[personal profile] powersthatbe
It’s Tough To Be a God
A walkabout set in the world of Lightside/Darkside
January 15 - February 24


On the remote, largely barren island of Sunday, devout elves known as the Prudencians toil and observe their many religious practices, as they wait for the day when their gods - the Goodly Ones - will bless them with their presences. They know that one day they will come, because their most holy text, the Goodly Book, says so:

“And lo, when the time of Salvation is near, the Goodly Ones will come to the Great Rock. They will come with the rising sun and the falling waves, and bring with them their blessings.”

But there’s a snag in this holy prophecy: because it’s not the gods who arrive on the Great Rock. It’s the Investigators. And so now the Investigators must pretend to be the Goodly Ones. Which isn’t the easiest of tasks, not when the religion they are supposedly divine representatives of comes with a great many sins and confusing and often contradictory religious instructions. Failure to successfully pass as a Goodly One will be branded as fake gods - a most heinous sin - and punished with manual labour and dreary drudgework.

Turns out it’s not so easy to be a god.

World Info | Locations | Roles/"Casting Call" | Skills | Calendar | Player Resources | Questions | Plotting
[personal profile] powersthatbe
in which NOTHING CAUGHT FIRE! )

NEXT WEEK:

Samhain celebrations and council-sanctioned plague testing will be the order of the week! The 24-hour concert will be held in Tinker’s Square (and, very likely, its own mingle). And somewhere in there, Verena’s got to choose this year’s tithe...
[personal profile] powersthatbe
Weddings! I love weddings. DRINKS ALL AROUND! )

NEXT WEEK: The city council is having a public meeting, and they’ve got some ‘splaining to do… not least because Tobi’s seen to it that every non-council-member PC, at the first least, has that flyer Matthew put together with the results of his research. The flyer includes copies of council documents about the uptick in people immune to the food supplements, information about the Silverman family’s bribes and other unscrupulous dealings, and some details about the Tithe.
[personal profile] powersthatbe
AND ON THAT BOMBSHELL )

NEXT WEEK:

The Tinkers’ Faire is open for business! But that’s hardly the only thing happening in town. Rebellious talk may be less focused, but it hasn’t exactly stopped, and the number of questions the council’s going to need to answer in two weeks’ time is steadily growing. Word’s also going around about setting up a 24-hour concert during the Samhain holiday.

Investigators who have not stopped eating a predominantly ‘sider diet, now that word is out that the food’s responsible for vision changes, will experience somewhat more pronounced ‘sider sensitivity.
[personal profile] powersthatbe
The Story So Far: )

NEXT WEEK:

The Dusk Opera is putting on its centennial celebration concert, and that’ll be the obvious talk of the town. Perhaps less obvious: mutterings of rebellion are stirring up at the cafes, Ideograph in particular, with folks looking to pursue existing leads, and Thorn possibly having a new conspiracy or five to float.

Investigators: Please get in touch with Bii and/or Jill, the jaunt’s mini-mod, if your character has been primarily eating Lightsider or Darksider food for the past week (even if you choose to handwave it). Infiltrators: Please do likewise if your non-Duskling character has begun eating primarily Duskling-safe food, or is commingling Lightsider and Darksider ingredients.
[personal profile] powersthatbe
Lightside/Darkside
a clockpunk/fantasy jaunt
September 15-October 25


Tensions are brewing in the elven city of January, renowned for its intricate clockwork technology. Long ago, a plague struck, leaving in its wake a unique cultural divide between day and night; Lightsiders, those on the city streets from sunrise to sunset, have no night vision whatsoever, and Darksiders, their nocturnal counterparts, are so light-sensitive that the slightest bit of illumination renders them blind. At dawn and twilight, both groups can see equally clearly - which is ‘not well at all,’ but it’s better than nothing, allowing an hour or two of overlap, if necessary.

This division has by no means prevented communication or even connections across communities, by way of codes, couriers, or sound-carrying vents and grilles, nor does it stop the most adventurous from exploring as best they can, but only foreigners or Dusklings, rare members of the community seemingly unaffected by light levels, truly have the freedom to move about as they will.

But rebellion is forming on the edges of this strictly divided society, and the recent establishment and expansion of a Duskling district isn’t exactly helping matters. The cause is unclear, but many people blame the sudden influx of Dusklings for loss of land, among other problems. If these two separate-yet-not communities don’t learn about each other quickly, January may be done for at any time of day or night…

World Info | Skills | Casting Call | Investigator Roles | Calendar | Locations | Infiltrator Directory | Map | Questions | Plotting

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