DUNGEON SIGN-UPS - BELLMARE MOUNTAINS
Dec. 7th, 2018 02:02 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
LET THE SIGN-UPS BEGIN.
BELLMARE MOUNTAINS
Buried deep in the mountains to the north of Keystone, the Bellmare Mountains are a chilly region at the height of summer, the high altitude sapping warmth out of the air. Those with keen eyes will probably have noticed that the mountains are, in fact, perpetually snowcapped in the distance, unlike the lower mountains that are home to the Telovia Mines further south. The alpine heights are mostly evergreen forests, with wide tracts visible from the air that have been cleared in the snow, and the occasional wires of a chairlift visible above the height of the trees. Once upon, this region was home to a profitable tourist resort - hiking in the summer and skiing in the winter.
The area of Bellmare narrowed down by the androids based upon the descriptions given by those who encountered the Entity (tm) is in the depths of a Fissure (because of course it is) - a Fissure that is, in fact, one of the largest, spanning over a huge amount of that end of the mountains and suspected to be responsible for the perpetual ice and snow. Though the androids will outfit everyone with stabilizers as usual, they note that there's no expectation to get the entire region stabilized - indeed, there's not nearly enough stabilizers to do so. Just get done what you can and find your main objective out there, guys.
The areas for part 1 of the Bellmare Mountains are primarily the forest and the open-air slopes. The former is prone to deep snowbanks with pits around the bases of trees, and is littered with old cabins (perfect for spending a night in!) and magically warmed footpaths that trail up and down the mountains. The slopes, meanwhile, are covered in fresh, even snow, untouched except for the tracks of the local wild animals (who don't seem much inclined to venture out from the safety of the trees if they can help it). Old resort equipment, in reasonably good repair, stands guard over many of these wide open areas, chair-lifts dangling and clanking in the faint breeze.
DUNGEON-WIDE EFFECTS
The major effect of this dungeon is one that characters won't feel while they're inside it - time within the Fissure is slowed down significantly. While characters will only be in the dungeon for ten days from their perspective, a little under five times that will pass outside. While they enter in mid-November, they'll be exiting to the beginning of January - sorry about those Christmas plans!
This effect is visible at the borders of the Fissure, where the snow inside falls so much more slowly than the snow outside - and, depending on the time of day, you might even see a stark difference with night on one side and day on the other! The days within the Bellmare Fissure are still 24 perceived hours, regardless of the time outside. The only clue you'll have to the actual date once you move beyond the borders of this very large Fissure is the network devices from the Station - as they're constantly trying to sync to the time back at Keystone, the clocks on them are going to glitch terribly.
Also, while not a magical effect, it's worth noting that Bellmare is, indeed, a high mountain range in the depths of winter - it's snowy. It's cold. The air is thin, and chances of avalanches exist. Best bring plenty of things to keep you warm.
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 eight rolls, making for a total of up to ten pieces of loot that each character can gain.
Newcomers who participate in the dungeon can also receive loot for comments made to the dungeon log after they've been accepted, 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.
Please note: Because Bellmare is an extra-long dungeon OOCly, we'll be rolling loot at the very conclusion of the dungeon in January! Please enjoy this opportunity to stuff the heck out of your pockets, especially with a temporarily increased loot cap!
IC LENGTH
The IC length of the dungeon will be ten days, starting on November 15th ICly. However, for the duration of the dungeon, characters will note that their Station-based phones and network devices seem to be having some kind of time glitch (as described above) and therefore aren't wholly accurate as a way of recording the passage of time. Characters will exit the dungeon into the afternoon of January 6th, catching the game up with the OOC calendar.
MID-DUNGEON EVENT
Get ready for a doozy of a mid-dungeon event... Because there's an entire second part of the dungeon coming to you at a later date! After some time exploring and making their way up the mountain, characters will enter into a high alpine valley that was once the seat of the Bellmare Mountain Resort. Exactly what will they find there...?
Please look forward to it.
SIGN-UP FORM
EVERYTHING ELSE:
Life Will Change: The long-awaited World Changes system is now live! Due to the slightly different rules from normal points grants, these High Budget requests have their own page. This also makes it easier for those looking through to see what's been added to the setting, either recently or on a permanent basis, without having to wade through pages of regular points requests.
