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The Realm of Stories—

A place where the worlds and characters of stories and fairy tales exist to live their own life. Born from the breath, carvings, and ink of storytellers, these worlds have grown over the centuries, changing and adapting with each new take and spin. It didn't matter how the story was told, but that it was told at all, and the characters lived in celebration each time their tale was told anew.

But time has passed and tales once beloved and widespread are quickly becoming forgotten. As more books gather dust on the shelves and people no longer come together to listen of tall tales and epic adventures, these worlds begin to fade away. It's slow at first, almost unnoticeable, until the worlds begin to crumble and disappear into infinite darkness known as the Void. Hastening the Realm's destruction is a creature called "the Story Eater." It tears through each world, even those still thriving, consuming and destroying everything in its path until all that remains is left to the Void.

The chaos does not end here.

After gaining enough power, the Story Eater is able to extend its reach out into the worlds outside the Realm. Through the pages and media connecting the worlds, the Story Eater steals the souls of those who unknowingly come in contact. Some victims are left in a strange coma while others are used as puppets to continue causing havoc and mayhem. Minions known as "Erasers" are also sent through, taking forms of humans and monsters to spread the Story Eaters influence and wreak havoc. No world is safe from its rampage.

However, there is still time.

An entity known as "the Storyteller" uses their power to seek out anyone they can reach through any means not yet tainted by the Story Eater, and those who answer have the choice to help or to ignore. If they decide to help, their souls are transported through the pages into the Realm of Stories. Inheriting the essences of fallen storybook characters, they are transformed into entities known as Aspects and are tasked to help not only combat the Story Eater and its minions, but to restore the lost stories.

If they don't, then their own worlds may be consumed and lost.
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Game Info—

ABOUT THE GAME
Forgotten Tales is a small, semi-public game set in the Realm of Stories. Characters will become known as "Aspects" as they take on the Essences of lost storybook characters, enhancing their own abilities with unique skills and may even inherit a few new "personality quirks." That said, this is not a memory loss or AU; characters will still retain their personalities and memories.

On the whole, it is yet another "restore the world" type of setting, but the feature here is that through their characters, players are effectively "writing their own spinoff" of various fairy tales and stories. This new story is what will restore the lost world and will remain as a permanent fixture to the game setting as a whole. Unless it gets destroyed again, but that's a problem to worry about later.

Rather than monthly events, the game is run on a campaign style called "chapters," where character activity will determine the outcome of the story. Chapter campaigns have a "loose" time-frame, roughly one to three months and sometimes broken up into Acts. (This is subject to change depending on actual gameplay.) There is a break between each chapter for some downtime that can last from one to two months. The game effectively goes into sandbox mode wherein players can just chill, relax, and zone out. During this time we offer smaller story quests and mini events to fill the time.

That said, although this is heavily structured, the game is designed to be relaxed and slow in terms of speed and pacing. Because time is all an illusion in the Realm of Stories, there's no real IC:OOC day ratio, especially during chapter campaigns. Activity is still a must, but rather than activity checks, there will be occasional story checks where players will submit proof of participation with no hard comment count. These checks will also help provide necessary information to the mods regarding how the campaign is progressing and to help write the final narrative for each chapter. During breaks, we only require check-ins.

The three main communities are [community profile] realmofstories (logs), [community profile] forgottentales (network), and [community profile] forgottentales_ooc (ooc).

If you have a question that's not answered in here, find the appropriate thread and comment! If you have a more personal question or concern, you can PM the mod account or comment to the Mod Contact. We do have a Discord server, and a mod plurk: [plurk.com profile] keeperoftales. However, we may not notice any PMs sent to the plurk account so please use the other methods to directly reach us. Unless it's something minor, inquiries should be directed to the mod journal.
RULES
Although we're more relaxed than larger games, we still have rules that everyone must follow.

§ Be friendly. Most everyone in the game will likely know each other already, but saying it anyway. Play nice, mind your manners, and if there is someone you don't like that's okay. We want everyone to get along but this isn't some happy fairy tale. Just be reasonable with one another and if there are real problems you can't resolve on your own, contact the mods. We want to have fun here and deal with problems before there's a giant mess.

§ Stay (mostly) ic. Although players are expected to stay true to character, a lot more leeway is allowed here. Just don't turn Mr. Sparkly Sunshine to Andy Angst Muffin or do something crazy without reason and we all should be cool. There are no required HMDs nor will there be any gamewide ones. But if there is a real problem, talk it out first or contact the mods and we'll try to sort it out.

§ Communicate with each other. Because we're small, it is important to communicate any major plans to those who may be affected. We primarily use the Discord server and Plurk, but please also make use of @forgottentales_ooc for anything that would be more widespread. And of course if any problems arise, talk to each other.

§ No godmoding, metagaming, powerhousing, etc. Would you like it if someone roflstompped all over your character or suddenly knew everything about them despite never saying a word? No? Then don't do it. Even if you do like it or don't care about it happening to you, don't do it.

§ Mature content. Although this is not specifically an 18+ game, such content is allowed in the communities. Any mature or graphic content should include warnings and cuts. If you prefer privacy, using character journals is perfectly fine.

§ Some activity required. Although we don't have formal activity checks like larger games, we do expect some activity. Refer to the Story Check section for more information.

§ Applicable characters, limits, and caps. Since we do want the game to stay on a manageable, small side, for now there is a soft cap of 50 and a hard cap of 75 players. The numbers can always change, but that's what we're starting with.

Everyone is limited to 2 characters at the start with the possibility of bringing in a third after being active and participating in story events for two months, and a fourth with the same stipulations. Currently only canon originals, canon aus, and original characters are allowed. Fandom AUs/OCs and CRAUs are not. We have a two week waiting period on both new canons and canon updates.

We currently have a cast cap of 10 per canon. This can be raised or lowered depending on how big the game gets.

§ Contact the mods for all problems and inquiries. If you have any problems that you can't resolve on your own, contact us. Either PM or use the Mod Contact form. Since this is a small game, we all should know most everyone in here and while we have no problems throwing the books at people who deserve it, we really do wish to foster a friendly atmosphere. One of us may be a grouchy granny but even grannies give cookies.

Also full disclosure said granny doesn't want more work than necessary, so if everyone got along and just had fun, that would be like the best thing ever. Have a cookie.
REGISTRATION, WORKSHOP, TEST DRIVE
Primarily an invite-only game, we do open the game up to public registrations during our large campaign breaks. Because the game is still set to be more on the small, private side, current players can and are encouraged to send invitations outside of this registration period. Otherwise, there is a small, limited number of slots opened each time to keep the game manageable. Please refer to the Registration page for more details on the full process.

Instead of formal applications, we require all interested players to participate in our Workshops and Test Drives. The Workshops are are designed for players to express what Essence they are interested in as well as ask for help in picking one out if they don't have one in mind yet. Once an Essence is picked, the Test Drive will help players test to see how well they can play their character with that Essence as well as a feel of the game's setting. It's possible to try multiple Essences at once, too.

New Workshops and Test Drives will be posted every two to three months, before the next public registration.
ENTERING THE REALM
All worlds, past, present, and future, are affected by the Story Eater's actions, its minions making their way out of the pages and into the various worlds to create chaos and destruction. People everywhere are found falling into comas while reading any written material. Paper, digital, books, small pamphlets even letters—as long as there are words the Story Eater can reach out and absorb their soul. Even minstrels, story tellers, and actors are used as puppets, their voices causing hypnotic trances to those who hear. Victims either fall into comas or go out to cause chaos and turmoil. Then there are the Erasers materialize into worlds already in turmoil, blending in with local monsters or taking human form to attack others. It's all sudden and impossible to ignore, and will need to be taken care of one way or another.

Unfortunately the heroes of many stories have already fallen and The Storyteller cannot combat the Story Eater. But they can produce a special book that will appear in front of those who...well, no, there's no rhyme or reason. It's a random shot and the Storyteller hopes someone notices it. Whether lying on a desk, on the floor, or hurtled through the air to smack someone in the head, this strange book will be noticeable with its odd, glowing emblem on the cover. The words, "Help us" sprawled in shimmering, white ink across it will also be a big hint.

Assuming no one's run away in terror, those who have reached out to read the book will learn of what's happening both within their world and the Realm of Stories, and what is being requested of them. If there is a voluntary agreement, the Storyteller will spin their magic to transport the character's soul into the book and into the realm.

If the threat of their world being consumed by the Story Eater is not enough, or there needs to be a bit more "involuntary push," outside influence is always an option. Whether an angry mob or a pack of Erasers (that's more menacing than it sounds), the moment the Storyteller senses danger they will use their power to drag that soul through. The Storyteller will apologize, but circumstances!

As to the physical body, not to worry. It will remain in the world and the Storyteller will have written a "copy" of the original's soul into it so that it can still function and at least help deal with what's going on in their world. It may not be the best copy, but it'll do. Cut the Storyteller some slack, they only had a few minutes to whip up something.

For those who cannot read for whatever reason, the book can communicate through other means. For instance, it can actually turn into an "audio book" and a soft voice will speak out of it. Alternatively, it will use telepathy to speak directly to the mind. The character will be able to not only "hear" a voice, but also see the words in their mind's eye. Bonus, they will be able to understand no problem so language will not be an issue.

Finally, characters can return to their own world with only one condition. They just need to help in restoring at least one story. The Storyteller needs to gather enough energy to be able to safely send a soul back to its proper world, and restoring a story will be enough to do so. It is also possible for anyone to come back, although whether someone retains their memories of their stay varies. After all, having one's soul transported through a book and have an Essence of another merge with it can do weird things. Just keep in mind that while conditions may improve or worsen depending on how things fare in the Realm, it won't be until the Story Eater is destroyed that their world will be safe.
LIVING IN THE REALM
The Realm of Stories itself is a massive "universe" filled with every story ever imagined, written, and told. Each story has its own world existing separately from those shared outside, but over time the world would change or alter to include elements of the variations based of it. It's a bustling, festive, diverse place—or so it used to be. Now it is mostly a dark abyss of torn, tattered pages with only a few stories still standing.

When your character enters the Realm, they will find themselves in a strange land called the Index. It's a large city that's a mishmash of various stories, but has an overall rustic, Victorian look (classic, not steampunk). Fully aware that they have merged with the Essence of a storybook character, they will find their clothes will have had a few alterations made to fit that story character's style. They can of course get new clothes and change, but they're more likely to find themselves staying within that look. So for example, if they have Red Riding Hood's Essence, expect a lot of red and a hooded cloak of some fashion. If you're the Big Bad Wolf, congratulations, you have a tail and pair of wolf ears now. Welcome to furryhood.

They will also find a small satchel of matching style in their hands and inside are various items. Potion bottles, a leather pouch filled with coins, a set of keys, and most importantly a leather bound journal. All items can have different appearances to match the story the character is now representing, but the keys will lead them to their predetermined residence; the potion bottles are a starter kit for magical medicinal purposes; the coins are to cover for early basic expenses; and the journal is for a lot of important things.

What a character's temporary "home" will look like will depend on the Essence they are holding. Little Mermaid characters will have a nautical, underwater theme; Cinderella can expect pumpkins or raggedy cellars; etc. It's completely up to the player as to how it will actually look, so have fun with it. In terms of amenities, they will have all basic furniture and appliances available to them. The technology is more "rustic, medieval," but thanks to magic it's really not too difficult to make do. The coins they received will be more than enough to get them started, and they will be paid for their services in restoring the stories as well as any jobs they may take up on their own. All kinds of food is available, and magic potions are used for support, restorative, and offensive purposes. Better stock on some of those before heading out.

Everyone will find that the local citizens of the Index will be either friendly or ignore them—so your typical reaction. The journal will provide more detailed written explanation of what to do and a bit about their Essence, but for the most part they are free to roam and explore until the Storyteller gives their assignment.

In terms of employment, anyone can open a business or join an NPC run business with no real need for mod confirmation other than to give us a heads up. But there is also the Commission Board which is our version of a mission or task request board. We post one either at the beginning of the break or after public registration. Not only do characters earn money, but they will also receive points which can be used to trade in for items listed in the Catalogue. Points are also received upon entering the Index as well as after each campaign. This is updated at the end of every campaign and it's through the Catalogue that characters can regain items.

Because the Index is a mishmash of every story and genre, you can find pretty much anything you may need for the setting. Need a lake? It's out there. An ocean? Might need to travel a little bit, but yeah! Have fun on the beach! Mountains, expansive forests, industrial towns, farmlands, medieval castles. Just keep in mind that it has more of a classic, Victorian, rustic flair to it so there won't be a lot of high tech or modern touches yet. There's always the potential for additions as the game progresses, either from restorations or destruction of more stories.

For more specific details about the Realm in general, refer to the World & Locations section.
ABOUT ESSENCES
Storybook character essences, or "Essences" for short, are common concepts and themes of that character that have carried on throughout the various renditions and versions that have been produced over the ages. The range of Essences is huge. Fairy tales, folklore, legends, fables, or popular classics like Frankenstein are all fair game. You can even throw nursery rhymes like Mother Goose if you feel up to it. Popular fictional characters such as Santa Claus and the Easter Bunny are also acceptable. It would be best to stick with stories whose origins are from pre-1960s (sorry, not allowing Shrek and Sparkly Edward Essences at this time, but some early modern classics like Dr. Seuss and Winnie-the-Pooh are fair game), but players may draw on modern adaptations of certain Essences as inspiration for their character's new changes. (Ex. Little Red Riding Hood might be a werewolf akin to Once Upon a Time's version.) Although our examples are from the more common Western stories, country of origin also does not matter. If you want to pull from a Middle Eastern or Asian story, that's totally fine.

Sometimes the Essence matches the character, sometimes it's just completely random. Whatever the case, the character will now have various attributes and characteristics to match that storybook character. How much is gained or lost is completely up to the player. However, it's important to keep in mind that any changes are to be considered more like bonus additions and not major alterations to the character. The character is not becoming the storybook character they're merged with, just borrowing the powers to use as their own.

There can be no duplicates of a storybook character in the game. This is mostly to try and keep variety. This does mean it's "first come first serve" and there might be some competition for the more popular characters, so it's suggested to try and choose one that would actually best fit the character and have a few in mind in case you don't get your first pick. There is one major exception and loophole to this rule, and that involves multiple variations of the same character type: Prince Charming, the Big Bad Wolf, dragons, and other creatures that appear in multiple stories and cultures. So for example, we could have three "Big Bad Wolf" characters from Little Red Riding Hood, Three Little Pigs, and Peter and the Wolf.

Gender does not matter. Your character won't change genders, but it's possible to have a male character take on the Fairy Godmother to become the Fairy Godfather, or a female character take on Captain Hook.

