The Watchers of Night (
thewatchers) wrote in
daybreakacademy2020-05-10 01:18 pm
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MIDNIGHT HOWL

Midnight Howl
Log Comm | Network Comm | OOC Comm | Navigation
This sleepy town in Romania has had little in the way of disturbances for the last few decades, putting aside the general region’s troubled and entirely non-magical history. But with supernatural phenomena on the rise, a supposed shifter in the area, and a graveyard that refuses to stay silent as graveyards should, the Academy has asked for willing students and staff to go and perform what should be a fairly routine investigation.
The town itself is much like any other quiet, European town. People go about their business as normal, at least in the day. But at night, they bar their doors and light lamps, and leave these new investigators to their work.
A.
In the woods, there are obvious signs of some kind of predator; torn up ground, clawmarks in trees, and even the occasional set of pawprints. While the signs are obvious, following them is no mean feat; the forest ranges from simply obtrusive to almost hostile in its obstacles, providing briar patches, long grass that hides holes, pits and boggy ground, and trees with branches at a height to conveniently bang your head against while you’re searching for any further signs of disturbance. There’s even a river in the middle of the trail, just deep enough that it’s uncomfortable to wade through.
Should you manage to get through all these inconveniences and not just get fed up and turn back, however, you’ll find a shivering werewolf stuck halfway between being human and beast. Far from being hostile, they just seem incredibly confused, and after being reassured that they won’t be driven out, will be grateful to be led back to the village and back home. Keen-eyed characters will note that there seems to be some kind of marking on the person’s back that shines out, even through the fur.
B.
The local graveyard has been suffering from an influx of disturbed and toppled graves, at first it seems to be caused by vandalism or simply the sheer age of the stones but the sheer numbers - and strange noises at night quickly made the town more wary. Instead of the expected screams and wails, there was laughter and singing.
Jovial spirits and corpses in various states of decomposition can be found holding a tea party, accompanied by various stuffed animals, for a small boy of five, who is apparently extremely content with his new playmates being dead. Though these undead aren’t hostile, they will defend themselves - and prioritise defending the child - if attacked. They also cannot speak, and anyone who can see magic will be able to see that their animated state is tied to the boy who apparently raised them - and that all of them are marked by a strange, circular sigil.
The boy himself is friendly despite his choice of company and will only be upset - and refuse to speak - if his new playmates are harmed. If approached with care, he will reveal that though he could always see ghosts, he was able to revive his new friends after a strange dream where he woke up with some kind of marking on his palm.
C.
Though the ruins of failed infrastructure certainly aren’t uncommon throughout Europe, asking around will reveal that once upon a time, there used to be a minor railway that served workers and travelers passing through that was eventually closed due to lack of use. The remains of the station still exist, however, and lately there have been sights and sounds indicating that it’s in use - despite the train service being discontinued a decade ago.
[ This prompt involves a NPC. You can engage with this NPC in the toplevel below. ]
D.
Wildcard option, in case there's anything else you'd like to do.
code bases by tricklet
The town itself is much like any other quiet, European town. People go about their business as normal, at least in the day. But at night, they bar their doors and light lamps, and leave these new investigators to their work.
A.
In the woods, there are obvious signs of some kind of predator; torn up ground, clawmarks in trees, and even the occasional set of pawprints. While the signs are obvious, following them is no mean feat; the forest ranges from simply obtrusive to almost hostile in its obstacles, providing briar patches, long grass that hides holes, pits and boggy ground, and trees with branches at a height to conveniently bang your head against while you’re searching for any further signs of disturbance. There’s even a river in the middle of the trail, just deep enough that it’s uncomfortable to wade through.
Should you manage to get through all these inconveniences and not just get fed up and turn back, however, you’ll find a shivering werewolf stuck halfway between being human and beast. Far from being hostile, they just seem incredibly confused, and after being reassured that they won’t be driven out, will be grateful to be led back to the village and back home. Keen-eyed characters will note that there seems to be some kind of marking on the person’s back that shines out, even through the fur.
B.
The local graveyard has been suffering from an influx of disturbed and toppled graves, at first it seems to be caused by vandalism or simply the sheer age of the stones but the sheer numbers - and strange noises at night quickly made the town more wary. Instead of the expected screams and wails, there was laughter and singing.
Jovial spirits and corpses in various states of decomposition can be found holding a tea party, accompanied by various stuffed animals, for a small boy of five, who is apparently extremely content with his new playmates being dead. Though these undead aren’t hostile, they will defend themselves - and prioritise defending the child - if attacked. They also cannot speak, and anyone who can see magic will be able to see that their animated state is tied to the boy who apparently raised them - and that all of them are marked by a strange, circular sigil.
The boy himself is friendly despite his choice of company and will only be upset - and refuse to speak - if his new playmates are harmed. If approached with care, he will reveal that though he could always see ghosts, he was able to revive his new friends after a strange dream where he woke up with some kind of marking on his palm.
C.
Though the ruins of failed infrastructure certainly aren’t uncommon throughout Europe, asking around will reveal that once upon a time, there used to be a minor railway that served workers and travelers passing through that was eventually closed due to lack of use. The remains of the station still exist, however, and lately there have been sights and sounds indicating that it’s in use - despite the train service being discontinued a decade ago.
[ This prompt involves a NPC. You can engage with this NPC in the toplevel below. ]
D.
Wildcard option, in case there's anything else you'd like to do.
no subject
[ She's just nitpicky. ]
How did you come to be a conductor here?
no subject
Ooh, asking the big questions, aren't you? It's a trade secret, you know. [ That's not exactly a no...but definitely not a yes. ]
no subject
[ Miach considers for a moment, fingers twirling one of her braids in contemplation. ]
Aren't you curious about anything in turn?
no subject
[ Which implies there's information to be bought and sold here, perhaps. ]
Oh, isn't everyone curious? What matters is what you do with it.
no subject
Well, we do have the end of the world as we know it scheduled for in less than a year. I expect that the Outlands' preparations are making quite a few waves, no?
no subject
And what does a mortal like yourself feel about the end of the world? I wonder.
no subject
Intrigued, primarily. It really is setting everything in motion, though the human side is a little slower on the uptake.
Whether it is stopped or not is not really a concern of mine, I just wonder how it will shake out.
no subject
[ That gets a shrug, even a laugh. ] Well, who can say? The future is malleable, easily shaped. It longs for guidance. The balance holds on a knife's edge, as ever.
no subject
[ Nightfall is always made out to be what seems to her a multiple choice quiz. ]