other players. We all want to celebrate and lift the play, work, and advances other players have made in the story. We want to avoid undermining those player-driven story elements either by taking actions that undo them, or by being unduly negative about the participation of other players.

Madrigal is heroic.

Madrigal is a heroic game. If you do evil acts, you invite player conflict. Eventually, when your acts are discovered, you will either become an NPC, be banished, or be killed.

Malediction is our allegory for atrocity. We have moved away from bringing most real-life atrocities into the game space as story elements and rely more and more on pure game concepts to explore heroic and moral story elements.

Madrigal has wrong answers, and consequences.

A few players used the term “big red button,” or a similar phrase, when discussing the last event. I want to address that.

Madrigal relies on consistent story elements. In addition to fostering game relationships through roleplay, it also focuses on problem solving, exploration through revealed history, and a defined moral framework with which to explore what it means to be heroic and good. We strive to make these concepts, these frameworks, and our overall cosmology and themes as consistent as possible.

To support that type of play, Madrigal is filled with – from a game perspective – wrong answers. There are wrong moral choices. There are wrong answers to riddles. There are wrong things to do on individual modules. There are wrong interpretations of the history and backstory. There are wrong tactical decisions during large scale combat. In this way, it is different than true improv and open play where there are no wrong answers. While there are also many correct answers, including answers that the staff hasn’t thought of, answers that are correct will follow the theme and story elements presented to the players.

Part of the responsibility of each player is to engage in the game enough to learn how their actions impact the story. Our goal is not to punish the player for decisions, but rather show the character the consequence of their decisions in a way that supports the story. We strive to make wins, losses, and consequences as fun as possible, while staying consistent in theme and story.

The Nightmarket

Greetings,

The Nightmarket is coming!

As we prepare for the Nightmarket, we have had a number of people make inquiries about running booths as PCs and/or NPCs. In order to keep track of everyone, we are asking people to drop us an email at rciccolini@gmail.com with the following information.

Here is the basic information about the Nightmarket, before we get into what should be included in your email:

~ The Night Market runs from 10 pm to midnight on Saturday night of the June event.

~ Vendors can arrive as early as 9:00 pm to set up, and have as much time to clean up as they need, although the staff will be moving back to monster camp to continue the event.

~ Vendors can drive vehicles up to the corner between the barn and cube between 9 pm and 10 pm, and after midnight when the PCs are gone. Cars cannot remain during the 10 pm to 12 am time when PCs are there.

~ Vendors who participate in only the Nightmarket will not be charged for the event. Likewise, if there are new players or older players that cannot attend the event but only want to participate in the Nightmarket then they are welcome to make a new character and participate. We will not charge a player an event fee if they only want to attend the Nightmarket.

~ We expect that visitors will have costumes and help us keep the players and environments immersive as much as possible.

~ PC vendors should not accept Nightmarket coins. These are for NPC vendors only. This is a change from previous years.

~ If you attend as a vendor, and you are selling props for out of game money (Nightmarket script) then we want to help you by purchasing one of your items that is within our budget, turning it into a magical item, and letting you raffle it off, make it a prize for games, or otherwise use it to attract attention to your both. We ask that if we purchase an item that you not also charge players out of game money for it, but you are welcome to sell other items or similar items for real money.)