If you're uncertain on what to choose, you're free to ask and use the Workshop! This has a huge collection of stories and this is another great resource. To see which Essences are currently taken, refer to our Essence List.

The intent is for characters to stick with the Essence they come in rather than freely change it at will, as such a change will be part of a character's development and challenge to adapt to the setting. However, if you find that you're having difficulty with the original choice and a change would help, then you can change up to two times within two months and only with mod permission. So take a lot of care in your choice and utilize the Workshop and Test Drive for practice if needed. Once you've decided, just hop on over to the Canon & Essence Update page.
APPEARANCE CHANGES & PERSONALITY QUIRKS
For the most part, characters will maintain their original form. Humanoids are still humanoids, animals can stay animals, angels keep their wings and stay holy, etc. But there can be a little bit of fun to be had with certain storybook Essences. For example, if your character is human and the Essence is animal based, like the Cheshire Cat or the Big Bad Wolf, then it's very possible for the character to gain appropriate ears and tail. Animal characters do not have to change into a humanoid upon entering, but it is an option if it works with the Essence.

Alternatively, characters could keep their normal form and undergo partial or full transformations as part of their Essence's abilities. So someone with the Big Bad Wolf or Beast Essence would only transform into a wolf or beast when using an ability. Or perhaps only their arm transforms into a huge claw. Other quick examples are wings sprouting when using magic or flight, mermaids legs transforming to tails only when in water, etc.

Other body changes such as physical deformities or disabilities like a missing limb or loss of sensory abilities are optional. Instead of a real hook hand, you can have a fake one. But if you want a real one, sure go for it. Have fun with the initial trauma. Fortunately if it proves too much, the Storyteller will be able to fix it. The reverse is also true. If a character already has physical disabilities, these can all be "cured" upon taking their Essence, but this is of course optional. They can retain canon body changes with just small alterations to fit the setting.

Some of these transformations and changes may need some limitations just to make sure things don't go too crazy, but for the most part players can do what they want. Just keep it reasonable and fun!

Another "change" a character will inherit from their Essence is a personality quirk. To be very clear, this is not to be abused or used an excuse to change up a character's original personality. It's just a little extra nuisance opportunity to have some fun with the Essences. For example, the Mad Hatter will have a need to host tea parties—even if the character doesn't like tea (but hey, maybe they can learn to like them; or hate them more it could go either way). The White Rabbit will make them more punctual and time conscientious (great for those who used to be lazy). The Huntsman from Red Riding Hood will have more of a thing against wolves. Snow White might have an aversion to apples. And so on and so forth.

Granted, not every storybook character has a unique trait to capitalize on, and this is not a requirement, either. But for those who may like to try it out, you are limited to one bonus quirk with the potential to gain more as time goes on.
ABILITIES & WEAPONS
Abilities are going to be a little weird in the Realm of Stories, and because only their souls are being sent through, any weapons they have will not be brought along. Characters can keep their natural talent and physical prowess, but they will be unable to use any special abilities right away. So magic users will find themselves unable to cast the spells they already know and physical fighters will find they can still wield weapons and perform skills, but they'll be unable to perform any "magical" attacks. That cool strong punch that also had a giant force blast at the end is now just a...cool strong punch.

But not to worry! All Essences will grant the characters new powers based on their stories—and you can be very creative. You can tailor the abilities to basically replace the original ones, even do a mirror copy if possible. This is also how characters can kind of "regain" their weapons. It's very possible for characters to be able to re-form their original weapons by using the power of the Essence, with maybe a few tweaks. Even better, while they can use standard sheathes to carry the weapon around, they can also magically summon the weapon instead to free up that burden.

In terms of how quickly they "learn" these abilities, in theory it's available to them automatically. Abilities that match what they're used to will come easier, but it will take a little bit of time to actually master the use of any new and unfamiliar skills. Otherwise there's no real "time" or "level" gate, at least from the game side. Players are free to impose their own if they so wish.

Characters do get some "level ups" after the end of major story events, too, as well as the potential to regain a copy of their original canon weapon and other skills. More information on that can be read here.

Finally, a character's abilities will be strengthened in the story their Essence is from. Kind of like a home field advantage.

You can tailor these abilities and weapons to fit your character just as long as it keeps the theme of the story they're connected with. There is no hard limit, but don't get too crazy and of course standard "no god-tier" rules apply. Otherwise, the only limitation you have is your imagination. If you need help, you're free to ask in the Workshop.
CHARACTER TYPES
Pretty much any character is allowed in the Realm of Stories, but here are some specifics for the commonly asked types.

Fairy tale based. Characters from fairy tales, be it original or variation, need to pick a different storybook character than their own. You can choose a different character from the same story they're from, but they cannot be themselves. So for the million of Alice variations out there, go be someone else, like Goldilocks or the Wizard of Oz.

Nonhumans. Robots, animals, and other nonhuman characters can stay as they are in form and just adjust to fit their Essence and the setting. So giant robots can be brought in, but they're going to need to come down in size to at most 10 feet tall.

Dead. Dead characters are able to enter the Realm of Stories and in fact the Storyteller did nothing to bring them in. Instead, their dead soul just happened to be pulled in into the Realm and an Essence attached itself to them. The Storyteller will notice this occurring so fortunately the character will be quickly informed of what is going on. But now they have the real option of just staying here since...well they can't really go back to anything. However, the Storyteller has no control so if something from their world decides their soul needs to continue being dead over there, then that'll happen.

Vampires + Special Needs. For characters who need a specific kind of sustenance like vampires and blood, congratulations that's no longer an issue. They'll still favor that type of "food," but they are now fully capable of consuming normal food. There are also the special potions that can be concocted to create a similar substitute product.

Supernatural. Characters like angels, gods, demons, Cthulhu, will maintain most everything that makes them supernatural and unique. Their souls will still ping "I am a holy being" to any who may have the ability to sense that kind of thing. What doesn't transfer over are any canon specific soul mechanics attached to that type of character. For example, a god-type character would no longer exude strong, tangible auras of holy power. Demon-types won't automatically curse or be able to spread negative energy to others. Whatever manevolent or benevolent power is just contained within themselves and just exist, that's all. Essences can be used as alternatives to similar mechanics.

Pets + Sidekicks. They are allowed to be brought in. They won't have as many special additional abilities, but they will also be made to fit the story of the character. For storybook characters that are associated with creature companions, if that companion can't be a character themselves, then it is possible for the character to gain that companion as part of their abilities. Summoners cannot summon creatures or spirits from their worlds, but they can modify their abilities to summon illusion creatures based off their stories. If Snow Whites wants to summon some dwarves, sure go for it. They won't be one of the seven, but a copy of the dwarf and can be just as deadly.

Villains. Both as characters brought in and the Essences are allowed to play within the Realm of Stories. In fact the Storyteller will deliberately try to seek some out. Even if it may be risky, stories do need antagonists, and villains are more than welcome to try and write their own story or try to sabotage efforts. It's also very possible for someone to try and harness the Story Eater's powers for themselves, or somehow take advantage of what it's doing for their own nefarious plots. Communication and coordination will of course be necessary, but the game is not designated to have either a good or bad ending.

We'll add more if needed, but if you have any questions feel free to ask.
STORY CAMPAIGNS
The game is running on a kind of "campaign cycle" system where during a period of time everyone is focused on a specific story to try and restore. The campaign can last from 1-3 months depending on how active things are, may be split up into different Acts, and time can always be shortened or extended. You can think of it like extremely long event periods. ICly, the time limit is explained by the Storyteller's ability to maintain the setting for a set time. If things aren't progressing or there is some other reason, then Storyteller must close the story and leave it as is until they can return to it.

There are two type of objectives in each campaign. Subquests are your basic filler quests, but Main Scenes are important and will shape the new narrative. Players will sign up for certain scenes and roles and will be expected to make substantive progress with their threads within the time period. We will have story checks for players to provide a kind of mini progress report of what their characters are doing.

After each campaign, there will be a lengthy break for characters to return to the Index and kind of chill and recharge, even willingly leave the Realm of Stories of they so choose. These can last from a month or longer, so it's also an opportunity for players to zone out or focus on ongoing threads. We will have a Commission Board for some random jobs to do and an occasional mini event if appropriate to help tide things over. Smaller breaks will be available between Acts to allow players to catch up and get ready for the next Act.

All campaigns will have a designated log posted in [community profile] realmofstories.
STORY SCENES
When restoring a story or working on a scene, characters will be locked to a designated blank book world or section called a Draft. This is where they must work to fill in the pages and restore the stories through their actions. At first the world setting around them will be just grim, broken foundations that have bare resemblance of the original story. Evil forests with half of it burned to the ground, castles crumbling into the abyss. Everything is monochromatic with muted sounds. Setting details will be provided, but players will also be free to make up whatever their characters might find.

Although the characters are given some basic information as to what they are supposed to do, there is no set script and are still given free reign as to how it plays out. Thus it does not matter if a story has a "Happily Ever After" or ends in a tragic mess, it just needs to be done.

Character actions will matter a lot!

There are dangers that will exist and try to impede characters' efforts. The Story Eater's minions, the Erasers will be around trying to destroy everything, and some may interfere or set back already finished tasks. They may take form of native creatures or retain their original forms. There are also other monsters and creatures native to the story themselves. If a dragon is supposed to exist in the story, then a twisted version of one is lurking about, maybe more. Finally, there are entities known as Blots that will also appear. Black, humanoid creatures that are remnants of original inhabitants of the stories, many are filled with sorrow and hatred for what has become of their homes, but there are some that are not hostile and help instead.

For all threats, destroying them is the best course of action. While some of the Blots may be subdued or "purified" as more of the story is restored, it's not a guarantee. They are only remnants, too, so it's not as if a real person is being killed. Because they are made of black ink, upon destruction they will burst into blank ink and parchment before disappearing.

If for some reason the characters are unable to completely fulfill their tasks and the Erasers cause more damage than is fixed, then the characters are returned to the Index. The story is only partially revived and exists in a fragmented, broken state with Erasers swarming all over it. It will need to be revisited at a later time and this time the characters just have to fight and destroy the Erasers before they can restart the healing process.
RESTORED WORLDS
Once a story is fully restored, it is now a Book. The Storyteller and the Realm itself will gain more power. The worlds generate magical power within its pages, and characters can also benefit by receiving power-ups and other advantages. It's also the source of power that will allow the Storyteller to send characters back into their world. More importantly, this power will be necessary to combat against the Story Eater. The more stories restored, the weaker the Story Eater will become. And also angrier, but that's a given.

With the world now basically unlocked, characters can revisit it during breaks and check in to see how things are going. Of course we can always trash it or have threats still occur, but for the most part it's just chilling. It is not fully inhabited or functional, but it's getting there. Any remaining Blots will slowly take on new forms to fit the new story. They and the refugees will work in rebuilding while the characters continue their own jobs. Every so often the Book will shimmer, indicating that it is healing. If something ever happens to it, it will begin to turn black and begin to wither as a warning sign that they might need to go back.

Characters who are part of the story cast can go there and help out, and like before their abilities will be stronger and more effective in their story world than others. In addition, players are free to modify and help shape the story world if they wish.

You can read about our past stories in the Storyteller's Library archive.
REWARDS & REGAINS
As a reward for helping out, especially after campaigns, characters will receive receive monetary rewards and other useful general items. They will also receive points that can be used to trade in for regains, special upgrades, ability unlocks, and other items listed in the Catalogue. There is a balance sheet that is maintained by the mods but players are welcome to keep up with their own points as well.
JOURNAL BASICS
The journals are all leather bound and can look however you'd like it so long as it matches the theme of the storybook character and has a medallion of some design attached to the straps. Inside the pages are all blank. There are a few tabbed sections, but for the most part, characters can write whatever they want in the journal. Notes, stories, poems, letters, doodles. Somehow, it seems to never fill up and always has enough pages to spare without ever increasing in size. Additionally, unless a page is torn out, nothing disappears from the journal so it can serve as a cool record of a character's stay.

It even comes with its own quill, and it's awesome. It never runs out of ink and you can actually erase by swiping with the back of the feather. Cool, right? The medallion tied to the straps is a permanent attachment and is actually necessary for communication. Without it, the journal is just a journal. Finally, the journal has a kind of search function, so if you want your smarty pants character to quote something verbatim from a chat five months ago, they can just hold the medallion, think what they want, and boom, the journal will magically flip through the relevant pages until it's found.

DO NOT LOSE THE JOURNAL. It'll find its way back to its owner eventually, but it is possible for it to be lost or even stolen for a short period of time. There are no replacements, just that one journal. While it's not a life or death thing, the character's records are there and it's their way to keep track of things. And pages can be torn out and once that happens, that page is gone for good. So if there's special, private information logged in there and it falls into the wrong hands...

Finally, journals evolved to have a little bit of a personality. From subtle movements, to adding unnecessary notes or scribbles to messages, to flapping its front cover obnoxiously to gain their attention. For the most part, the journals will reflect their Essence and some might be more active or passive, so some characters may have it easier than others. At least none of them can talk. Yet.

Note: All of the information is also available within the journal as instructions for the character. Any obvious OOC information is out, but the basic information like how certain sections work can be assumed to be there.

Every so often after some stories have been restored, the journal will upgrade with additional functions. What those functions will be will vary depending on what may be necessary either for improved quality of life.
TABBED SECTIONS
The Storyteller DOES communicate with everyone through these journals, so there are a few important things to note:
  1. Letters from the Storyteller. Whenever the Storyteller has an announcement for everyone, the very first page of the journal will shimmer and text will appear in black ink. After the first read, the page will magically archive itself to the "Storyteller Letters" section. Everything is in chronological order with the most recent in front.

  2. Story Mission. Whenever they're preparing for the next story restoration, this tab will flash until read. Within will be a brief introduction about the story world and a list of all the tasks and missions characters can take up on. Roles for story scenes are given seemingly at random. Those who are assigned to a scene will have a blurb about their role and what they need to do. Sometimes it'll mention the other person assigned with them, sometimes not. Glitch in the system.

  3. Story Updates. This section is more of an archive. It will magically update with the new story narratives, and characters are free to add their own little notes to it for personal reference.

  4. Send Notes. This section is where characters can communicate with one another. All conversations they have are kept so they can look back. More details about actual mechanics here.

  5. Contact List. The journal does have a directory of every character currently within the Realm. It lists them by their known name and Essence. When a character leaves, the name will be removed.
It's a very organized journal.
NOTE COMMUNICATION
The "journal network" community is [community profile] forgottentales. As to how the communication works, this is where the medallion comes into play. First of all, everything is text in the journal. This can be handwritten or automatically transmitted from one's thoughts by holding the medallion—kind of like speech-to-text only it's mind-to-text. It's also possible to "hear" the voice behind the words by holding the bookmark. Otherwise, it's just like reading and writing normally.

