DUNGEON SIGN-UPS - SILVEREAGLE MANOR
Oct. 18th, 2018 11:47 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
LET THE SIGN-UPS BEGIN.
SILVEREAGLE MANOR
Tucked fairly deep into the mountain foothills, where no roads even reach anymore if any ever did, Silvereagle Manor was once the home of the Ahnrenti family, a house of nobles that rose to their position via clever use of magic and, if historical accounts that border on the mythological are to be believed, a unique position communicating with the spirit of the planet. It's in search of more information about the latter - which may or may not be the same as the entity involved with the magic of the Fissures - that the expedition team has come to the manor.
Surrounded by high stone walls that have mostly withstood the test of time, the castlelike building was well preserved - at least until it, like everything else in the Fissure-ridden world, was abandoned around a century ago. The property still shows many signs - literally - of having been a historically preserved site - the lower floor and outbuildings having many of the trappings of a museum, while a luxury hotel takes up a portion of the upper floors. In addition to the main house - a four story building with a high tower at one end offering views of the whole area around it - the complex boasts a variety of gardens (now overgrown), a gardener's house, and a stable. And that's just what's visible on the surface...
There are very many areas of the manor to explore - two gardens, five floors, the tower, and a special mention to the library! Darkness-related magics seem to prevail here, as well as any number of ghostly and other spooky things. There are also two Subfissures in this dungeon!
DUNGEON-WIDE EFFECTS
The main effect of the dungeon is one you've all been waiting for - that's right, it's our much awaited species swap dungeon! Characters entering the Fissure will find themselves turned into members of some other type of sentient race - aliens, robots, fantasy critters, if it thinks it's probably fair game for this effect. This magic is also more potent than most of the ones characters have dealt with so far - not only does it bring powers to the table for those who are of a species that has powers, but it also does not end in stable areas. Whatever you are, you're stuck as that for the duration of the dungeon, buddy!
Additionally, there are two sub-Fissures in this dungeon. The first, in the entrance gardens, forces characters to speak honestly and prevents them from lying - even going so far as compelling them, if they're trying to hide something intentionally. The second, on the fourth floor, is a suggestion from our very own Eric - it renders the area as something similar to a black-and-white, silent movie, with subtitles when characters blink or close their eyes.
Not sure what counts? There's a comment header below specifically for you to ask the mods if something you have in mind is appropriate!
LOOT
Characters obtain one piece of loot for signing up for the dungeon and an additional roll per 15 comments on the dungeon log. Additionally, characters can receive a bonus loot roll for tagging someone new on the Test Drive! Please also note that comment based loot is capped at five rolls, making for a total of up to seven pieces of loot that each character can gain.
Newcomers who participate in the dungeon can also receive loot for comments made to the last two days of the dungeon log, in addition to their entry loot attached to their acceptance notices. This loot can be found under the sign-ups header at the conclusion of the dungeon, in a comment with their journal name as the subject line.
IC LENGTH
The dungeon will last for six IC days, including travel time. Characters will leave via Incendia on the morning of October 1st and arrive at the manor in the early evening to early night, depending on the exact time they left. They will remain until the morning of October 6th, at which point there is another day's journey back to Incendia and the stations. (That's five nights and four days of actual exploration time!)
MID-DUNGEON EVENT
There is no particular mid-dungeon event this time around! However, there will be two exploration opportunities running the length of the dungeon - one in the library and one in the basement! Rather than having specific headers, mods will keep an eye out for top-levels that include these areas and let you know in-thread if you find anything of interest! For the sake of fairness, we'll be focusing mostly on characters who haven't participated in any explorations or major plot stuff recently.
SIGN-UP FORM
EVERYTHING ELSE:
...Be with you: Fourth character slots are now open for existing players! As with third character slots, there is a maximum of two applications per application cycle. This will probably be the cap going forward until near endgame. Applications open in a week (as usual).
And now, the weather;
9/24-28: Largely clear with stray clouds; breezy, cool.
9/29-30: Overcast, with both occasional sunbreaks and some drizzling.
10/1: Overcast in the morning at the Station; the clouds follow characters into the mountains to Silvereagle Manor, and begin to open up in a steady drizzle there.
10/2-3: Frequent rain; usually drizzle but occasionally pounding. No sunbreaks even during breaks in the rain; remains overcast.
10/4: Rare sunbreaks, overcast.
10/5: Steady rain until late afternoon, heavier than a drizzle but not quite pounding. Overcast after.
10/6: Overcast leading into sunbreaks, with a mostly sunny (though still chilly) afternoon.
10/7-9: Sunny but cool; nights are not yet approaching freezing, but cold enough that most people will want some kind of jacket, especially with the sea breeze.
SILVEREAGLE MANOR
Tucked fairly deep into the mountain foothills, where no roads even reach anymore if any ever did, Silvereagle Manor was once the home of the Ahnrenti family, a house of nobles that rose to their position via clever use of magic and, if historical accounts that border on the mythological are to be believed, a unique position communicating with the spirit of the planet. It's in search of more information about the latter - which may or may not be the same as the entity involved with the magic of the Fissures - that the expedition team has come to the manor.
Surrounded by high stone walls that have mostly withstood the test of time, the castlelike building was well preserved - at least until it, like everything else in the Fissure-ridden world, was abandoned around a century ago. The property still shows many signs - literally - of having been a historically preserved site - the lower floor and outbuildings having many of the trappings of a museum, while a luxury hotel takes up a portion of the upper floors. In addition to the main house - a four story building with a high tower at one end offering views of the whole area around it - the complex boasts a variety of gardens (now overgrown), a gardener's house, and a stable. And that's just what's visible on the surface...