We welcome entertainers, vendors, and others with some cool way to add atmosphere and delight to the Nightmarket!

~~~

Here is a quick list of info you can send us if you want to participate.

Vendor Email

Name of Vendor or booth:

Participating PCs (real names, and in game player names):

Participating NPCs or visitors:

Do you need a 10′ x 10′ pavilion area?

If so, can you provide your own table?

Do you need a place to entertain? If so, how involved is your set up?

Is your participation involve wandering throughout the Nightmarket?

Do you plan to sell items for real money (called Nightmarket script), in game money, or both?

If you are selling LARP goods, do you wish Madrigal to purchase one item for real currency that you can raffle off or distribute as an in game magical item for in game rewards?

Any other notes or requirements we need to know about?

Please forward additional questions to us as well.

Thanks!

Prereg for June 2023

Hi everyone!

Here’s our current prereg list for the June 2023 event. Please check the list and if you are not on it and think you should be (or see friends who should be there and are not), please either prereg or poke them to prereg.


Thanks!
JJ

Character NameTeam/Housing Group
Addax
Altana
Alyssa
AmityMisfit Menagerie
Annabelle BlueFang, Horn, and Poppy
AriannaWindward
AsgerParliament
BastiaWeatherby Estate
BrandtFree Society
Cailean
Conchobhar
CoralCoven
CorsoWindward
CorwinWindward (Baristas)
DagnaFree Society
DimentioWindward
ElaniParliament
EleanorWeatherby Estate
ElentiaParliament
ElizaMad House
EllionMadHouse
EllisWindward
FlorianParliament
GuntherFang, Horn, and Poppy
GwendolynFang, Horn, and Poppy
HallimaFree Society
HartCoven
Holly
IcoranParliament
ImogeneMisfits/Silverblades
IoMisfit menagerie
JerikhoMad House
Jonathan
Kagg
KesFang, Horn, and Poppy (Baristas)
Kiroan
KismetWindward
KonstanzeFang, Horn, and Poppy
Kurt
Kythera
Lady CharcoalMad House
LexiSeven Sisters
LoredanaWindward
MaiwennParliament
Nahdir
NevWindward
new char (Shannon)Free Society
Nico
OsricMisfit Menagerie
PagesWindward
Quazi
RainiereWindward
RasvimMisfit Menagerie
SafiParliament
SamParliament
SilasCoven
Starling
Sunrise
TalosSociety for Cultural exchange
TempestMisfit Menagerie
Thistle (Emily)Baristas
ThrymyrMisfits/Silverblades
TrisWindward
TrygveParliament
WanderFang, Horn, and Poppy

Prereg list for April 2023

Hi guys.

Here’s the current prereg list for April 2023. You know the drill, if you see that you have a friend who should be on this list and isn’t, please poke them to prereg. There’s only 2 weeks until the event, and knowing who will be coming will help us a lot.


Thanks!

Madrigal Staff

Character NameTeam/Housing Group
AdelaideParliament
Alex
Alyssa
Amity
AriWindward
AriannaWindward
Asger
BastiaWindward
ChelseaMisfit Menagerie
Conchobhar
Cor’deliaWindward
CoralCoven
CorsoWindward
Corwin
Dagna
DawsonWindward
DimentioWindward
ElaniParliament
ElentiaParliament
ElizaMad House
EllionMad House
EllisWindward
Emrys
FenrickCoven
GuntherFang, Horn, & Poppy
Gwendolyn
HallimaFree Society
HartCoven
Holly
IgnoratioFang, Horn, and Poppy
JerikhoMad House
Jonathan
KaggFree Society
KesFang, Horn, and Poppy
KismetWindward
KonstanzeFang, Horn, and Poppy
Kurt
Kythera
LoredanaWindward
MurdocFree Society
Nahdir
NevWindward
Nico
Osric
PirouetteCultural Exchange
RasvimMisfit Menagerie
RouxParliament
Rydan
SafiParliament
SamParliament
SilasCoven
Sitara
Skeek
SnickersParliament
Starling
SylvieWindward
TalosCultural Exchange
Thrymyr
TrygveParliament
Wander
ZephyrWindward

An invitation

This invitation is made available through delivery by courtier or by posting to every Nocturne resident:

You are cordially invited to a special performance of the Theatre Fortuna, at Midnight on the first night of the Harrowing, in the year 3022.

The Theatre will be expecting those who have been marked as Pawns, Rooks, or Bishops and welcome them to the theatre. The staff offers no guarantees or condolence if these individuals are drawn into the performance, nor do they make any provision for the consequence or fate of such happenstance, up to and including death.

Preferred seating is available to those offered a place by the troupe of the Theatre Fortuna, as the circumstance was brought to satisfaction by all involved.

The Theatre will be expecting one cursed individual to arrive early, lest that curse carry over and grow into something more severe for one year. You have been warned! You know who you are.


Those who are so marked who cannot make this performance may, if they wish, pass that mark to a dear friend or terrible enemy, provided the person receiving such a mark is willing.

The staff will not be checking weapons at the door, and in fact encourage a sharp blade to supplement what companionship you arrange for the performance.

Important Note:
The staff of the Theatre Fortuna are not responsible for injury or trauma, either physical or mental, of the bearer of this ticket. They make no guarantees as to the state of the ticket bearer while they visit the Theatre Fortuna upon the Harrowing, or anytime thereafter if that presence or participation leaves scars, dreams, or madness.