To "send out" a message, a character must write "To [RECIPIENT]" in the header and then include the text they wish to send.

When a character receives a message, be it private or public, the cover of the journal will actually have text appear on it with the words "Unread message from [SENDER]" and if there are a bunch then it'll just show a general "# Unread messages." The medallion will also flash a little. So it's kind of like real world texting, only through magical books. Once the page fills, it will automatically go to the next.

The journal will always label who is writing responses, similar to journalnames in thread comments, so alas, no anonymity or fake names. The identifier the journals use will be their owner's main name or alias they go by in their world (ie, whatever is on the Character Roster) and their Essence. So for example, Joe Shmoe | The Toad.

Private conversations are simple enough to understand, but public conversations are best visualized as group chats formatted as DW's journal entry comment threads. Everyone can see responses and reply directly to them. If you want to take things private, OOCly you just do the standard [PRIVATE] header, but ICly the characters would have to start a separate "chat" on a blank page. You can also make the usual "inbox" in your character's journals if you'd rather thread private things in there rather than on the comm.

Good thing this journal is magical and won't expand in size or this would get super huge.
STORY CHECKS
During campaigns, we run a "formal" check where we require at least one proof of activity during each Act. There's no specified length nor completion requirement, just have to be actively engaged and threading at least something, be it a story scenario, subquest, or having coffee somewhere.

These are the requirements:
  1. Thread proof. Everyone will be required to submit at least one proof of their activity. For those who participate in story scenes they will need to link those threads.

  2. Activity blurb. The second requirement will be an activity blurb. This is basically just a few sentences depicting what happened during that time. If a character was in story scenes, the blurb can focus on what happened in those threads, preferably highlights and main turning points to help the mods get an idea of what happened.

  3. Expression of interest. We allow players to do a simple "I'm here" but only once per campaign. So if there are three Acts in a campaign and you use it for the first Act, you must provide thread proof in the remaining two Acts.
Because this game is so small, it will be fairly easy to know if someone is repeatedly flaking, dropping, or stalling threads. This will be especially noticeable during campaigns and if someone signs up for major story roles. In this case the mods reserve the right to contact the player and, if necessary, remove them from the game. We don't mind slow. We do mind not existing and basically wasting space, especially because of limited slots and our "AC" is already lax enough as it is.

During breaks, we just do a simple check-in. This is supposed to be our "relaxed" mode, after all. We still do sweeps, so if someone doesn't comment to the check-in, they will be removed.

There is no strike system. If you fail a Story Check, you will be removed and will have to wait one month before coming back.
CHARACTER DEATHS
Ah yes, everyone's favorite source of angst. And for once, death can be a useful tool. These are the ways a character can die, and an in-game version of this information can be found within the journals:
  1. By story. Sometimes a death scene is required, and unlike the romance scenes, these scenes have to be real. Or shit happens and a character dies from something else within the story. If it's by anything but the Story Eater and its minions, then good news, death is temporary. When this happens, the character's corpse will remain for several minutes, long enough for tragic mourning scene, before it goes through the JRPG death visual by bursting into tiny scraps of paper and ink before it all disappears and the character is sent back to the designated safe zone.

    There aren't really any punishments for dying, but try not to go too overboard. Dying every story will probably get old and your character will turn into a "Red Flagged" character meme.

  2. By Blot. If a character is killed while fighting Blots and the Blot isn't killed before the body disintegrates, then the Blot will actually possess the corpse. Fun, right? Players will be able to play out the possession, and others will need to kill the character to exorcise them of the Blot. Once exorcised they will "respawn" in the designated safe zone if in a story, otherwise it will be their place of residence in the Index. The character may feel more disoriented and have fragmented memories of the possession.

  3. By Story Eater and/or Erasers. Now the more gruesome death is this one, and it's also the more punishing. If a character is attacked and consumed by either, their soul is gone. The only way to restore it is for the characters to destroy a certain number of Erasers and the Storyteller will be able to rewrite the character's story and return it to the real world.

    Death through this way is semi-permanent. If your character is killed they're dead for a while and are booted back to their world, not back to the Index. Additionally, because they were effectively rewritten back to the point before they arrived into the Realm of Stories, they will have no memory of anything that transpired. So even if you brought the character back in later, their memory is wiped. The Storyteller will be able to create a memoir for reference, but it's not going to give back those memories.

    This is the ultimate kill drop switch as well as probably the most traumatic for other characters, so just keep that in mind.

  4. Other Means. If a character dies outside of a story by another character's hands, living NPC, other creatures, accident, etc., then the process is similar to the story version. Their body disintegrates into ink and paper before reforming back within their place of residence in the Index.
All characters will be warned of what happens if they die in any case. The Storyteller will be able to guarantee their safe return for the story based deaths, but will warn heavily of not being reckless against Erasers and that it is highly unlikely that they can be revived. Even if the exact details aren't immediately known, it's going to be common sense to not risk it.

And in every case, communicate with those who will be affected. The story deaths may be easier to handle, but it's still not something to randomly do without warning.
CANON UPDATES
Because characters can enter and leave the Realm (mostly) freely, canon points can be kind of tricky. Simplest solution is—don't worry about it. Time is weird. Stories exist in past, present, and future, so the Story Eater is hitting every moment in history. Parallel universes, alternate mirror worlds. If you want your character to be from a much earlier time than a fellow castmate, that's fine. How castmates deal with discrepancies is up to you.

Canon updates are handled with similar timey wimey shenanigans and we are going to pull the "this is just what happens" card. To canon update, a character will have to leave the Realm of Stories to return to their own. At that point, it can be assumed that their world has cleared the threats during that time period, memories go wonky in home world, and will essentially resume its original timeline as if none of it happened until the Story Eater returns for the new canon point. Memories can be as clear or as foggy as the player wants.

Refer to the Canon & Essence Update page for more information.
HIATUSES AND DROPPING
There are two possibilities for what happens when a character goes on hiatus:
  1. Auto-pilot: Character is still in the Realm just chilling or presumed to be helping restoring worlds in minor ways.

  2. Returned to their world: Character can be sent back to their world during the break. If a hiatus occurs before then, it can be a mix of auto-pilot until the break, and then they return.
When a character is dropped, they are sent back to their world and the Essence they were infused with will be freed to go to another. If a different player brings the character back, they are free to choose a different Essence, but no memories are retained. If the original player brings the character back, they are also free to choose a different Essence, but have the option to keep their memories.

You must comment to the Hiatus & Drops page for it to be official. Announcing to [community profile] forgottentales_ooc is optional.
REALM OF STORIES
The Realm of Stories can be described as similar to the universe with each story being its own planet. That "outer space" is known as the Void and is black as ink. When a story disappears, it's like crumbling into a black hole. Once in the Void, it's gone; there's no way to retrieve it as it was. However, it is possible to pull out remnants and rebuild it. While it may not be the exact same as before, the core of the story will exist again and that's really the most important part.

The same is true with people. If anyone falls into the Void, that's the end. They're pretty much dead and gone, and only remnants and visages can be pulled out. It's similar to being "reborn" where parts may be similar with blurred memories, but it's not truly the same person.

The story worlds themselves are called "Books" and that is because that is exactly how they look like from the outside. When referring to the actual title of the world, it goes like "Book of Cinderella" or "Book of Wonderland" or "Book of Jack and the Beanstalk" which is sometimes shortened to "Book of Jack" or "Book of Beanstalk." Kind of weird sometimes but gets the idea across. Whenever someone looks beyond the boundaries of the world, they'll see giant books floating around. Sometimes they're open, sometimes closed. Those that are still alive and thriving are colorful, while those that are being destroyed or fading away are gray and tattered. Of course once inside the actual world, it looks like any other place and you cannot see any sign of the book visuals. Note: the terms "Book" and "World" are used interchangeably.

Stories being worked on are called "Drafts" and they are basically mirrored remnants of the original story world before it crumbled into the Void. The Storyteller was able to pull out what they could and rewrite just enough so that the world is mostly intact. However it is unstable, so it will be up to the characters to help rebuild portions of it so they can continue forward.

For the most part the characters will be the only living beings in that particular world, but there remnants of the original inhabitants called "Blots." Black, humanoid blobs of ink that are kind of creepy but get better as restoration continues. The Blots are driven by sorrow and hatred for what has become of their world and will attack the characters. This is in addition to the Erasers which will also lurk and will need to be taken care of every so often.

Once a Draft has been restored, the Storyteller will use the contents created to rewrite it into a new Book. The souls of the original inhabitants are lost to the void, but reincarnations will slowly repopulate it. Refugees from the Index will also start to move back in and help continue rebuilding.

If a Draft isn't fully restored, then it will take whatever form is managed and will need to be revisited again for another attempt.
THE INDEX

The main place that characters will dwell in is a world and city known as the Index. There are a lot of refugees from other stories living within the Index and there are numerous flavors of each story in it. Houses made of gingerbread, glass palaces, buildings in bubbles of water. Chaos sometimes occurs, but for the most part everyone is working together to make it through. The Index is also where the Storyteller dwells and they are able to protect the small world from the Story Eater and its attacks. However, there can and will be times when this barrier is broken so self defense is still a necessity.

In general, the Index is probably the safest and nicest place, with plenty of life and color despite the dangers outside. Everyone is trying to make the best of things where they can, so it's a great place to relax after working hard. There is also a large Grand Library that on the outside appears as large as a castle and on the inside is as endless as the Void. It houses copies of every single story imaginable and it's rumored that the Story Teller dwells somewhere within its expansive walls. Just be mindful of the library aids as they will summon security if there is trouble.

One of the busiest areas in the city is the Trader Jack's marketplace. Set up around a large plaza with a grand fountain in the center, it's filled with numerous merchant stalls that vary from fresh meats and produce to various tableware, supplies, and odd trinkets. Some stalls are owned by local residents while others are temporary, coming and going by the season or even by the week as they travel from Books beyond the Index. In addition, there are popular clothing stores, books, jewelry, and restaurants line the streets with their windows on full display. Because of the constant bustle, the marketplace will sometimes draw musicians and other performance artists to add to the lively atmosphere. For those looking into weapons, there are numerous weaponsmiths and other artisans who are able to craft a variety of different weapons, from the pure physical to magically enhanced.

There is no shortage of various apothecaries and clinics around the Index, and as expected they range from the scientific to the magical to tackle both the natural diseases and the cursed. There are a few small hospitals spread around the city, some that focus on particular races and species that may have particular ailments while others are more general and can handle more common afflictions and injuries. They may not have fancy laser tech, but they do have x-rays and can perform complicated surgeries with the aid of magic and other methods that could only exist in, well, a fairy tale.

Outside of the city are smaller hamlets and settlements, but there is a vast wilderness filled with a variety of creatures and even monsters that could be discovered for any daring to make the journey. Numerous forests and woods dominate the Index, some normal and others more magical or even cursed than others. Beyond the forests in the north are a range of mountains that not many dare to climb, but it is rumored the caves are filled with riches protected by dragons and other cave dwellers. In the east is a seemingly endless ocean as no one has really dared to sail far after the Story Eater's attacks and the rumors of dangerous sea monsters sea monsters lurking within its surface. The shores are known for the beautiful beaches and some have even taken residence there.

One particular location of interest is a misty island set just offshore the ocean that has come to be called the "Lost Island" due its mysterious appearance and atmosphere. It has its own forests teeming with an assortment of wildlife and plants, and there is an abandoned shrine with worn down pathways leading to it. (More information can be found here.)

Each story has a boundary, and from the boundary one is able to see out into the Void and glimpses of the other stories floating within. Between each story is a faint, white trail that looks like a mix of white ink and blank pages. These trails are called "Segments" and is what allows residents of each story to traverse between each other. However, Segments are not permanent and only connect when another story is within range. Fortunately they can last for several weeks and the stories come by each other frequently enough so that if someone doesn't make the trip back, they just have to wait a few weeks or a month. In the Index, special sentries guard the entries and exits and chess-like knight pieces and soldiers will occasionally help Aspects as they go into unstable stories.

The situation with the Story Eater, however, has made this kind of travel dangerous. It takes about a day to travel through the pages, and Erasers have been known to attack and sever Segments while residents are trying to flee. When that happens, those traveling are immediately lost to the void and the Segment is destroyed until it can be repaired when the Book is restored.
THE STORYTELLER
No one knows who or what the Storyteller really is. No one has seen them or even heard their voice. They only know the Storyteller exists from the letters and words that appear, and the magic that clearly exists. Some speculate that the Storyteller may be an entity born from past writers, and who knows, maybe it's true. What is certain is that the Storyteller serves as the maintainer and gatekeeper to the Realm of Stories, writing and rewriting where they can.

However, the Storyteller isn't necessarily all powerful. There are limits to what the Storyteller can do, their power drawn from the stories themselves. Thus they are weakened by the actions taken by the Story Eater. Their abilities are also only for defensive and creation, not offensive or destruction, like the Story Eater.

In-game, the Storyteller is basically the mods. IC announcements and stuff are given through the Storyteller and little to no interaction occurs between the Storyteller and the characters. They are a busy entity after all, writing all the time and responding to those who may read their plea.
THE STORY EATER
The "big bad" of the Realm of Stories, "the Story Eater" is a creature born from the Void. No one is really sure what the Story Eater is, only that it is a terrible monster that takes on different forms whenever it enters a story and gains strength and power after consuming it.

Some believe it is a creation from the Void itself, tearing into existing stories to plunge them into the Void. Some say it is a creation of the lost souls of forgotten stories out to seek vengeance. Others believe it to be a creature from an unknown story, a world seeking to dominate the Realm. Some even think the Storyteller created it on purpose so that they could rewrite the realm.

Whatever the truth, so far, nothing has been really able to stop it and the Story Eater's reach has extended to beyond the Realm into the worlds connected through the pages. With most stories already destroyed and most of the Realm's inhabitants weakened, only those from other worlds infused with the essences of storybook characters can combat against it.

In-game, the Story Eater itself will only make brief appearances and it can take on many forms. Lurking outside the Index, a kind of "final boss" appearance during a cycle only to disappear. Whenever the game officially ends, that is when the Story Eater will be fought for the final time, and whether it wins or loses will depend on everything that has happened up to that point. The truth of what the Story Eater is will be revealed then.

In the meantime, it has smaller minions that will frequently appear and need to be taken care of. These minions are just known as "Erasers" because that's what they do—they destroy and erase the existence of those they attack and consume.
HOLLOW CHRISTMAS CAROL

The old town of Lowry is in an odd place due to the recent restoration. Although on the onset it looks like a normal town, once a visitor goes further in they will realize that all year round there are various Christmas and Halloween decorations that remain on full display. Some hang Christmas lights along their roofs, others line pile carved pumpkins outside their doors and window sills. The contrast between two had caused rifts in the populace in the beginning, but now they've come together to celebrate both in their own unique way.