There are very many areas of the manor to explore - two gardens, five floors, the tower, and a special mention to the library! Darkness-related magics seem to prevail here, as well as any number of ghostly and other spooky things. There are also two Subfissures in this dungeon!
- The Entrance Gardens were once a well-maintained carriage track leading up to the manor itself, but they're now incredibly overgrown with strangling (not literally) ivy. This area is home to the first Subfissure effect, which compels characters to honestly.
- The Rear Gardens, on the other hand, are overgrown with something both more beautiful and more dangerous - thorny brambles of rose, dotted with a multitude of late-season blooms. This area is also home to the stables and gardener's house.
- The Ground Floor is home to the massive entrance hall, the kitchens, and numerous sitting rooms that all hold the museum-like trappings of the years the building was maintained for its historic value. In addition, music flows throughout this floor from the grand two-story ballroom immediately off the matching entrance hall - and within are the echoes of dancers, looping through an eternal waltz.
- The Second Floor (the parts of it that aren't the upper halves of the entrance hall and ballroom) was once guest quarters, and afterwards a luxury hotel. There are also converted servants' rooms on this floor, for those who were too cheap for a full guest suite.
- The Third Floor is where the family's more private quarters begin - although there are a handful of guest rooms here, for the highest ranked of visitors and the family's chief servants, the majority of the floor is patrolled by dusty suits of armor that will nonetheless remove any visitors who are in places they shouldn't be.
- Of special note on the third floor is the two-story Library, home to the historical collection of magical books. Was someone else researching here, or is the mess just a side effect of the books flying around as their automatic sorting enchantments go haywire? At least there's no guards.
- The Fourth Floor is home to the second Subfissure effect. If you're familiar with old movies, this one should look familiar... Also patrolled by guards, this is home to the family's personal quarters, including their own magical labs, and the staircase up to the tower.
- The Tower, standing roughly three floors of stairs up above the fourth floor, is home to a telescope observatory! It'll take a good amount of work to get it operational again, but it looks like the massive telescope will still be functional with some polish, thanks to the fact that the roof and windows have all been closed all this time. If you peek out, even without the telescope, it's one hell of a view.
- And then finally, there is the Basement. While a portion of the floor is devoted to cellars of both the wine and vegetable variety - long since empty, sorry to say - a corded-off and locked door leads to a sort of temple, in which someone's left a surprising number of tools and instruments...
DUNGEON-WIDE EFFECTS
The main effect of the dungeon is one you've all been waiting for - that's right, it's our much awaited species swap dungeon! Characters entering the Fissure will find themselves turned into members of some other type of sentient race - aliens, robots, fantasy critters, if it thinks it's probably fair game for this effect. This magic is also more potent than most of the ones characters have dealt with so far - not only does it bring powers to the table for those who are of a species that has powers, but it also does not end in stable areas. Whatever you are, you're stuck as that for the duration of the dungeon, buddy!
Additionally, there are two sub-Fissures in this dungeon. The first, in the entrance gardens, forces characters to speak honestly and prevents them from lying - even going so far as compelling them, if they're trying to hide something intentionally. The second, on the fourth floor, is a suggestion from our very own Eric - it renders the area as something similar to a black-and-white, silent movie, with subtitles when characters blink or close their eyes.
Not sure what counts? There's a comment header below specifically for you to ask the mods if something you have in mind is appropriate!
LOOT
Characters obtain one piece of loot for signing up for the dungeon and an additional roll per 15 comments on the dungeon log. Additionally, characters can receive a bonus loot roll for tagging someone new on the Test Drive! Please also note that comment based loot is capped at five rolls, making for a total of up to seven pieces of loot that each character can gain.
Newcomers who participate in the dungeon can also receive loot for comments made to the last two days of the dungeon log, in addition to their entry loot attached to their acceptance notices. This loot can be found under the sign-ups header at the conclusion of the dungeon, in a comment with their journal name as the subject line.
IC LENGTH
The dungeon will last for six IC days, including travel time. Characters will leave via Incendia on the morning of October 1st and arrive at the manor in the early evening to early night, depending on the exact time they left. They will remain until the morning of October 6th, at which point there is another day's journey back to Incendia and the stations. (That's five nights and four days of actual exploration time!)
MID-DUNGEON EVENT
There is no particular mid-dungeon event this time around! However, there will be two exploration opportunities running the length of the dungeon - one in the library and one in the basement! Rather than having specific headers, mods will keep an eye out for top-levels that include these areas and let you know in-thread if you find anything of interest! For the sake of fairness, we'll be focusing mostly on characters who haven't participated in any explorations or major plot stuff recently.
SIGN-UP FORM
EVERYTHING ELSE:
...Be with you: Fourth character slots are now open for existing players! As with third character slots, there is a maximum of two applications per application cycle. This will probably be the cap going forward until near endgame. Applications open in a week (as usual).
And now, the weather;
9/24-28: Largely clear with stray clouds; breezy, cool.
9/29-30: Overcast, with both occasional sunbreaks and some drizzling.
10/1: Overcast in the morning at the Station; the clouds follow characters into the mountains to Silvereagle Manor, and begin to open up in a steady drizzle there.
10/2-3: Frequent rain; usually drizzle but occasionally pounding. No sunbreaks even during breaks in the rain; remains overcast.
10/4: Rare sunbreaks, overcast.
10/5: Steady rain until late afternoon, heavier than a drizzle but not quite pounding. Overcast after.
10/6: Overcast leading into sunbreaks, with a mostly sunny (though still chilly) afternoon.
10/7-9: Sunny but cool; nights are not yet approaching freezing, but cold enough that most people will want some kind of jacket, especially with the sea breeze.