Final Note:
The staff cannot make provisions for weather in the open sky portion of the Theatre, so dress accordingly.

The Harrowing

This text has begun to appear around the area of Nocturne. Torn parchment is hung with words of crimson. Some have heard it from spirits while doing seances. Some have dreamt of strange entities whispering the words to them. Others have seen ghostly text appear on documents they are writing late at night, only to have it fade away with the dawn. Some rise from a restless sleep, finding the text written on parchment in their own hand.

The Harrowing

When summer’s warmth is left behind

And winter’s threat is not so kind

The darkest time in all the year

Falls after harvest fields are clear

When the Harrowing times arrive

The time the Foul does cloak the Earth

Each year, these nights, its dark rebirth

And those that serve will drink and feast

What meal, not fit for man nor beast?

Best shunned by those alive

And though the living face this dread

The greater threat is to the dead

The Foul does claw each resting place

To stave off torment that they face

Each grave this night a threat

The Foul brings with it bitter spite

Undead grow stronger Thirteenth Night

Beware the dead, those touched by Foul

The ghasts and haunts these nights do prowl

The dead must pay their debt

With undead strong and ghouls about

Too strong, the Foul, to be locked out

No sanctuary this night remains

To bring folk rest nor ease their pains

No safe place will protect

In ancient times the House of Weald

Brought magicks strong in woods and field

To circles full of leering faces

That grew outside in darkest places

No soul would they neglect

In these dark times when blood is spilled

The Foul’s dark hate is never filled

It gnaws at flesh and eats at life

And claims all souls who fall from strife

Those downed have fragile fates

If battle comes when darkness falls

Let healers heed the battle calls

Each wounded friend in dire need

For allies fall and always bleed

Too slow, the Reaper waits

At Harrowing Time the earth is churned

The undead claw to freedoms earned

Though corpses lurch and bones do rise

Worse still the ghosts with seeking eyes

That do not find remains

These spectral dead are stronger still

With anger comes the urge to kill

When Malediction feeds despair

These ghosts possess each soul they tear

Each spirit it profanes

With living spirit ripped away

The haunting ghost comes forth to stay

Where once stood ally stout and true

The hungry ghost will seek its due

Until the Harrowing wanes

Upon these darkest nights so cursed

Eleven spirits that walk and thirst

For souls of living folk they yearn

Despair from kingdoms, each in turn

So long as Foul remains

Blacktallow ghost appears so dire

Weaken the wraith with bright Balefire

Dremasque presents a ghost most dour

Strike at the ghast with mental power

From Ket a ghost from desert blight

Weaken this ghoul with magic light

The Khoros ghost, it seeks to feast

Most vulnerable to strikes to beast

From Kyrzenwold a ghost most fell

Hunt it down with Chimera spell

A haunt from Morgrave cries with dread

Most damaged by strikes to undead

Dead captain rose from Charters’ town

Call pow’r from storms to strike it down

From Sollos comes an echo’s tear

Against it bring shadow to bear

A phantom rose to hunt the Tatter

Repel its form, its strength will shatter

From Vellingrim, an undead lord

Use treacherous strike with poisoned sword

A Winter’s ghost, its rage foretold

To bring it down use ice and cold

No safety comes from hearth or hall

Each voice is deadly if left to call

Beware! When faced with rising din

A ghost might harrow its own kin

To fight against a friend

Survive throughout the Harrowing

These spirits’ resolve is narrowing

They fade forever when the Foul moves on

When dawn has come their rage is gone

And peace may come again

Out of Game

The Harrowing lasts from Friday until dawn on Sunday.

During the Harrowing, the following effects are in place:

  • You may only take a long rest in circles of Jack-o-Lanterns
  • You fall unstable from uncalled damage as well as called damage.
  • When you fall from damage you take a “Stricken” effect for 5 seconds.
  • Vampyr Undying cannot roleplay their feeding; they will be corrupted.
  • You may be “Harrowed” and turn to a corrupted spirit to attack former allies.

More Detailed Explanations

Players cannot take a long rest in their normal sanctuaries; they must seek out rings of Jack-o-Lanterns to take a long rest. Players can bring their own carved Jack-o-Lanterns and place them inside and around one of the Jack-o-Lantern patches to increase its size and power.

Only one person can use each Jack-o-Lantern. The larger the patch, the more people can rest at one time. The patches are outside and exposed to creatures that may be roaming the night.

(If out of game issues would prevent a player from spending time at one of the patches, the player can get permission from staff or from one of the tavern keepers to use the tavern for the weekend, but it will take 10 minutes to rest instead of the usual 5.)