Nightmare Before Christmas Square. The shops around the center of the small village carry your standard goods, but they also have stores that are just for decorations for the two holidays: Christmas and Halloween. Although there are stores that persist all year round, there is more of a focus on Halloween during the summer and fall seasons and Christmas during the winter and spring.

Graveyard. During the day families will come to pay their respects to the dead while also attending the nearby church. However, at night there are reports of hearing the haunted hoofbeats of the Headless Bride and the three Horsemen of Christmas Past, Present, and Future. Usually they pass harmless by and may strike a conversation for those brave enough to face them, but for those who hold wicked and treacherous thoughts in their hearts, they will chase after them deep into the dark, misty woods beyond. Some say their souls are taken. Others tell of people who return ashen white and forever changed.

Van Cratchit Farm. As the wealthiest family, the Van Cratchits hold the largest amount of land and are thus the main producers of high quality produce, livestock, and even wine. Every weekend they open their gates to allow anyone to purchase their products directly from the farm and children can play freely in the fields. During Halloween they also provide Christmas trees, and for Halloween they boast the largest pumpkin patch. Every so often they will also throw parties.
PRINCESS KAGUYA

In the Book of Kaguya, visitors will find themselves suddenly wearing clothing befitting the traditional Japanese culture such as yukatas, kimonos, haoris, etc. Their original clothes will return upon leaving, but they can have the clothes tailored and bought as a souvenir. The main setting is a large Japanese palace with its walls high to protect the people from any attacks from the outside. There is a small town bustling within and if one looked down the main road from the gates they will see the palace beyond it. Beyond the walls is a vast bamboo forest, and beyond that are mysterious islands filled with mystical treasures—and dangerous.

Bamboo Forest. The bamboo forest is one of the major setting pieces for the Book of Kaguya. The bamboo tower multi-stories high, sometimes growing so thick it blocks the sunlight. The areas nearest the palace are kept safe and protected, allowing the bamboo to be farmed with proper regulation. Although most bamboo are normal, so do produce gemstones. Beyond the safe zones, however, the forest is so thick and dense that only the foolhardy venture out there to try and strike their fortune. Here is where true danger lurks in the forms of various youkai, all ready to bewitch and attack those caught unawares.

Lunar Dojo. Within the courtyard of the main palace the sound of shouts and weapons clashing against each other can be heard almost every hour of the day. It is here where many aspiring fighters and soldiers come to train in what has started to become one of the most famous dojos in the Realm. Enrollment is easy, but actually staying in it is grueling. For those who manage to stick out the rigorous and harsh training, they become true warriors ready to fight any who threaten the peaceful lives they've recently regained. Because of the focus on combat, many of the finest weaponsmiths have moved to the Book to hone their craft, some trying to perfect and create the strongest weapon. Every now and then fighting competitions are also held.

Darkside Moon Expedition. Although no one can visit the Moon Kingdom, some denizens have descended to Earth to open an expedition tour to visit the mystical islands the five princes had been sent to to retrieve the treasure assigned by Princess Kaguya. With a "modest" fee, participants can try to relive the harrowing journey to find the treasures and fight the threats that still inhabit the islands.
THE LITTLE MERMAID

In the Book of Mermaid, visitors will find the two kingdoms—humans and merfolk—are working hard to try and create cooperative and peaceful relations with one another, but it's not always easy. Pirates harass both populations, attacking both sides and polluting waters, and some members of each kingdom even defect to cause their own rebellious problems. There is also racial prejudice that runs rampant, making those who truly wish to form relationships with one another, particularly romantic ones, difficult. However, there are more who wish for peace, and both royal families are determined to maintain friendly relations. The Book is a chief source of sea resources, exporting kelp, seafood, pearls, coral, and other goods. The Land Kingdom boasts a powerful navy and exports lumber, fabric, steel, and skilled craftsmen to build strong ships and boats. They also work with the merfolk to create delicious new seafood recipes.

To make the visit even more interesting, those who wish to visit the underwater kingdom can take on a merform by drinking a specially provided small potion. The transformation lasts for up to four hours, only works within the Book, and if it wears off while the user is underwater, an air bubble will appear to safely protect them and float them back to the surface, all the way to the beach.

Portside Beach Market. A designated strip of beach near the entrance of the Book has been declared as a neutral zone where beachside and underwater markets are located. This is the busiest and liveliest area of the Book as merchants and locals come from both sides to sell their goods and exchange information. It is common to see both races mingle together as both try the other's form thanks to the Sea Witch's special potions. There are many cafes and restaurants, stores, and other businesses now established in the area almost to the point that one day it may become its own town. Take walk along the beach, rent a boat to go fishing, or take a dip for a swim—it's a beautiful, diverse place that brings hope for the future.

Royal Tours. Although not always open to the public, both royal palaces and castles are open for general tours to regale the epic love story between the Mermaid Princess and the Human Prince, as well as warn about the Priestess who tried to get between them and claim the Prince as her own. One of the tour's main attractions is the whale ride to and from the underwater palace.

Treasure Trove Cove. Not far from the Market is a deep sea diving adventure where visitors can either transform into merfolk or don scuba gear to dive deep into the ocean's water to look for pearls or even buried treasure. Anything found is theirs to keep, but they also have the option to trade it in to the adjoining pawn shop. For those who wish to skip out on diving, a lovely trinket from another's trawl might catch their eye.

A MIDSUMMER ROSE

(to be filled after campaign ends)
keeperoftales: (Default)
The Storyteller's Library—

ABOUT THE LIBRARY
This is a collection of the stories that have been predominantly used within the game. The campaigns are listed individually with a short summary of the story on the main page, then summaries of each act, followed by a "cast list" listing out the different roles played by the characters. After a story is finished, the Book is opened up to the public for later visits.

There is also a list of other stories that served as either mini adventures in the past or were used as themes for game events.
OTHER STORIES
Below are some smaller stories we've used either as separate mini adventures or as an event focus. They are usually short stories, nursery rhymes, short myths and fables—basically anything that can be handled as a single log prompt. All of them can be revisited or used for a player's purpose at any time.

  • Hansel and Gretel
  • The Gingerbread Man
  • The Princess and the Pea
  • Momotarō
  • Hickory Dickory Dock
  • Atalanta
  • The Tortoise and the Hare
A HOLLOW CHRISTMAS CAROL: SUMMARY
Original stories: Sleepy Hollow and A Christmas Carol.
Campaign Period: November 12, 2018 - December 23, 2018

Nestled deep in a valley rested the small settlement of Lowry Town. To this town the young, aspiring teacher Ebegeeser Ichascrooge was sent. As he was more well-educated than the local townsfolk, Ebegeeser thought himself deserving a better lifestyle and wealth than the poor circumstances he had now, staying from house to house or living in barnlofts.

So he set his eyes on the beautiful Beltrina von Cratchit, daughter of the richest man in town. However, she was already engaged to the local "hero," Bromfred, a strong but arrogant man. Not to be deterred, Ebegeeser began to devise a plan to steal Beltrina's heart on Christmas Day, by whatever means necessary.

On Christmas Eve, three ghosts would visit Ebegeeser to warn him of the folly and danger of his plans. First would be the Horseman of Christmas Past to bring Ebegeeser back through time to try and remind him of the man he used to be before his heart filled with greed, ambition, and jealousy.

With the Past, he recalled his days as a teacher and how he first fell in love with Beltrina. With Present, he realized how there were others less fortunate than him and how much of his pride had consumed him. He then caught a glimpse of the Christmas party hosted by Beltrina's father, but for a moment almost lost himself to his initial dark thoughts. Although the Horseman talked him out of it, he witnessed an accident in his attempt to propose to Beltrina. Through a twist of fate, she fell out of the window...and Ebegeeser found himself in a crypt with the Horseman of Christmas Past.

In this time Ebegeeser encountered Beltrina's ghost who transformed into the Headless Horseman. He was chased down the icy roads from the church to Lowry Bridge where the pumpkin head was thrown and knocked him down. It was then that Ebegeeser awakened to discover it was all truly just a dream and that he had a chance to prevent the events from happening.

Notable Reward:
Journal upgrade to have it use the Aspect's name for the ID instead of just the Essence

Relevant Links:
entry tag | Game Notes #03 (Act I) | Game Notes #04 (Act II) | Game Notes #05 (Act III) | full story
A HOLLOW CHRISTMAS CAROL: ACT 1
Setting: The place was pretty dull and blank at first with very little life or color, like waking up inside a monochromatic silent movie. There was a basic, empty town and fields, but not much in terms of notable structures. There were places Aspects could claim as refuge or just camp out. A river ran just outside of town with some very spooky, mist filled forests beyond, and sometimes one could hear the clattering of hooves and the neigh of horses somewhere deep within it. The Aspects needed to find certain items which would "unlock" and create the required setting piece for their scene as well as for future Acts. However, there were certain presents out there that if opened would release various effects. There weren't too many Erasers roaming around, but there were Blots taking form of random townsfolk. For the most part they were harmless, but if provoked or looked at wrong, they would attack. As time went on and more things were found and completed, more life and color would return to the place.

There was also much singing.

Storyline:
Astride his stalwart pony, the Horseman of Christmas Past (9S) appears before Ebegeeser (Disciple). Together they journey to his past, to his early days of being a schoolteacher. Ebegeeser proved to be a good teacher despite one student (Rokurou) being a nuisance and pranking him constantly, with Ophilia being a bright, encouraging, and critically thinking student, and the Horseman of Christmas Past even seeing him comfort an injured student. Although the Horseman's pony sometimes got into mischief during their journey—it's very fond of chalk—the two got a solid glimpse of who he used to be.

They moved on then to a bit further into Ebegeeser's (Cyrus) life. By now things have been hard on him, until the fair Beltrina van Cratchit (Pearl) entered his school to help offer music lessons and teach the violin. Enamored by her beauty, skill, and wealth, Ebegeeser proceeds to try and impress her...with varied results.

But with Beltrina already engaged to Bromfred (Therion), a man who is quite possessive of his would-be bride, Ebegeeser (Edna) would have a long, uphill battle should he decide to try and break the marriage to win Beltrina for himself. Could he really manage? And how? They threw down a few words but with neither coming out as the victor.

Despite the challenges, Ebegeeser is, if anything, a stubborn, determined man. The holiday party at the van Cratchit's fast approaches, and now the Horseman of Christmas Past leaves to make way for their cousin, the Horseman of Christmas Present.
A HOLLOW CHRISTMAS CAROL: ACT 2
Setting: Most of the scenes were set during the van Cratchit's Christmas party at the manor. It was filled with the traditional Christmas decorations, including a large Christmas tree, presents, music, and a buffet. Everyone found themselves in costume to fit the occasion. Those of the main cast looked their part while everyone else were in plainer clothing (just fitting for random side characters). Although the focal point was inside the manor, the rest of the story world was still accessible, so anyone was free to leave to do something else.

Storyline:
In a sleigh pulled by a strong, heavy horse, the Horseman of Christmas Present (Aya) pulls Ebegeeser (Capell) through the town of Lowry. The Horseman tries to instill into Ebegeeser the lesson of generosity, and as they pass through the streets and come across poor families, the man is slowly moved to pity. He offers money, but it's the clothes off his own back that bring true joy and comfort to the people. Seeing this, Ebegeeser's heart begins to change and he vows to try and find a way to help them further.

After arriving at the party, Ebegeeser lives through the possible "what if" of the day. He (Alfyn) shares a dance with Beltrina (Shad), awkward though it is. One might think she could be charmed, but Bromfred's love for the woman may be genuine. Despite the harrowing and terrifying tale of the Headless Horseman Bromfred (Rokurou) shares wherein he describes barely escaping with his life, he (Finn) treats Beltrina (Kotori) with care and charm before sharing a dance with her.

Seeing this, Ebegeeser (9S) is once again driven to consider his plans, even debating if he should actually kill Bromfred. But the Horseman of Christmas Present (Alfyn) intervenes and manages to talk him out of executing such a nefarious plot. Thus already resigned to his fate, Ebegeeser asks Beltrina to meet him in private, a room on the second floor.

Although he already knows the answer, Ebegeeser (Shizuo) makes one last attempt and proposes to Beltrina (Kazuma). She rejects him, but Ebegeeser takes it in stride. She then asks if he could help loosen her bodice as it had grown too tight for her. However, given his apparent inexperience, Ebegeeser accidentally tightens the garment instead, constricting the poor young woman's chest even further to the point that she struggles against him. In his attempt to help her, they both stumble instead, tripping over the carpet and she staggers toward the window...
A HOLLOW CHRISTMAS CAROL: ACT 3
Setting: The church cemetery, the bridge, and the woods were the main locations. By now the world was filled with more color and life, but due to the nighttime and heavy fog everywhere, it was difficult to notice. There was also a heavy sense of ominous dread, shadows flitting in and out of the fog.

Storyline:
The Horseman of Christmas Future (Finn) told Ebegeeser (9S) that murder was bad and he should feel bad. Ebegeeser cursed the evils of the bodice and vowed to make amends by teaching people about practical clothing. Beltrina's ghost (Edna) rose up to haunt Ebegeeser (Cyrus) and try to drag him to death with her. The Headless Horseman (Disciple) appeared, chasing Ebegeeser (Ophilia) down the length of road. Egebeeser nearly escaped, but the Headless Horseman knocked him down at the last stretch. The ghost nearly killed the schoolmaster, but at the last minute left him alive, but just barely.
A HOLLOW CHRISTMAS CAROL: CAST
Ebegeeser Ichascrooge: Kazuma Asougi (Disciple), Cyrus Albright, Therion, Capell, 9S, Shad, Shizuo Heiwajima, Ophilia Clement

Beltrina: Pearl, Alfyn, Kotori Iida, Kazuma Asougi (Disciple), Edna

Bromfred: Edna, Therion, Rokurou Rangetsu, Finn Mertens

Horseman of Christmas Past: 9S, Therion

Horseman of Christmas Present: Aya, Alfyn

Horseman of Christmas Future: Finn Mertens

Headless Horseman: Kazuma Asougi
THE LEGEND OF PRINCESS KAGUYA: SUMMARY
Original story: The Tale of the Bamboo Cutter
Campaign Period: February 16th, 2019 - April 30th, 2019

Long, long ago there lived a poor, old bamboo cutter. Although he had a loving wife, they had not been blessed with a child and could only make a living from whatever he could make from the bamboo he cut. Until one day he cut a certain stalk of bamboo and a bright flash of light filled the grove. Within the cut bamboo was a tiny young girl, only three inches high. Immediately the bamboo cutter took the child in, and the old couple adopted her as their daughter. Not only would the girl grow up to be a beautiful young woman, but ever since that they every notch of bamboo the old man cut produced small nuggets of gold or precious stones, allowing them to become wealthy and prosperous.

The girl was named Kaguya, and tales of her beauty and wealth spread far and wide. Several princes would vie for her attention and hand in marriage, staying for several seasons just to catch a glimpse of her beauty, but Kaguya was not so easily swayed. It was only out of consideration of her adoptive father that she sent them out on impossible tasks to prove their love.

In the end, she rejected them all and had actually hoped they wouldn't return. She preferred living her own life independent of anyone else... until the Emperor himself came to court her. With the help of a sumptuous picnic by the river and heartfelt words, the Emperor managed what others could not and began to stir Kaguya's heart. However, soon the Moon Kingdom descended, claiming Kaguya as their princess. Instead of going with them, she fought them instead, revealing her true nature as a warrior princess. The battles ended after the key players got drunk and something like an alliance was formed between the Moon Kingdom and Earth instead.

Notable Rewards:
• One house upgrade of player's choice
Magical bamboo shoot that can produce one type of food item, as well as be useful material

Relevant Links:
entry tag | Game Notes #10 (Act I) | Game Notes #12 (Act II)
THE LEGEND OF PRINCESS KAGUYA: ACT 1
Setting: Everyone started in a giant bamboo forest with trails that led to individual scenes. However, everything was monochrome in color and sounds were heavily dulled and muted. The forest itself was also distorted. Some stalks seemed healthy and strong, but others were broken, cracked, or shriveled up rotting. There were a lot of threats ranging from Erasers taking on wild animal forms to hostile Blots in the form of traditional Japanese demons and ghosts. In addition, everyone found themselves in some new wardrobe. Everyone else was styled in traditional Japanese garb.

Storyline:
The kind bamboo cutter (Eizen) and "baby" Kaguya (Prince Lotor) work well together in guiding her out of the bamboo.

She grows into a beautiful but discerning young woman, pursued by a number of suitors. In order to dissuade them, she sends four of the princes (Eizen, Musashi, Velvet, Cyrus) on seemingly impossible tasks to collect rare items. All four of the princes decided to go after the true items instead of stooping to forgeries, with two princes taking their trusty squires and two princes even teaming up to acquire their two items. To Kaguya's (Rokurou) surprise, most of her suitors actually succeeded in obtaining their items from their fearsome guardians.

It has been decided that the princes who successfully returned with the requested items would be rejected, anyway. However, she has allowed them to stay as her "harem" of sorts, mostly as servants if they want to continue to prove their worth in battle (but she really doesn't care for any of them). Those who failed were executed.

Okay, no, they could leave if they wished.
THE LEGEND OF PRINCESS KAGUYA: ACT 2
Setting: Everyone appeared within the palace walls where Kaguya lived. Everything within the palace was safe, including the Blot servants, nobles, and guards that milled about like shadows. They could not talk or respond too much, but would oblige to any task given to them and provided for whatever needed. Finally, everyone was once again changed into a wardrobe to fit the setting, ranging from fine noble wear to guard uniforms to servant attire.

Storyline:
Our Princess Kaguya (Kotori) seemed to have a bit of a soft spot for the Emperor (Roxas)—who knew he could be such a charmer?—and had at least not completely rebuffed him like she did with the princes. However, the Moon Kingdom arrived to take back their princess.

While one of the princes (Musashi) battled against one of the Moon Knights (Disciple), another Moon Knight (Alfyn) directly approached Kaguya (Rokurou). Opting not to fight him herself, the two engaged in a drinking contest instead, where the winner was...dubious as they both got pretty drunk (but they had a pretty good time). The prince was unable to defeat the other Knight, and in anger of the other fleeing, the Knight (Disciple) found Kaguya (Rokurou) and trashed her room. For the most part Kaguya was too drunk to care or do anything—until the Knight almost damaged her sword.

Although not an epic battle, some blows were exchanged before the Knight passed out. But now Kaguya was on a war rampage, until one of the other princes (Eizen), who—plot twist—was actually her father, came and tried to knock her out, taking opportunity when she dropped down to mourn over a broken sword. She would later get help from the very same Moon Knight she had the drinking contest with (Alfyn).
THE LEGEND OF PRINCESS KAGUYA: CAST
Kaguya: Rokurou Rangetsu, Kotori Iida, Prince Lotor

Squire: Shizuo Heiwajima, Kazuma Asougi (Disciple)

Prince: Cyrus Albright, Eizen, Velvet Crowe, Miyamoto Musashi

Emperor: Roxas

Bamboo Cutter: Eizen

Moon Knight: Kazuma Asougi (Disciple), Alfyn Greengrass
THE LITTLE MERMAID: SUMMARY
Original story: The Little Mermaid
Campaign Period: July 14th, 2019 - October 6th 2019

Far, far out in the oceans, with waters the deepest of blues and clearer than any crystal, dwells a kingdom of special beings called the 'merfolk.' Led by the Sea King, these people of the sea lived within a castle of sea crystal, coral, and pearls. Blessed with peace they could frolic and play to their heart's content.

However, the youngest of the Sea King's daughters had a fascination for the humans who dwelled in the lands above. Because the princesses were forbidden from going to the surface until the age of fifteen, she must wait each year, listening to the stories of her elder sisters before it was finally her turn. After passing the trial set by her grandmother, the little mermaid rose up to the surface only to find herself witness to a terrible shipwreck. With determination and some help from a whale friend, however, she was able to bring a handsome prince safely to shore, bonding as the two struggled together against the sea's hazards.

Even after they parted, the two were unable to stop thinking of each other. Desperate, the little mermaid traded half her lifespan to the sea witch in exchange for a potion that would change the prince into a merman. She made her way to the beach outside the prince's castle and miraculously found the prince again, who had slipped away from the party celebrating his return. After the little mermaid explained her plan and offered him a choice, the prince agreed, and the two were finally united underwater.

However, that was far from the end of their trials. A jealous priestess—a princess in her own right and the one who retrieved the prince from the beach—believed she was more deserving of the prince's heart than some sea creature. Not only did she convince the prince's father that the merpeople had kidnapped the prince thus sparking an assault from the Royal Navy and launching a fierce battle, she sought out the sea witch to prevent the little mermaid from ever setting foot on land again. The bargain was struck...at the unwitting cost of the priestess's humanity, transforming her into a mermaid.

The priestess failed to convince the prince to return to the land and be by her side, and her attacks on the mermaid proved fruitless and were interrupted by the quickly-growing battlefield above and below water. Eventually, though, the lovers were able to reach their parents and convince them to end the fighting and allow them to marry. With the sea witch's aid, the little mermaid and the prince could transform and travel freely between land and sea, allowing them to live in both worlds rather than sacrifice one for the other. In this way they lived to foster peace between the two kingdoms and unite the two races as one.

Notable Rewards:
Journal upgrade where journals gain a little personality reflecting the Aspect's Essence.
• One house upgrade of the player's choosing.
Fish bowl already filled with water and three items. The marimo ball is just cute, but it can emit a soft glow when it is dark. The oyster will provide a large pearl once every two weeks. The toy treasure chest keeps the oyster and marimo ball happy. Everything is easy to maintain, but they will perish if neglected. Or eaten.

Relevant Links:
entry tag | Game Notes #17 (Act I) | Game Notes #18 (Act II) | Game Notes #19 (Act III)
THE LITTLE MERMAID: ACT 1
Setting: Set mostly underwater, the waters were dark, murky, and hard to see past a few tens of feet. The creatures that swam through it resembled more of creatures from the deeper depths. The underwater palace was at least a bit more lit up and seemed to be in better shape, but it, too, was crumbling a bit. There were other merfolk swimming around, most of them passive and non-hostile. However, they despised anything human. Above waters and on the nearby shore was not much better. Trash everywhere, storm clouds always hanging over, and the prince's castle was in a similar state of the underwater palace. And like the blot merfolk, the blot people despised anything merfolk. In addition, Aspects could take on a merform while underwater.

Storyline:
The Little Mermaid (Kotori) had to swim through a dark cave and convince oysters to clamp themselves onto her tail as part of her coming of age ceremony, with some tough-love encouragement from her grandmother (Eizen) and her Stick of Doom. Once on the surface, the little mermaid (Eustace) watched a party aboard a ship...only for it to be crashed by a violent storm. The prince aboard the ship (Dojima) dove into the water for safety, barely staying conscious as the little mermaid pulled him to safety.

Surviving both the rough seas and a band of man-eating mermaids by working together, the two were finally able to catch the attention of a friendly humpback whale by singing together. The whale granted them a ride to shore, and the prince fell asleep as he vowed to thank the mermaid for the rescue. The prince (Nanaki) woke up to find himself washed up onto the shore, and was quickly found by a lovely priestess (Elma). Together, the two of them began the treacherous climb from the beach up to the castle.

Meanwhile, the little mermaid (Velvet) couldn’t stop thinking about her prince, and wished for a way to be with him despite the barriers between them. She traveled to the sea witch (Naomi) to ask for a spell that would allow her to join the prince on land. However, after being told of the high costs of going onto land—including never seeing her family again, or never remembering them even if she did—the little mermaid decided to stay underwater...and bring the prince to HER, at the cost of half her lifespan. The deal set, the two of them brewed a potion that would bring the prince to the sea.

However, there would be more challenges awaiting for the mermaid princess. In the following days, the priestess is revealed to be a princess of a nearby kingdom. Delighted by the news, the prince's parents—the king and queen—host a grand ball in her honor. There is also hope that their son may fancy the princess, as a marriage between the two would be beneficial indeed. The princess already has interest in the prince, though be it romantic or something else is still unclear.
THE LITTLE MERMAID: ACT 2
Setting: The Prince's Castle appeared a bit more spooky than grand. Although there was more color around in general, it was still worn down with hanging cobwebs serving as tapestry and drapes, the lights constantly flickering and chandeliers looking as if they might crash at any moment. Many of the rooms were just as run down, with only the ballroom the only "room" within the castle structurally sound. The castle was filled with non-hostile blots who looked and served as filler servants and nobles. Outside of the castle were the royal gardens that included the traditional hedge maze—although it was more like a labyrinth and could use a lot of pruning. The beach outside was litered with trash, monster sea creatures, and pirates. Aspects within the castle grounds had their attire automatically changed to one of the following styles: noble, servant, musician. They could still use their merform if going into the ocean.

Storyline:
Very grateful for the return of their son, the king and queen through a grand ball in the priestess's honor... and to arrange a match between her and the prince, since the priestess was also a princess. Though the priestess (Rokurou) "saved" his life, the prince (Dojima) found himself put off by her pushy demeanor. (Not to mention her laughter…) Throughout their dance and their walk through the castle gardens, his thoughts drifted back to the mermaid who brought him to shore.

While getting fresh air, the prince (Keith) heard a voice calling out to him: the very same mermaid who saved him (Rosella). The two of them made their way through the ice along the shore and found each other through singing with relative ease, despite the prince's shyness. As they spoke, the mermaid made it clear that despite her desire for the prince to join her, his desires and choice were most important, even if it meant not choosing her or the priestess.

The priestess (Elma) caught wind of the mermaid (Roxas) speaking with the prince, however, and went down to the beach to confront the sea dweller. She argued that the mermaid didn't belong on land or with the prince, and that bringing the worlds together would be a mistake, but the mermaid responded that it was her choice and the prince's whether they wanted to pursue their love. Neither lady would back down from her stance.

The mermaid's (Dojima, Roxas) frequent visits ashore did not go unnoticed by her family, but her two elder sisters were curious (Della) and supportive (Sora) of her romance with the prince.

The prince (Hunk) returned to the beach to speak with the mermaid (Bridge), still hesitant about the choice ahead of him and worried about how it would affect both his kingdom and the mermaid. The mermaid spoke honestly about how he could possibly go back and forth between the worlds with the sea witch's help, but not without a price. She again stressed that what he wanted was important, regardless of what he chose or why. In the end, the prince chose to go with the mermaid and took the potion.

Unbeknownst to them, however, the priestess (Elma) tried to take matters into her own hands. She rowed out onto the ocean to summon the sea witch (Naomi) and ask for a deal to keep the mermaid away from the land forever. The sea witch supplied her with a potion, which the priestess drank without questions of the bottle's contents or about the price of the deal. Both questions were answered shortly, however: the priestess had imbibed in the life essence the mermaid had sacrificed before, and by taking it had traded her humanity in exchange for having to guard the mermaid from land herself, cursed with the form of the creatures she despised.
THE LITTLE MERMAID: ACT 3
Setting: Back in the ocean, Aspects found themselves either as merfolk or members of the royal Navy with a war between the two races going on. Humans would attack the merfolk, and merfolk would attack the humans. Various platforms and safe zones were set up along the surface and ships sailed over the surface.

Storyline:
Together at last underwater, the Mermaid (Pidge) and the Prince (Godzilla) enjoyed a little swim through the waters. While the Prince was a bit awkward and misunderstood the Mermaid at first, the two of them had a good time playfully racing and chasing each other under the waves.

Now a mermaid, the Priestess (Rosella) found the Prince (Bridge) to try and persuade him to return to the surface. Knowing his decision would hurt the Priestess, he apologized but stood by his decision to stay with the Mermaid. Although she couldn’t find herself to be mad at the Prince and came to an understanding, the Priestess was still furious at the mermaid. She parted from him to seek her out. The Priestess (Eustace) tried to get the drop on the Mermaid (Elma), but the mermaid was quick to counterattack. The ladies engaged in a fierce, unrelenting fight with tails and steel and words over the prince's fate and his right to choose. In the end their fight was disrupted when a stray cannonball plunged into the water, allowing the Mermaid to escape to find the Prince.

Meanwhile, the Prince (Keith) met with the Sea Witch (Eizen) to request the ability to travel between the sea and the land. However, the Sea Witch asked for the Prince to give up his crown, something he balked at due to it negating his desire to go back to land, and leaving his country with a potential succession crisis. The Prince decided that the needs of his people were more important than his own happiness and turned down the deal, but the Sea Witch, impressed by his selflessness, conceded and allowed him a potion to travel both worlds at will, no price required.

The Sea King (Eizen) and the Land King (Rokurou)- who turned out to be former lovers in their own youth- met to try and make heads or tails of the situation… aaaand devolved into arguing about beetles, their families, and insulting each other's competence in bed. The war escalated at that point.