The Foul seeps into all places during the Harrowing, leaving people with a sense of unease and dread. People cannot normally take a long rest during the Harrowing. Only the pumpkin patches provide any kind of sense of peace.

Players who drop to zero Vitality from damage effects always fall unstable, even if that damage was from uncalled attacks.

Players who drop to zero Vitality from damage effects also take a “Stricken” effect that fades after 5 seconds.

Malediction weakens all living and Gifted things, making even the smallest of wounds inflict more dire injury.

For role-playing purposes, Vampyr Undying cannot perform their ritual of purification; the ritual fails during the Harrowing. Though feeding is a role-playing characteristic, many Vampyr feel hunger during this time, and some are more likely to demonstrate Strife and even Hubris. It is completely up to the player to determine how this affects their character and should only be used to enhance the enjoyment of everyone involved.

It is known that undead creatures are more powerful during the Harrowing.

The “Harrowed” trait

If you are inflicted with the “Harrowed” trait it has special meaning.

You immediately turn to spirit and travel to the being that inflicted you.

You become a spectral mockery of your Gifted character. As a corrupt spirit, you lose all abilities, armor, and traits of your player character. Boons are suppressed. You have only three Vitality points, and have the Undead, Malediction, and Harrowed traits. You may use any weapon or shield you carry, striking with uncalled weapon strikes. You will follow instructions of whatever delivered the inflict effect or attack your former allies if no instruction is given.

Corrupted spirits do not speak or respond in an intelligible manner; their speech is limited to dark whispering of their terrible dreams, or soft cries of anguish. It should be obvious to any player who tries to communicate with you that something, by your whispers, is very wrong.

You may receive Grant effects from dark allies to enhance your abilities.

Normally this effect lasts until you are defeated or cured of the Harrowed trait. If the effect was Permanent, however, it will not end when you are defeated. In this case you will turn to spirit when you are defeated, and fall back to some dark corner, unseen place, or near the creature that inflicted you and respawn with three Vitality. Permanent effects only end when you are cured of the Harrowed trait.

(If you are still inflicted and all enemies seem to have left the area without curing you or giving you clear instruction then wander to monster camp so we can get you back into game.)

When the Harrowed effect ends in the town, turn to spirit and travel to one of the circles of pumpkins to reappear as your character.

If you have traveled to some adventuring space outside of town, turn to spirit as you fall, and after 10 seconds you will reappear as your character in that spot.

Your player character returns with whatever Vitality and Armor you had when you were inflicted. If you were unstable before you were Harrowed then you are stable when you reappear; this is an exception to always falling unstable rule of the Harrowing.

Undying, Demonbound, and Grotesque player characters are particularly susceptible to these effects, but this corruption of the Foul can strike anyone.

It would be helpful to us if players who don’t normally carry weapons might hold an extra one at night. If you find yourself inflicted without a weapon, we will often have extras nearby.

Some players may have out of game reasons that they do not want to participate in this mechanic; those players can tell plot at the game if this is the case. Those players will take a “Drain” effect instead if they are inflicted with the “Harrowed” trait.

We intend this to be fun and we expect players to be fair and fun to other players in all types of game situations. That said, players who would rather take a death or have some other detrimental effect rather than participate in this manner can drop me a line before the event.

To summarize: “Inflict Harrowed trait” means you become a corrupted spirit. Turn to spirit and go out to the creature that inflicted you.

Normally the effect ends when you are defeated. If Permanent, you keep recycling until cured.

When the effect ends, go to a pumpkin circle as a spirit and come back there. If you are on a module, drop as a spirit for 10 seconds and come back where you dropped.

When recycling, try to be in some dark place away from the players. If you must form near active players, take 10 seconds and use whispering and soft cries of anguish to warn them you are reforming.

As a corrupted spirit:

~ All armor, abilities, skills, and boons are suppressed. Your actual body is trapped deep in the Gloaming.

~ You have 3 Vitality points.

~ You have the traits Harrowed, Undead, and Malediction.

~ You have the ability to fight with whatever weapons you can find.

~ There will sometimes be extra weapons in the area you might be directed to if you have none.