The Prince (Rosella) and Mermaid (Disciple) ran the gauntlet of a frantic battlefield in order to reach their parents, the Prince using quick thinking to increase their speed by generating a jet stream and pulling the Mermaid along in his wake. The two eventually managed to summon the humpback whale from when they first met, and with great haste they managed to reach the kings, the Prince and Mermaid each begging the other’s father for an audience.

Despite everything, the Sea King (Della) was more concerned about his daughter, the Mermaid, than waging a war against his ex-lover. So when the Prince (Dojima) told the king of his rescue and how he'd truly fallen in love with her, the Sea King accepted the Prince. Meanwhile, the little Mermaid (Naomi) made quite the entrance by swimming up to the Land King (Hunk) and demanding to talk. The King, cowed by her bold, blunt words, immediately agreed, and they began a civil discussion about how best to end the war and how the mermaid could travel between land and sea as well.

Both the Prince and the Mermaid are able to traverse between land and sea. The Prince will be able to take the potion offered to him, while the Mermaid must sacrifice the rest of her immortality to live the rest of her days with the average lifespan of a human. With this, the two kingdoms will finally be able to see peace. It will be tough at first, and there will be many difficulties the young couple will still face, but it is a positive step forward. Meanwhile, the Priestess will remain confined to the ocean and banished to the dark depths far, far away from the two kingdoms. What will become of her fate, only the future knows.
THE LITTLE MERMAID: CAST
Little Mermaid: Kotori Iida, Velvet Crowe, Eustace, Princess Rosella, Roxas, Katie "Pidge" Holt, Bridge Nocturne, Kazuma Asougi (Disicple), Naomi Kimishima, Elma, Korwa, Ryotaro Dojima

Priestess: Rokurou Rangetsu, Eustace, Princess Rosella, Elma

Sea Witch: Naomi Kimishima, Eizen

Prince: Hunk, Red XIII, Ryotaro Dojima, Keith, Godzilla, Bridge Nocturne, Princess Rosella

Land King: Rokurou Rangetsu, Hunk

Sea King: Shizuo Heiwajima, Della Duck, Eizen

Grandmother: Eizen

Sisters: Sora, Della Duck
A MIDSUMMER ROSE: SUMMARY
Original stories: Sleeping Beauty, Tam Lin, A Midsummer Night's Dream
Campaign Period: January 25th, 2020 - May 9th, 2020

Long ago and deep, deep in the heart of the forest, there was a kingdom. But not an ordinary kingdom formed of humans. This one was formed by the fae. From the tiniest, most mischievous pixies, to the largest, brashest trolls, to the most elegant and cunning elves, all of them called the fields and forests and rivers away from prying mortal eyes their home. And ruling over them all were an ancient and powerful couple: King Oberon and Queen Titania. Together, they ruled their land with fairness, benevolence, and they brought prosperity and harmony to their wild lands… or, well, as much as those traits can be found among the fair folk. Their logic and morals were their own, and too much structure would make them too much like humans, after all.

Eventually, after many, many years of hoping and wishing, the king and queen were blessed with a child: a son they named Tam Lin. Fairies from all over the kingdom and even from different lands and times were invited to come and celebrate the birth of the new prince with a massive feast to last for days! However, there was one fairy who was not invited. And the powerful and wicked Carabosse had a nasty punishment in mind for this insult.

Notable Rewards:
• A special egg that will hatch into one of the following three: a) a cute plant-like fairy familiar; b) baby dragon that can vary in type and size, but the maximum they can ever grow is as big as a horse; c) Fabergé egg that when opened produces a random, small gemstone once every few days.

Relevant Links:
entry tag | Game Notes #24 (Act I) | Game Notes #25 (Act II) | Game Notes #26 (Act III)
A MIDSUMMER ROSE: ACT 1
Setting: Set within the royal castle ruled by the Fairy King and Queen, Oberon and Titania. There were a lot of fae running and flying around, but other than the occasional prank, it was a peaceful gathering. It was also a festive one as everyone was celebrating the birth of the fairy prince. As expected of the fairy folk, there was a lot of nature growing within and outside the castle, however like all stories, everything past the main chamber was bleak. The colors were dull, plantlife wilting and even rotting in places. There were more poisonous and carnivorous plants than peaceful posies. In addition, Aspects had fairy forms instead of their original form.

Storyline:
The two queens fought fiercely with sharp words and powerful magic, but in the end Titania (Magica) surrendered and muttered “just curse the brat.” Carabosse (Elma) did indeed curse Tam Lin to prick his finger on a spindle and fall into a deep slumber… as well as give the child an invitation to join her dark forces should he ever decide to forsake his family. (Fairy moralities are… weird…)

While Oberon (Dojima) was hesitant to trust his son with Puck (Mordred), the rebellious fairy argued that being rough around the edges meant he could better handle a crisis. So the king set Puck the test of retrieving a flower from a dangerous locale and returning with the flower intact, lending the sprite a priceless dagger for protection and a further test of trust.

Puck (Yosuke) trusted little Tam Lin (Rosalia) to hold the magical flower while the sprite carried the babe, eventually stumbling upon a convenient baby carriage. The two then enjoyed the beauty of the wild forest on their trek.

While still in pain from parting with their son and previous hurts in their relationship, Oberon (Crane) and Titania (Della) reaffirmed their love and trust in each other as they set out to destroy the spindles.

Puck (Junpei) raised Tam Lin (Bridge) more as a younger brother than a son and they formed a strong bond. While Tam Lin took after Puck in being easygoing and playful, they still had a love and protectiveness for the forest they called home. The two would often use Puck's ability to shapeshift and communicate with animals and Tam Lin magically gifted skill with music to soothe and heal injured animals they came across and to protect the forest from any outside threats.

Carabosse (Souji) did her best (and loudest) to intimidate Nick Bottom (Kokichi) into telling her Tam Lin’s location, but the playwright parried her at every turn and even accused her of being a yaoi fangirl. Eventually the evil fairy’s temper reached its zenith, prompting the soon-to-be donkey to challenge her to a children’s card game. (Alas, said card game was Crazy Eights, with no motorcycles in sight.) Bottom won through the use of sleight-of-hand, but Carabosse caught the cheater, and for his insolence turned him and all the town into donkeys.

A MIDSUMMER ROSE: ACT 2
Setting: Tam Lin's forest was the primary location. It was more or less peaceful with color and music already springing to life, but it can still use some help. There were many weak and injured animals and danger lurks within the darkest areas, especially near the boundaries. Erasers were kept at bay thanks to the barrier, but some manage to slip through. While in the forest, everyone had their fairy forms from before.

The second location was the cursed village. There was a direct road that connects the forest to the village, and it was there that most of the danger ran rampant. From erasers taking on the form of demons to hostile blots cursed to be donkeys, those who entered the village must be wary—especially since transformed into any mythical hooved creature. Fortunately this "curse" was lifted upon leaving the village.

Storyline:
Bonny Rose (Felix) and Puck (Lea) met and proceeded to blame each other for the donkey curse, but eventually took a moment to realize they needed to work together in order to brew the cure, with Bonny Rose protecting Puck while he gathered ingredients and brewed the potion. (All while bickering and swearing as only fantasy-Scottish redheads can.)

After freeing the town, Bonny Rose (Gobo Fraggle) was in a much better mood and got along considerably better with her new traveling companion Nick Bottom (Keith), developing an amiable friendship until the two were separated by distracting swarms of butterflies and will-o-wisps.

Titania (Kazuma) found Nick (Kaiba) in the forest and he followed her willingly to her castle, with the queen demonstrating her considerable might defending her new paramour against a serpentine creature. The two indulged in a steamy bath and soothing Titania's wounds.

Surprisingly, Oberon (Rokurou) and Carabosse (Naomi) had a scintillating past as lovers and partners on the battlefield, until Carabosse fell too deep into dark magic and Oberon began to fall for Titania. The two of them had a tense but surprisingly civil conversation about the past, the curse and her kidnapping plans, and Titania's mothering skills, and Carabosse promised to alter the curse and divulged that it can be broken with True Love, romantic or platonic.

Oberon (Souji) managed to coax a particularly sharp Titania (Elma) to their room, and eventually managed to break the curse on her.

Titania apologized to Nick for her behavior while under the love potions' effects. He accepted her apology, and the two agreed to part ways and for Nick to be left alone from now on.

Meanwhile, Bonny Rose (Kotori) and Tam Lin (Eustace) met in the forest, and the two normally outgoing youths were so stricken with each other that they became shy. They bonded over their shared feelings of being trapped in certain roles, and Tam Lin managed to charm her by introducing her to a wolf pup and taking her on a ride through the forest.

After the lovebirds parted ways, Tam Lin (Isa) went to Puck (Kakrat) for romantic advice. This was a mistake, as apparently fairy romance is much more complicated than Tam Lin thought, all he wanted was to know how to ask out a girl.

Carabosse (Souji) managed to lure Tam Lin (Junpei) away with a handsome male visage before revealing her true form, offering Tam Lin a chance to join her dark forces. He refused, and she unleashed the (altered) curse on him.
A MIDSUMMER ROSE: ACT 3
Setting: Set in a dreary dungeon fortress filled with numerous towers and dragons flying overhead. It was bleak, thunder always rolling overhead and lightning striking here and there. Strange green flames erupted in random places, the fires hot to the touch, but rather than be burned they make anyone exposed to their fumes for too long irritable and distant. Soulless suits of armor patrol the halls, ready to attack anyone and anything in their sights, and other ghastly creatures and monsters lurk within the dark halls. Aspects had the ability to transform into dragons and could help the ones that nested in the towers.

Storyline:
Oberon (Keith) confronted Titania (Magica) about the letters, and the queen admitted right away that she did so out of jealousy, fearing that Oberon’s heart was wandering back to Carabosse, even apologizing after some (read: a lot of) coaxing. Oberon assured Titania of his love and devotion to her, and the two of them promised to be more honest and trusting with each other.

Shortly after, however, Titania (Felix) went out to confront Carabosse (Soldier: 76)… because apparently she was jealous for Carabosse’s affections as well. So after some banter, the two of them agree to start a “relationship” of their own.

Meanwhile, Puck (Master Crane) did his best to guide and console a very worried Bonny Rose (Wembley) on the way to Tam Lin, fighting treacherous gusts and sharp rocks, arriving at the tower a bit battered.

After helping Bonny Rose, Puck (Gobo) sought out Nick Bottom (Kazuma) to help him distract Carabosse and her forces. The two of them snuck into the Castle via a tunnel magicked by Puck, but were stopped by a group of guards who were JUST smart enough not to believe their story of escaping a monster, but thankfully not smart enough to beat a smoke bomb, or for Puck’s sleep-inducing song. Unfortunately, mortal Nick was somehow corrupted by the castle’s dark energies, and began to fight everything in his path, including Puck.

Bonny Rose (Kazuma) finally found Tam Lin (Eizen) asleep, and woke him up with the power of… strong alcohol? Shortly after reviving (and drinking), however, Tam Lin began to transform into a fearsome black dragon. Still, Bonny Rose held on tight to him, confessing her desire to stay with him no matter what form he took. Unfortunately, her words failed to transform Tam Lin back to normal, and he toppled the tower onto her. Still she tried to cling to him, but the dragon managed to dislodge her and flew away.

Carabosse (Mordred) set three challenges before Bonny Rose (Kaiba). First, the heroine had to solve a block puzzle to recreate Tam Lin’s dragon form, which she did with decent ease. Second, Bonny Rose had to navigate a path laden with dangerous traps, which she navigated at a steady, careful pace. For the final task, Bonny faced one of Carabosse’s enchanted suits of armor in single combat armed with only a spear, and while outmatched in raw power, Bonny fought with wit and precision to defeat the construct and pass the final challenge.

With Carabosse’s aid, Bonny Rose (Rosalia) flew swiftly on her dragon steed and caught up to Tam Lin (Karkat)… just in time to see him plummet to the ground. Using the flower’s magic, she took on the curse and uses her new wings and the steed’s aid to save Tam Lin from crashing to his death. Tam Lin began to curse his ill luck, but Bonny Rose gave him sincere support and concern, which began to soothe his nerves, and the two shared a tender embrace together. This allowed the flower to awaken Tam Lin’s true power as the prince of fairies, and he was able to break the curse on him and Bonny Rose.
A MIDSUMMER ROSE: CAST
Tam Lin: Rosalia Rossellini, Bridge Nocturne, Eustace, Junpei Iori, Isa, Eizen, Karkat Vantas

Bonny Rose: Isaac "Felix" Gates, Gobo Fraggle, Kotori Iida, Wembley Fraggle, Kazuma Asougi, Seto Kaiba, Rosalia Rossellini

Queen Titania: Magica De Spell, Della Duck, Kazuma Asougi, Elma, Fuuka Yamagishi, Isaac "Felix" Gates

Carabosse: Elma, Souji Seta/Yu Narukami, Naomi Kimishima, Soldier 76, Mordred

King Oberon: Ryotaro Dojima, Master Crane, Rokurou Rangetsu, Souji Seta/Yu Narukami, Keith

Puck: Mordred, Yosuke Hanamura, Junpei Iori, Lea, Karkat Vantas, Master Crane, Gobo Fraggle

Nick Bottom: Kokichi Oma, Keith, Seto Kaiba, Oswald, Kazuma Asougi

ALICE IN WONDERLAND: SUMMARY
Original story: Alice in Wonderland, The Looking Glass
Campaign Period: July 1st, 2020 - September 8th, 2020

The Book of Wonderland was an odd adventure for the Aspects as it wasn't one determined by the Storyteller. After everyone gets horrible visions of the White Rabbit’s death, the Aspects suddenly fall into Wonderland instead of being summoned there normally. Alice appears before them as a black shadow and explains she forcibly brought them here in a desperate effort to save her story before it’s too late. She acted without informing the Story Teller, so it took them a little longer to properly reach out.

In the meantime, Aspects had to go through various doors in the Forest of Doors and help strengthen important locations in various ways. Through one door, Aspects participated in a literal caucus race that resembled Mario Kart more than anything else. Another door led to a mansion with impossible geometries, and Aspects had to either solve puzzles or deal with evil automatons to find the keys needed to fix things. Beyond another door Aspects attempted to hold tea parties while everything was floating around all willy-nilly, and the last door involved facing off against the Queen of Hearts in a croquet themed hedge maze.

As the Aspects went about completing these tasks, their Essences somehow got unbound every time they went through a door. This caused them to get swapped around with each other, adding to the general chaos. At least the Essences returned to their proper owners while the Aspects were in the Forest of Doors.

After everything was stabilized (or as stable as a place like Wonderland can be), the story proper could begin. This of course has its own twists and turns, including dopplegangers of the original Wonderland characters appear to fight back. But they are able to navigate through the scenes and help save the story before it met destruction.