Prereg Nov 2022

Here’s the current prereg list for November. Please make sure you’re on it if you should be, and if you see a friend who should be on it but isn’t, poke them to preregister. Thanks!
JJ

(Last updated 25Oct2022.)

Character NameTeam/Housing Group
Addax
Alyssa
AmitySilverblades
AmokParliament
AntheiaCoven
AriWindward
AriannaWindward/Weatherby
ArtoniousWindward/Weatherby
BrandtFree Society
BrookSilverblades
BunnyMad House
ChelseaSilverblades
Cor’deliaWindward/Weatherby
CoralCoven
CorsoWindward/Weatherby
CorwinWindward
DagnaFree Society
DelilahGroup A
DimentioWindward/Weatherby
DresdenParliament
ElaniParliament
ElentiaParliament
ElizaMad House
EllionMad House
EllisWindward/Weatherby
EmrysParliament
FenrickCoven
FlorianParliament
FoxParliament
GuntherFang, Horn, and Poppy
Gwendolyn
HartCoven
HollyFree Society
IcoranParliament
IgnoratioFang, Horn, and Poppy
ImogeneSilverblades
IoSilverblades
JacobyGroup A
JerikhoFree Society
Jonathan
KaggFree Society
KesFang, Horn, and Poppy
Kiroan
KismetWindward/Weatherby
KonstanzeFang, Horn, and Poppy
Kurt
Kythera
LexiGroup B
LoredanaWindward/Weatherby
LucindaSilverblades
MurdocFree Society
Nahdir
NevWindward/Weatherby
OsricSilverblades
PagesWindward/Weatherby
PellimoreSilverblades
PennyGroup C
RainiereWindward
RouxParliament
Rydan
SafiParliament
SamParliament
SequoiaWindward/Weatherby
SifjarGroup C
SilasCoven
Sitara
SnickersParliament
Starling
Sunrise
SylvieSilverblades
TalosCultural Exchange
ThistleGroup D
ThrymrIron Wrought
TrisWindward/Weatherby
Vicquemare
VieraParliament
WanderFang, Horn, and Poppy
ZaloGroup A
ZephyrWindward/Weatherby

prereg for September

Here’s the current prereg list for September. Please make sure you’re on it if you should be, and if you see a friend who should be on it but isn’t, poke them to preregister. Thanks!
JJ

(Last updated 19Sep2022.)

Character NameTeam/Housing Group
AbrahamMad House
Addax (new char)Ruckerdemalion
AlmerrickRuckerdemalion
Altana
Alyssa
AmitySilverblades/Misfits
AmokParliament
AntheiaCoven
AriWindward/Weatherby
AriannaWindward/Weatherby
ArtoniousWindward/Weatherby
Asger (new char)Parliament
BalefireSeven Sisters
BastiaWindward/Weatherby
BernadetteHaus of Haldenghast
BrandtFree Society
BrookSilverblades/Misfits
BrunoHaus of Haldenghast
BunnyMad House
CaileanRuckerdemalion
Caretta
ChelseaSilverblades/Misfits
Conchobhar
Cor’deliaWindward/Weatherby
CoralCoven
CorsoWindward/Weatherby
CorwinFang, Horn, and Poppy
CotoSilverblades/Misfits
DagnaFree Society
DarlingHaus of Haldenghast
DimentioWindward/Weatherby
Dorian
ElaniParliament
ElentiaParliament
ElizaMad House
Ellie (new char)Wayward/Weatherby
EllionMad House
EllisWindward/Weatherby
EmrysParliament
FlorianParliament
FoxParliament
GuntherFang, Horn, and Poppy
GwendolynFang, Horn, and Poppy
HallimaFree Society
HartCoven
HushWindward/Weatherby
IgnoratioFang, Horn, and Poppy
ImogeneSilverblades/Misfits
IoSilverblades/Misfits
IrisHaus of Haldenghast
JerikhoFree Society
Jonathan
KaggFree Society
KesFang, Horn, and Poppy
KiroanRuckerdemalion
KonstanzeFang, Horn, and Poppy
Kurt
LazarroHaus of Haldenghast
LexiSeven Sisters
LoredanaWindward/Weatherby
LucindaSilverblades/Misfits
Maebh
MaiwenParliament
MarcellusWindward/Weatherby
MurdocFree Society
Nahdir
NevWindward/Weatherby
new char (Madi)Wayward/Weatherby
PagesWindward/Weatherby
PellimoreSilverblades/Misfits
PiankaHaus of Haldenghast
PirouetteSociety for Cultural Exchange
RainiereWindward/Weatherby
RasvimSilverblades/Misfits
Rydan
Safi (new)
SamParliament
Sifjar
SilasCoven
Sitara
SkeekSilverblades/Misfits
SnickersParliament
Starling
Sunrise
SylvieWindward/Weatherby
TalosSociety for Cultural Exchange
TealSilverblades/Misfits
TempestSilverblades/Misfits
ThrymrSilverblades/Misfits
TrisWindward/Weatherby
TrygveParliament
VicquemareFang, Horn, and Poppy
WanderFang, Horn, and Poppy
Whaley
Xan’XifiSilverblades/Misfits
ZairaFree Society
ZephyrWindward/Weatherby

Prereg for June

Hi everyone.

Here’s the current prereg list for June. Please make sure you’re on it if you should be, and if you see a friend who should be on it but isn’t, poke them to preregister. Thanks!
JJ

(Last updated 26May2022.)

Character NameTeam/Housing Group
AmitySilverbldes/Misfit Menagerie
AntheiaCoven
AriannaWindward
BastiaWeatherby Estate
BernadetteHaus Haldanghast
BrandtFree Society
BrunoHaus Haldenghast
Bunny
Caretta
CerynGroup A
CharcoalMad House
ChelseaSilverblades/Misfit Menagerie
ConchobharGroup C
Cor’deliaWindward
CoralCoven
CorsoWindward
CorwinFang, Horn, and Poppy
DagnaFree Society
DarlingHaus Haldanghast
DavorinSilverblades/Misfit Menagerie
DelilahGroup A
Devon
DimentioWindward
Elani
ElentiaParliament
ElizaMad House
Ellion
EllisWindward
EmrysParliament
FenrickCoven
FlorianParliament
FoxParliament
GuntherFang, Horn, and Poppy
Hallima
HartCoven
HollyFree Society
IcoranParliament
IgnoratioFang, Horn, and Poppy
IrisHaus Haldanghast
JerikhoFree Society
Jonathan
KaggFree Society
KenkoHaus Haldanghast
KesFang, Horn,and Poppy
KonstanzeFang, Horn, and Poppy
Kythera
LazarroHaus Haldanghast
Lexi
LoredanaWindward
LucindaSilverblades/Misfit Menagerie
MaiwennParliament
MurdocFree Society
NevWindward
new charWeatherby Estate
new char (Eric)
New char (Thomas)Weatherby Estate
Nico
OsricSilverblades/Misfit Menagerie
PagesWindward
PellimoreSilverblades/Misfit Menagerie
PiankaHaus Haldanghast
PirouetteSociety for Cultural Exchange
RainiereWindward
RasvimSilverblades/Misfit Menagerie
Roux (new)Parliament
RueGroup A
RydanGroup B
SamParliament
Sifjar
SilasCoven
SitaraGroup B
Skeek
Skjoldr
SnickersParliament
Sunrise
SylvieWindward
SyrusGroup A
TalosSociety for Cultural Exchange
Teal (new)Silverblades/Misfit Menagerie
TempestSilverbldes/Misfit Menagerie
The Balmonious BardFang, Horn, and Poppy
The GeneralHaus Haldanghast
ThrymyrSilverblades/Misfit Menagerie
TrisWindward
Vicquemare
WanderFang, Horn, and Poppy
Whaley
ZaloGroup A
ZephyrWindward

The Storm (Entry Eighteen)

Brother Quill entered the tavern with his two church guards and shook off the cold. The guards sheathed their weapons when they found that the tavern was intact, with real Gifted patrons. That was no longer a given, even though the Storm had largely subsided. The group had been attacked twice on the way to this place by elementals that lingered in the infrequent storms.

Brother Quill signaled for the guards to seek food and drink, and to get some much-deserved rest. Once they moved across the main room to find sustenance, Quill headed to the back of the room and approached a table set off from the noise and light of the room and its other patrons.

“Brother Razorlash,” Quill said as he pulled out a seat, “I am sorry I am late.”

The tiger shoathri looked up at the priest without lifting his hooded head. “The roads are dangerous in these times, so I am glad you have arrived safely, Quill. It is good to see you again, though using my former title is probably misguided since I have not been part of your formal church for quite some time.”

“That’s why I am here, Razor. I’d love to catch up, truly, but you have made it clear that your time here is brief. I can’t imagine what you are going through, with the rumors coming out of Vellingrim suggesting that there are shoathri tainted by infernal power. I am sorry.”

Razorlash tried his best to look impassive. “I don’t mean to imply that I am not glad to see you safe, Quill, but what do you want? Why have you asked me here?”

Quill dearly wanted to catch up, to see how Razor was doing, but getting the shoathri to open up about anything was a difficult task at the best of times when he was not involved in some task. “I was hoping… I want… you should come back to the church, Razor.”

The shoathri squinted and scrunched his nose at Quill, clearly rearranging his thoughts at this unexpected request. “I’m sorry, Quill, but I thought I heard you just suggest I return to the church?”

“Wait, wait, Razor. I see that look crossing you face.” Quill tried to calm his companion’s annoyance. “Much is changing.”

“I don’t owe the church anything, Quill. Where was the church when Vellingrim enslaved Gifted races? Where was the church when nightmares hunted common folk in the candle lit woods? How can the church justify its own priests killing shoathri?” Razorlash’s face lost its calm, if grim, expression. “The church is too disorganized, too disinterested…”

“Wait!” Quill lifted his palms towards Razorlash. “Wait. I understand your frustrations. We have spent long evenings discussing these very things. You know I largely agree with you.”

“Yet you remain in the church.” The shoathri began an argument that was too familiar.

“Wait. Things are changing. Things have changed, Razor. You have been away, all during the Storm, and on your crusade against those tainted with infernal power before that. You haven’t seen what I have seen. You haven’t been part of the changes. The people, the priests, enacting real change in the church during these difficult times. The invasion, the Storm, the difficultly meeting with the faithful. These all have forced the church to look at things differently!”

Razorlash watched the passion in his old friend’s eyes, swallowed his rising anger, and took a deep breath. “Quill, the church will never change.”

“Listen to me, Razor. You have been outside the light. Things have happened. Just, listen to me for a few minutes. If you are unconvinced, I will drop it. I promise.” Quill looked at the shoathri, and Razorlash frowned but nodded his head.

Brother Quill took a breath and started to go through his points as he had rehearsed them.

“We both remember what was done to those shoathri, and the shock when our investigations revealed it was priests who bore the aspect of the Merciful Killer that had done it. Ending the lives of shoathri, to ease their suffering, it was a terrible thing. But listen to me; the blessing of that Thread-bearer has not appeared to any priest during the Storm. During the holy days it faded from the remaining priests that shared that burden, and no priests have received the blessing of the Merciful Killer in all this time. There is not a single report of that blessing falling upon any priest; even those who were most fervent in the support of that particular Thread-bearer.”