Notable Rewards:
Wonderland Plush. Have an option to choose ONE of the following three plush types: 1) Cheshire Cat (capable of teleporting people a short distance); 2) Jabberwocky (will occasionally fly around, screech like a bat, and transform into a life-sized version that can be used as a training dummy); 3) Bandersnatch (can be activated to transform into a life-sized version that can be used as a training dummy)
Pocket Watch. A fancy gold watch that is capable of either slowing or speeding up objects
Deck of Card Familiars. A full deck of cards that can be used to summon a life-sized card of varying stats to aid either in combat or mundane activities.

Relevant Links:
Entry tag | Game Notes #28 (Event Act) | Game Notes #29 (Act II)
ALICE IN WONDERLAND: ACT 1
Setting: Wonderland is looking a lot more colorful and interesting thanks to everyone's efforts in the Forest of Doors. The remaining residents who have not evacuated are helping to keep invading Eraser's at bay as well helping to maintain the repaired locations. The Forest of Doors is still the central "safe zone" for the Aspects, but some of the local residents will bring in some fresh supplies.

Storyline:
Alice (Mordred) finally catches up to the White Rabbit (Ragna) and the two immediately start trash talking each other, nearly coming to blows but agreeing that they should work together to navigate the tunnels. They soon ran into an imposter of the White Rabbit, however, and it threatened to punish them for tardiness only for the real Rabbit to send it flying mid-sentence. This only angered the doppelganger further, though, and it began to grow into a frightening beast. Despite the initial animosity, the White Rabbit gallantly stepped in to protect the little girl from the big scary monster.

After being confounded by the very shapely Caterpillar (Naomi), Alice (Junpei) actually began by asking some deep questions about death and grief, unburdening her heavier thoughts to an impartial ear.

Alice (Keith) and the Cheshire Cat (Jean), meanwhile, had a much lighter conversion that was the driest pun-off ever conceived regarding stores and plans. Even the flowers began to doze off watching them.

The Mad Hatter (Steelbeak) dragged Alice (Eizen) into a rowdy tea party, and the little girl brought a song to the celebration. Soon enough, however, the shanty devolved into a wondrously drunken bragging session, with the two of them taking teapot shots at each other every verse.

Despite the Queen of Hearts (Kaiba) having a rather embarrassing start, Alice (Yu) managed to overcome equipment malfunctions with some clever McGyvering! Unfortunately, the pretender Queen didn't take kindly to this and sicced her card soldiers after them, with the fake Alice jumping directly into the fray. Soon the croquet match turned into an all-out brawl, with hissy snakes, equally hissy flamingos, and carrots swung around on both sides. And coconuts. So many coconuts, and no limes to put in them.

The Fawn (Minako) agreed to lead Alice (Minato) through the forest, but the two soon found themselves in a dense, eerie fog that robbed them of their memories. Shadows began to appear from the fog, testing their deepest doubts and convictions, even as their minds were blank, but eventually Alice and the Fawn reached out to each other, and helped each other remember who they were, banishing the fog and the specters.

Meanwhile, while all this nonsense was going on, the Lion (Dojima) and the Unicorn (Kazuma) tried to command their armies to put Humpty Dumpty together better, but the horses' hoofs were useless at picking up the pieces and the "humans" were equally inept at reassembling the gathered pieces. Eventually they decided to put differences aside and worked together to piece the eggman back together.
ALICE IN WONDERLAND: ACT 2
Setting: TBD

Storyline:
TBD
ALICE IN WONDERLAND: CAST
Alice: Mordred, Junpei Iori, Keith, Eizen, Yu Narukami, Minato Arisato

White Rabbit: Ragna the Bloodedge

Caterpillar: Naomi Kimishima

Cheshire Cat: Jean Kirstein

Mad Hatter: Steelbeak

Queen of Hearts: Seto Kaiba

Fawn: Minako Arisato

Lion: Ryotaro Dojima

Unicorn: Kazuma Asougi

FRANKENHYDE: SUMMARY
Original stories: Strange Case of Dr. Jekyll and Mr. Hyde, Frankenstein, The Modern Prometheus
Campaign Period: November 1st, 2020 - January 24th, 2021

Henry Jekyll and Victor Frankenstein are two budding rival scientists who spent their careers researching the ways to create life. Both are successful, but the "Creatures" they create are opposite one another. Jekyll's creation, Hyde, is a reckless creature committing crimes, but Jekyll finds this as an interesting research point. He thus takes this opportunity to study what a truly unhinged man can do if left unchecked. Frankenstein's creation is born from a stroke of lightning on a dark, stormy night. The resulting Creature recognizes their creator as their father, a role which Frankenstein is more than happy to fill to the best of his ability.

Upon hearing of Frankenstein’s success, Hyde disguises himself as Jekyll and pays him a visit. Fooled by the facade, Frankenstein lets him in and Hyde soon manages to spend some time alone with the creature. He ends up naming Frankenstein's creation “Stixen.” With that settled, Hyde takes Stixen out to expose him to the crime life but Stixen is hesitant to join in. Stixen would later find Hyde covered in blood after murdering someone and rejects Hyde's idea to kill everyone. Jekyll would also confront Hyde and the two fight until Hyde imprisons Jekyll in the cellar and assumes his creator's identity. Gabriel Utterson, a friend who had been wary of Jekyll's "study," seeks Jekyll to study the murder victim's body only to find Jekyll in the cellar and frees him.

Meanwhile, Stixen makes his first friend with a young girl named Agatha de Lacy. However Hyde witnesses the whole thing and would later burn down the girl's house and kill her. This sparks an angry mob targeting Stixen and Frankenstein. Through the use of a special smoke agent, they are able to pacify the mob long enough for Frankenstein to find help. He runs into Jekyll, but it turns out to be Hyde in disguise and Frankenstein is murdered by Hyde.

When Frankenstein doesn't return, Stixen seeks out a family friend, Henry Clerval, for help. They would find Frankenstien's body in Jekyll's home, and as Stixen is carrying Frankenstein's body out, Jekyll and Utterson arrive. Stixen begs Jekyll to bring their father back to life, and although Jekyll is against the idea, he makes the attempt and fails on purpose.

Stixen would then seek out Hyde, who failed to kill his own creator, and the two would engage in a monstrous fight in the middle of the blizzard. The resulting battle leaves Sixten battered and beaten on the ground as Hyde limps away, presuming them dead. Then a bolt of lighting strikes the ground, and Sixen begins to move...

Notable Rewards:
• Choice of one of the following man-made creations: Audrey Jr (small plant); robo-reindeer (small robot reindeer); clockwork servant (automaton ready to serve)
Electric sphere with unlimited low voltage energy
Alter ego potion with 3 uses to boost Essence abilities

Relevant Links:
entry tag | Game Notes #32 (Act I) | Game Notes #33 (Act II) | Game Notes #35 (Act III)
FRANKENHYDE: ACT 1
Setting: Centered in the industrial city of Londeva. Set in the 1800s, the Industrial Revolution is in full swing with some steampunk fantasy flair to it. Flying airships and dirigibles in the sky, unusual vehicles and inventions on the streets. There are also lightning rods and numerous electricity generators all over, and due to the constant rain and overcast skies, they are charged rather frequently. It's also very dark and monochromatic in color. Science and progress is what most everyone is interested in and there are some odd looking fellows walking about. Everyone's attire fits the setting with the "safe zone" a designated apartment building with characters able to choose their rooms to lodge in.

Storyline:
We open on a Londeva that is bustling with excitement over its Annual Faire for the Sciences, years before it all will go swiftly to hell... Victor Frankenstein (Luca Balsa) and Henry Jekyll (Skull Kid) are the two most promising contestants, competing for the top prize with some Electrical Nonsense and a very glittery volcano, respectively. Jekyll, ever a helpful soul, tries to help Victor with his project when it seems he's struggling, only to get told off as it reminds Victor of his former mentor, who he no longer cares for. The Faire ends in a tie, the judges too impressed with both entries to pick just one winner.

In the present day, Doctors Frankenstein and Jeykll have decided to collaborate on the most ambitious project ever seen: creating life itself. Of course, this is still academia and while they're happy to share notes, they're each doing their own thing; it seems that Victor has chosen to focus on plantlife first, while it is unknown what Jekyll is doing. This is when Victor (Sherlock Holmes) is visited by his friend Henry Clerval (Crane). During the visit, Victor excitedly shows off his latest creation, Audrey Two, a plant capable of speech...and being very silent on the matter of what happened to Audrey One.

As the two old friends chat, Audrey Two occasionally comments on the stench of some of Victor's latest test subjects, comments Victor is quick to brush aside and play off as the plant having a very odd sense of humor. Clerval leaves very, very disturbed.

Meanwhile, across town, Hastie Lanyon (Eizen) stops in to visit his colleague Doctor Jekyll (Jean Kirstein). There's been a rash of robberies that seem to be targeting scientists such as Lanyon and Jekyll, and it's only right that Jekyll be warned. While visiting, Jekyll insists that he hasn't been robbed and has in fact been far too busy to even hear about the gossip, a claim that Lanyon doubts as the lab is remarkably quiet and oddly clean. Jekyll insists, and as there's no real reason to argue, Lanyon drops it.

Later that week, Jekyll (Ren Amamiya) runs into his lawyer and friend Gabriel Utterson (Kazuma Asougi) and they take the chance to catch up on the most recent goings on. Utterson also mentions the odd character that Lanyon does, and, as they walk, they hear of a young girl that Jekyll feels obligated to help. Despite Utterson nearly terrifying the girl, they're able to help and learn that she was trampled by someone outside Jekyll's place. Jekyll, oddly, doesn't seem too concerned by that and insists on pressing forward as if nothing happened.

Eventually Clerval (Yu Narukami), still concerned about Victor's odd behavior, gets a hold of Utterson (Eugene Fitzherbert) to come help him investigate the lab, especially since Victor's plant was very concerning. No sooner do they reach the lab when Clerval's concerns are validated, as they hear a scream and turn the corner to see Audrey Two, somehow free of its pot, carrying off a human by the leg. Between the two they are able to free the man, and although Utterson was momentarily caught, after Clerval frees him they devise a plan using Utterson's background as a magician. With a fortuitous storm, they use Utterson's mirrors to reflect lightning bolts to strike down the monstrous plant in a disgusting explosion. However, no one notices something burrowing underground to slither away…

Late one night, Jekyll (Goro Akechi) is heard lecturing an "Edward Hyde" (Ren Amamiya) on his behavior. His recklessness is putting them both in danger...which is precisely what Jekyll does not want, as how can he get his data if Hyde gets captured? Jekyll's plan, it seems, has shifted from "create artificial life" to "see what a truly unhinged man will do if given the space to do it", and Edward Hyde is how he plans to do that. In hopes of getting everyone off their tail, Jekyll suggests that Hyde get a new look, to which Hyde agrees.

That same night, a storm rolls in and just so happens to strike Victor's (Helios) lab with a powerful bolt of lightning, providing him with enough power to finally, finally bring his Creation (Lena Sabrewing) to life. The Creation recognizes that Victor is their father, and Victor, delighted, tours the lab and house so he can teach the Creation about everything he possibly can. Although there are a couple of hiccups, Victor is able to form something like a familiar bond with his Creation and begins to treat them more like his child.

However, there's a knock on the door as Hyde (Yosuke Hanamura) has come to pay a call to Victor (Kurt Frank) while pretending to be Jekyll. Victor, excited and not terribly observant for some reason, falls for this and lets his "friend" in to see his Creation. Hyde is both amazed and excited upon seeing it, already curious to see how it might behave in town while also warning Victor that it might not be well received. However it is clear he has keen interest in Victor's Creation.

On his second visit, Hyde (Xion), learns that Victor in all his infinite wisdom did not bother to name the Creation (Ken Amada), and so decides to name them himself: Stixen. They soon decide to leave the lab to experience life, witnessing a robbery. Victor's Creation, or Stixen as they now call themselves, immediately rushes in to try and help but Hyde stops them. Stixen is confused by this and this difference between the two Creations will continue...

FRANKENHYDE: ACT 2
Setting: The setting remains the same as the first Act, but the town will seem both livelier and wary due to the advancements from Act I. Crime rates and even murders are on the rise so anyone who looks different will be treated a little more suspiciously. This makes the current Christmas festivities a little more difficult to celebrate and the atmosphere a bit more subdued, but perhaps a little cheer could be inspired with enough motivation.

Storyline:
Some time after we last saw Hyde (Mordred) and the illustrious Dr. Jekyll (Reaper), Hyde approaches the doctor to demand some sort of recompense for being the doctor's experiment; after all, Hyde pointed out, they can't get good data on an "unhinged man" if Hyde's limited in what he can actually do. Though Hyde threatens him, Jekyll is able to keep calm and compromise with his test subject on the matter of pay. He once again warns Hyde to avoid drawing too much attention to himself. Hyde assures him that he knows what he's doing.

A few days later, Mister Utterson (Ren Amamiya) is called to Jekyll's house (Ryotaro Dojima) to discuss some personal matters. The old friends take a few moments to clear the air between them, to allow Utterson a moment to vent to his old friend, before the settle down to the business Jekyll called his solicitor for in the first place: adjusting his will to leave everything to one Mister Hyde. Utterson is appalled at the very idea, but Jekyll eventually confesses that he and Victor Frankenstein were working on creating life and that Hyde is a vital part of these experiments. It only makes sense to leave all of his money and property to a known criminal who would probably kill you as soon as look at you.

That night, as the young Danvers (Ken Amada) is out walking, Hyde (Makoto Yuki) decides it would be a wonderful idea to kill an innocent man in cold blood. A few hours later, Stixen (Ragna) finds Hyde (Jean Kirstein) in an alleyway covered in Danvers's blood. Tired of trying to play nice with the "normal" humans, Hyde points out that the two of them will never be accepted for what they are, so he and Stixen should just kill them all. Stixen admits it's a solution, but is not entirely convinced. The two part ways.

As Hyde (Yu Narukami) returns home to Jekyll (Tohru Adachi), Jekyll has had enough. He realizes what happened last night when he sees the Hyde covered in blood, and that is a line too far. Jekyll demands Hyde stop. Hyde decides that he doesn't want to stop, but instead take over Jekyll's life. The two fight, and Jekyll is locked in his cellar, leaving Hyde free to do whatever it is he wants.

The next day, Stixen (Zidane Tribal) is wandering around and thinking about what Hyde suggested. He runs into the young Agatha de Lacy (Karkat Vantas), who is trying to get her cat down from a tree and is very clearly annoyed. Stixen, still wanting to help people, climbs up the tree in an impressive display of acrobatics and rescues the girl's cat. Agatha is impressed and the two start to form a very tentative friendship before parting ways. Unfortunately for them both, Hyde was watching.