Razorlash scowled thoughtfully, and Brother Quill continued when he saw that Razorlash was not dismissive.

“Some temples have tried to investigate the matter, but communication between the temples and the faithful has been difficult at best. Each church I have visited seems to have a different theory. Sister Gillis claims that the Merciful Killer has severed the connection to the faithful because the Thread-bearer is in some kind of danger, and did not want to extend that danger to the faithful. Brother Gradis claims that the Merciful Killer is dead, but as you know Brother Gradis has always found the most grim explanation and interpretation of omens also the most compelling. Some even claim the Merciful Killer was lost in the Storm itself. I can tell you this; none of the church leadership know for sure, and that scares them. They have kept the matter quiet; the faithful have had a difficult enough time without something like this to shake their faith.”

Razorlash considered the news. “I am surprised the church could agree on anything at all. The high church in Blacktallow feuding with the Morgrave churches, the Sollos church spending all its time keeping the Celestial temples mollified to keep the peace, It’s all a mess.”

“You’ve been away a long time, my friend. Let me continue.”

Razorlash nodded, and Quill continued his explanation.

“With the threat of the Gilded Imperium, and the burning of three temples at their hands, the priests were rushing to form some kind of defense. Several temples had a small force of defenders, but none were effective at protecting the temples in their path, much less throwing back the advance of the invasion. But you know this. What might surprise you is how Vicar Astor rose to lead several newly formed orders and combined their might to drive the Imperium away from one of our temples on the outer parts of the Commonwealth of Blacktallow.”

Razorlash drew a breath from his mouth, baring his teeth as he considered. “I would not have thought Astor would have the vision for such a thing.”

Quill continued. “Vicar Astor, it was explained to me, was often favored by Thread-bearers of Light, but early in the war, during the first Holy Day, the Vicar was visited and blessed by three Thread-bearers of Shadow who had never graced him. At first, he was surprised, and saw this as an ill omen. Whether this change brought confidence, humility, or both, the priests I have talked to have told me he seemed changed by it.

“After the Imperium retreated, he was instrumental in securing the Temple of Divine Purpose in Morgrave, and brought the orders to bear to help other temples in Morgrave besieged by the dead soldiers of the false undead king that plagues that place. Since those victories, and the strengthening of the new orders under his leadership, the temples have rallied around him.”

Razorlash thought for a moment. “That’s all well and good I suppose, but why do you want me to return if the Vicar is firmly in place?”

Brother Quill paused and looked over his shoulders, first one way and then the next. He lowered his voice even though the two of them sat alone. “That’s just it. The Vicar seems to be missing. He returned to the Temple of Divine Purpose to gather representatives from the greatest temples, but before they could arrive, he vanished. Some say he left the Temple on his own, some are less sure. Either way, no member of the faithful has actually seen the Vicar since he disappeared from the Temple of Divine Purpose. Razor, I know you can track things, and your skills extend beyond the natural world. I might need your help. We can’t call on the orders; few know of his disappearance, and there is fear the news would bring despair to followers who found hope in his leadership after the fighting during the invasion and the hardships brought on by these Storms.”

Razorlash rubbed his forehead at the news. “Tracking anything in Morgrave is… difficult. Everything smells wrong. Hm.” Razorlash tapped the table with a claw, as if following a new mental thread. “Tell me of these new orders, the orders that have risen in the church and that served him in this task.”

Quill thought for a moment. “As you know, there are many smaller orders in the church. Orders that dedicate themselves to a single Thread-bearer despite our desire to maintain the Woven as one community. Orders that protect a single place. Orders that follow a single person. These orders come and go, especially in the wake of the invasion, and the arcane storms. But two orders have gained momentum and support, and I want to bring a third to your attention as they may need your support.

“The Crimson Accord first arose in the Commonwealth of Blacktallow during the war with the Gilded Imperium. The Red Abbey, the largest temple within the Commonwealth, sent out a call to the other Temples, offering them protection. Although the Gilded Imperium had not yet started a full invasion of the Commonwealth, their forces had been scouted both in the eastern borderlands, and to the west within the passes that lead to Coalmire. Many Temples petitioned for protection, and the leader of the Red Abbey, Mother Clark, required any participating temple to send those faithful who were willing and able to train in martial combat at the Red Abbey. The members of the Accord swelled, and it remains the largest order in the church. The Knights of the Crimson Accord dedicate themselves to Courage and Humility. The knights act as champions of the faithful and are well armed to deal with threats to the common folk. Recently, many of the Accord have helped in Morgrave, despite the dangers of travel during the arcane storms.

“The Winged Order was commissioned to help maintain communication and, when necessary, travel between the various temples during the arcane storms. Although small, they are very popular with the faithful since for many this order was their only communication with the church and the other faithful. The Winged Order is not centered in any of the significant temples; instead, the order creates small temples on the side of trade roads. During the storms these temples were blessed and warded to weaken the arcane elementals that might approach them, and this often encouraged these beings to wander off rather than attacking the faithful within. All members of the order dedicate themselves to Charity and Honesty. Inspired by Vicar Astor’s courage and self-sacrifice, several champions from the Temple of Divine Purpose have joined and bolstered the Order so that the faithful may travel safely, or more safely, between the temples.”

Brother Quill paused so that Razorlash could take it all in. He was fairly certain that his friend had not heard about these orders, since the shoathri had been entrenched in gaining what knowledge he could about the events in Vellingrim.

“There is one other movement I want to tell you about, Razor,” Quill continued. “The Thread-bearer who protects our dreams has appeared to the faithful in a new incarnation; the Dreamspinner. Are you aware of this?”

Razorlash shook his head. “No, but that is not a Thread-bearer that I would expect to grace me with its blessings. At least it never has.”

Quill nodded. “The Dreamspinner has blessed a number of priests, and they often see the blessing as an ephemeral web, woven of dream. The priests who have been so blessed seem excited by this revelation.

“I do not think it is a coincidence that a new Order has gained followers in Kyrzenwold. I know you were frustrated that the commonfolk in Kyrzenwold have been unable to seek the aid of our church there. Let us be honest, the folk in Kyrzenwold have never, as a people, been warm to any church. So an established order is, at the very least, interesting news.”

Razorlash nodded. “Where is the temple.”

“Well, it seems there is no temple. The priests that have joined the order have found some way to establish some kind of refuge at the border to the Dreaming. The church has traveled into the Dreamscape using Chimera magic before, but these priests are different. They seem to dwell within the Dreaming. I do not know the details, but it is said that they can draw those who need protecting into their chantry within the Dreaming if they need to.”

Razorlash wasn’t sure if he liked that news. It wasn’t how he imagined helping the commonfolk in the realm of candles.

“This Cloistered Dream, as they call themselves, was established by Mother Reisinger when she still served the Temple of the Ever-Burning Font. She has told stories to the members of the order describing how she received inspirational dreams from the Dreamspinner to create a chantry to shield the faithful from the Storm. She has trained a small number of priests who have been inducted into the order, and now they seem to spend more time traveling in the Dreamscape than walking in the waking realms.”

“As you see, Razorlash my friend, much has changed.” Quill brought the point home. “And I need your help. I cannot pursue the disappearance of our Vicar without word spreading throughout the church. And few have your ability to track things that are supernatural.”

Razorlash seemed reluctant to turn away from the events in Vellingrim, even for a time. “I will meet with the other demon hunters, and endeavor to find out what I can in Morgrave.”

“If you need help, a force that can act outside the church, without the pomp and discussion, and without spreading your news to every temple, then I suggest this. The call has gone out for the heroes of Nocturne to return to those ruins. They are a capable, if motley, assemblage. You might be able to enlist their aid, and they are not beholden to any particular temple. If you need help, without the direct interference of the church, then I would send agents there. Just be careful; there are a fair number of tainted Demonbound that dwell there. I have tested them, and thankfully it seems they have not succumbed to Hubris, but the most powerful infernal powers would not, if they held sway over one of those, reveal themselves to be in control from such a simple endeavor.”

“Travel to Nocturne,” Razorlash continued, “while I start this hunt for the Vicar, and enlist their aid.”