As Stixen was saving kittens from trees, Utterson (Crane) rushes to Jekyll's (Luca Balsa) house to report Danvers's murder and ask him to come look over the body. He's distraught to find the poor man having a panic attack in his cellar and hurriedly gets him out of there. Jekyll hates what science has become since his younger days, though Utterson does point out that it was always a little unsettling, and things are about to get a lot worse. Upon inspecting the body, Jekyll realizes that this was the man Hyde had killed.

That night, disgusted at what he had seen earlier that day, Hyde (Eizen) tracks down the de Lacy house and sets it on fire. Agatha (Rokurou) flees the scene; Hyde gives chase. Eventually, the poor girl is torn limb from limb by the now monstrous Edward Hyde. When the girl's body is discovered, a mob forms outside of Victor's (Minako Arisato) lab, demanding that Stixen (Ren Amamiya) face justice. Victor knows that the girl's death was not Stixen's fault, and so the two try to calm the people down to no avail. Eventually, they resort to rooting around the lab for something to use to force them to calm down, allowing Victor to escape and get help.

Victor (Naomi Kimishima) eventually finds Jekyll and begs him for help. Jekyll, of course, agrees, but he first insists that Victor join him at his home and all but forces Victor to follow. As they get closer to Jekyll's home, Victor realizes that it is not Jekyll at all but Hyde (Kazuma Asougi) and tries to get away. He fails and, realizing that there is no hope for him, is gentle and almost calm. Hyde, in one more act of brutal violence, stabs Victor through the heart.

FRANKENHYDE: ACT 3
Setting: Although still maintaining a dreary atmosphere, the world itself looks more normal and although the populace is on edge due to the plotline, they are definitely livelier. It really feels more like living in a bustling city than one that's just making the motions. However, this all changes when visible cracks appear throughout the city, from the city to the ground to the sky: small tears and fractures that are impossible to not notice. Strange creatures roam the streets, Blots randomly disappearing or even transforming into these abominations, and the number of Erasers increases. On top of it all, the Aspects themselves will have their own behavioral issues.

Storyline:
Londeva is gripped by fear. Victor Frankenstein is dead, murdered by one Edward Hyde. Stixen has been blamed for all manner of evils. And poor Doctor Jekyll is having a time.

After his father never returned, Stixen(Makoto) sets out to find Victor. He runs into a disgruntled Clerval (Adachi), who for his protection has dressed up as a bishop and who only decides to help the creation reach Jeykll's house only after much begging and pleading. There, the two find Victor's body, and Stixen is overcome with grief. Clerval, in a moment of bitterness, makes a comment and Stixen very nearly attacks the man for daring to disrespect the dead. Unfortunately (or perhaps fortunately for Clerval), the body quickly turns into the escaped Audrey II. Stixen grabs Clerval and runs, not in the mood to deal with a murderous house plant.

Some time later, Utterson (Luca) and Jekyll (Naomi) return to Jekyll's labs. In a fit of grief and perhaps madness, the doctor very nearly destroys his lab, a weak penance for all he has wrought. Utterson stops this, assuring him that it would do more harm than good, and Jekyll decides that, as Hyde's creator, he should be able to make something to kill him more easily. The two head further into the lab to do just that. They are later joined by Stixen (Steelbeak), who begs the doctor to revive Victor.

Jekyll (Master Crane) is torn by this, as while he feels guilty that Stixen's father was murdered by Hyde, the thought of reviving the dead leaves him uneasy. Rather than turn the creature down outright, however, he instead chooses to purposefully do it incorrectly. Stixen is none the wiser, and is thankful for the attempt all the same.

The next day, Clerval (Ren) and Utterson (Rosalia) set out to find Hyde in hopes of putting an end to all of this. Unfortunately, it seems the city itself has lost its grip on reality, as the buildings start to crumble and dead ends are around every corner. The two men agree it's a lost cause and quickly make plans to leave the city themselves.

Meanwhile, Hyde (Mabel) finally tracks Jekyll (Junpei) down with the intent to kill. However, the odd goings on in the city seem to be affecting more than just the buildings, as no matter what Hyde does he cannot land a killing blow on Jekyll. He eventually flees, leaving Jekyll to whatever fate awaits him.

Londeva continues to deteriorate as a blizzard rolls in. There, outside the city, Hyde (Kazuma) awaits the arrival of Stixen (Shizuo), who has tracked him down after receiving the oddest message. The two have it out, a fight between titans that leaves Stixen on the ground as Hyde limps away. A bolt of lighting strikes the ground, and Stixen begins to move.

"...we never did learn how, exactly, it all went so horribly wrong so quickly. All we know is that Mister Hyde went on a murderous rampage and that Londeva was never quite the same. I've heard no more of either Hyde or the Creation, though rumors do reach me now and again of odd sprees of murder here and there. The latest I believe was in France.

This letter is now several pages long. I can picture the look you must have made upon receiving it; if you are expecting an apology, you will be sorely disappointed. You know how I get when I feel compelled to write, rather like how you get when you feel compelled to fret and fuss. But I shall end my letter here, hopeful it found you well and that the baby is healthy.

Forever your brother,

Captain Robert Walton
FRANKENHYDE: CAST
Victor Frankenstein: Luca Balsa, Sherlock Holmes, Helios, Kurt Frank, Minako Arisato, Naomi Kimishima

Frankenstein's Monster: Ken Amada, Lena Sabrewing, Ragna the Bloodedge, Zidane Tribal, Ren Amamiya, Makoto Yuki, Steelbeak, Shizuo Heiwajima

Henry Jekyll: Skull Kid, Jean Kirstein, Ren Amamiya, Goro Akechi, Reaper, Ryotaro Dojima, Tohru Adachi, Luca Balsa, Naomi Kimishima, Master Crane, Junpei Iori

Edward Hyde: Yosuke Hanamura, Ren Amamiya, Xion, Mordred, Makoto Yuki, Jean Kirstein, Eizen, Yu Narukami, Kazuma Asougi, Mabel Pines

Gabriel Utterson: Kazuma Asougi, Eugene Fitzherbert, Ren Amamiya, Master Crane, Rosalia Rossellini, Luca Balsa

Henry Clerval: Master Crane, Yu Narukami, Tohru Adachi, Ren Amamiya

Hastie Lanyon: Eizen

Agatha De Lacy: Karkat Vantas, Rokurou Rangetsu

Danvers: Ken Amada

SUGAR PLUM BEAST: SUMMARY
Original stories: Beauty and the Beast, The Nutcracker Campaign Period: April 17th, 2021 - July 4th, 2021

TBA

Notable Rewards:




Relevant Links:
entry tag | Game Notes #39 (Act I) | Game Notes #40 (Act II) | Game Notes #41 (Act III)
SUGAR PLUM BEAST: ACT 1
Setting: TBA

Storyline:
TBA

SUGAR PLUM BEAST: ACT 2
Setting: TBA

Storyline:
TBA

FRANKENHYDE: ACT 3
Setting: TBA

Storyline:
TBA
SUGAR PLUM BEAST: CAST
Prince/Beast:

Clarabelle:

Sugar Plum Fairy:

Mouse King:

Drosselmeyer::

Toy Representative::

Toy Traitor:

Alpaca Maid Toy:


(longer entries will scroll; note: scroll bar is invisible on mobile and some browsers and will require user to tap on the content and drag it to see the rest)
keeperoftales: (Default)
Character Profile Sheet—

Since characters are having a bit of a "double life" with the storybook essences and we have a few game specific mechanics going on, it is mandatory for all players to have one of these profile sheets somewhere in the character's journal. We know some folks may already have some kind of general profile sheet, but these sheets are tailored for [community profile] forgottentales and will help provide a better reference for fellow players. You can of course link to your other pages where appropriate, or just straight up copy/paste. And for the bio blurbs, a nice "at a glance" summary will suffice.

We have two different versions players can choose from, so click on the cuts to see them in action as well as the code and instructions. (click the links if you'd like to learn the true identity of the Storyteller)



Profile Sheets )
keeperoftales: (Default)
CR Chart: Notebook—





Storyteller's Notes
Observations on the Aspects
"My sword is my life. That's just the kind of daemon I am."
● ● ● ○ ○
☼ ♥ ♪ ✦ ✖
Name: Rokurou Rangetsu
Canon: Tales of Berseria
Essence: Huntsman
Story: Little Red Riding Hood
Notes: A wild man with a laidback attitude until a fight breaks out. Most likely the one to challenge a fight. Makes for interesting princesses and is in extreme denial.
About the code: V1: Quote + Double Static Rating
This version features space for two rating bars, such as an affinity/strength or use of symbols for different meanings. They will always be at the bottom of the bookmark no matter how long or short the quote is. If you want one bar, go to version 2.
(now a fully filled sheet, extra will cut off)
"I hate violence."
● ● ● ○ ○
Name: Shizuo Heiwajima
Canon: Durarara!!
Essence: Frankenstein's Monster
Story: Frankenstein
Notes: A very angry man who doesn't like violence and just wants a peaceful life, but due to his strength and hair trigger temper ends up causing a lot. Designated Hyde babysitter.
About the code: V2: Quote + Single Static Rating.
The rating bar will always be at the bottom of the bookmark no matter how long or short the quote is. Showing the "rating" bar, but can be used for symbols or whatever you want.
"I long for peace and quiet."

● ● ● ○ ○
☼ ♥ ♪ ✦ ✖
Name: Eustace
Canon: Granblue Fantasy
Essence: The Gray Wolf
Story: Tsarevich Ivan, the Firebird, and the Gray Wolf
Notes: A very quiet man who lives up to the "lone wolf" type, but a dog love. Those ears and tail look fluffy...want to pet...
About the code: V3: All in One
In this version, the rating bars are always at the end of the quote, so there is a bit more fluctuation. This is how it looks with a short quote. A longer version is next, followed by a quote only.
"Sensei! Could we cook and eat together?"

☼ ♥ ♪ ✦ ✖
Name: Kotori Iida
Canon: Sweetness and Lightning
Essence: Sweet Porridge Girl
Story: Sweet Porridge Girl
Notes: One of the few normal people brought in, yet somehow managed to start some kind of dating sim. We wonder which route she will take (betting Roxas).
About the code: V3: All in One
Same as the previous page but with longer quote and a single rating bar. Next page is full quote only.
"....................................................................................................................................................................................................
....................................................................................................................................................................................."
Name: Kazuma Asougi a.k.a. "Disciple"
Canon: Dai Gyakuten Saiban
Essence: Dr. Jekyll/Mr. Hyde
Story: Dr. Jekyll/Mr. Hyde
Notes: A man suffering amnesia—and his essence. Has issues with emotions and being sociable. As destructive as Hyde is, they do provide interesting plot twists.
About the code: V3: All in One
Same as the previous pages but it's a quote only. ...All right might not have been the best choice for this particular one but you get the idea how it looks all the way filled. Like the notebook pages, any overflow text is automatically cut (hidden), so that's pretty much it right there. No rating bars.
"Whoo, take that, science!"
Name: Della Duck
Canon: DuckTales (2017)
Essence: Icarus
Story: Greek Mythology
Notes: A talking duck with a lot of moxie and the heart of a true adventure. A mother of three triplet boys. Has a metal prosthetic leg. How strange that it takes an Essence to turn her arms into wings...
About the code: V3: All in One
Just showing off how it looks if you change the bookmark (and quote) color!

This is the last page of the notebook! There is a navigation bar below so you can jump to any character. Everyone past Della is a lie.
one two three four five



§ about.

Because I'm insane I've made a CR chart for players who may be interested in keeping one. Because of its format, it could be used for other purposes, like a visual stand-in for the character journal or keeping notes and information about everyone. Could even use it like a diary of sorts.

There are three total versions to this. Rather than talk about each of them, you can "flip" through the notebook to see the slight variations and read about it. Not only can you flip through the pages, but there is a "navigation bar" beneath, allowing you to "jump" to a specific character. Only up to Della works, the rest are slotted in for visual representation.

Although the code is straightforward and easy to update, keeping up with links, especially for the previous and next pages, can be annoying. So for those interested, I have made an automated script for this particular chart. I've made it as easy to use as possible so that all anyone has to do is input their data and run it, but there are ways to customize it a little more. Further instructions are detailed below.

Any credit goes to [personal profile] laenavesse @ [community profile] efryndiel, which also has a gen version available.



§ instructions & raw code.

» Here are the pastebin links to each version of the raw code. You can save or c/p the code and edit it as you see fit:
» Code for the symbol legend is here (stick it above the </raw-code>:



» The colors are:

  • #7d6f62: cover background
  • #d3cec0: cover border right; cover subtitle color; bookmark background; divider background
  • #473c2f: cover border left
  • #ccc496: cover title
  • #804024: quote text; links
  • #3e2f22: note text
  • #ac3b25: circle symbols
  • #73604b: other symbols

» As mentioned the text will automatically "cut" or "hide" once it hits the limit.
» The symbols provided are completely random and can be whatever you want.
» To add more "Character Pages" use the code between "CHARACTER START" and "END CHARACTER". For the last character of the book, just delete the "NEXT PAGE" div code.
» When adding or removing characters, make sure the anchor tag (<a name="char#">) matches the links for the navigation links (previous, next, and navigation bar).
» Use <br /> tags for line breaks!
» The navigation bar is default to center the icons, but if you have more than nine and want it to look like the example shown, delete the <center> tags.


§ automated script instructions.

After reading about the raw code, you may be tempted to have something that could reduce the work for you. Google Spreadsheets allows the user to create app scripts, and with this tool it can take the data in the sheet and generate the code. If you're just going to use the template as is, this is the easiest and fastest thing you can use to maintain the code. If you want to make certain modifications, it's not difficult and quite easy, but it does require a few extra steps that those unfamiliar with how spreadsheets and coding work might find a little daunting at first. But the payoff is worth it.

There is even a script to let you preview the code within the spreadsheet! Handy.

Also, the generated code doesn't have any line breaks so it's...one giant mess. But since you're c/ping everything it shouldn't matter too much, ah ha...

NOTE: The symbol legend is not included, so you'll have to add that to the page manually and inside the </raw-code>. You can just paste any updated generated code above it, just be sure to delete the </raw-code> at the end of the code so that the legend is back inside.

Here are the spreadsheets. To save, Make a Copy of it for your own use:
For a live example of how it would look like filled out, here is Rokurou's with the final product.


I have included detailed instructions on how to do practically everything you could possibly do with the code with minimum risk. But if you have any questions or need help with modifications, just comment and I'll take a poke, even customize it for you if possible. However, I am not a professional, so my own abilities are limited.