And now, the weather;
Due to the weirdness of time accompanying this dungeon, dungeon weather is reflected based upon days of the expedition, rather than based upon the calendar. If you'd like to know the weather back as Keystone during this period, please contact a mod.
11/6-8: Rainy, steady drizzle.
11/9-10: Overcast, with both occasional sunbreaks and spotty rain.
11/11-11/13: Clear, temperatures dropping.
11/14: Clear morning; afternoon brings with it tiny hailstones (roughly the size of peas) for an hour or two before turning to rain.
11/15/Expedition day 1: Keystone has cloudy skies. Up in the mountains, the rain that fell on Keystone the day before has become gently falling snow that continues into the night.
Day 2-3: Clear with occasional clouds.
Day 4-5: Steady snow, starting slow in the morning of Day 4 and increasing until night on Day 5. Night on Day 5 is suspiciously clear.
Day 6: Blizzard. In addition to the heavy snowfall, there are periodic bursts of icy rain and gusty winds, blowing both the snow still in the air and the new-fallen powder up and making it nearly impossible to see on the slopes or in other regions where there's little in the way of tree cover to serve as a wind block.
Day 7: The winds decrease, but snowfall remains heavy enough to make vision difficult.
Day 8: Light snowfall.
Day 9: Patchy clouds and sunlight; occasional scatterings of snowfall and frozen rain.
Day 10: Clear skies. As good a chance to return to Keystone as you're likely to get for some time, before the worst of winter locks you in the mountains for who knows how long.
BELLMARE MOUNTAINS
Buried deep in the mountains to the north of Keystone, the Bellmare Mountains are a chilly region at the height of summer, the high altitude sapping warmth out of the air. Those with keen eyes will probably have noticed that the mountains are, in fact, perpetually snowcapped in the distance, unlike the lower mountains that are home to the Telovia Mines further south. The alpine heights are mostly evergreen forests, with wide tracts visible from the air that have been cleared in the snow, and the occasional wires of a chairlift visible above the height of the trees. Once upon, this region was home to a profitable tourist resort - hiking in the summer and skiing in the winter.
The area of Bellmare narrowed down by the androids based upon the descriptions given by those who encountered the Entity (tm) is in the depths of a Fissure (because of course it is) - a Fissure that is, in fact, one of the largest, spanning over a huge amount of that end of the mountains and suspected to be responsible for the perpetual ice and snow. Though the androids will outfit everyone with stabilizers as usual, they note that there's no expectation to get the entire region stabilized - indeed, there's not nearly enough stabilizers to do so. Just get done what you can and find your main objective out there, guys.
The areas for part 1 of the Bellmare Mountains are primarily the forest and the open-air slopes. The former is prone to deep snowbanks with pits around the bases of trees, and is littered with old cabins (perfect for spending a night in!) and magically warmed footpaths that trail up and down the mountains. The slopes, meanwhile, are covered in fresh, even snow, untouched except for the tracks of the local wild animals (who don't seem much inclined to venture out from the safety of the trees if they can help it). Old resort equipment, in reasonably good repair, stands guard over many of these wide open areas, chair-lifts dangling and clanking in the faint breeze.
DUNGEON-WIDE EFFECTS
The major effect of this dungeon is one that characters won't feel while they're inside it - time within the Fissure is slowed down significantly. While characters will only be in the dungeon for ten days from their perspective, a little under five times that will pass outside. While they enter in mid-November, they'll be exiting to the beginning of January - sorry about those Christmas plans!
This effect is visible at the borders of the Fissure, where the snow inside falls so much more slowly than the snow outside - and, depending on the time of day, you might even see a stark difference with night on one side and day on the other! The days within the Bellmare Fissure are still 24 perceived hours, regardless of the time outside. The only clue you'll have to the actual date once you move beyond the borders of this very large Fissure is the network devices from the Station - as they're constantly trying to sync to the time back at Keystone, the clocks on them are going to glitch terribly.
Also, while not a magical effect, it's worth noting that Bellmare is, indeed, a high mountain range in the depths of winter - it's snowy. It's cold. The air is thin, and chances of avalanches exist. Best bring plenty of things to keep you warm.
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 eight rolls, making for a total of up to ten pieces of loot that each character can gain.
Newcomers who participate in the dungeon can also receive loot for comments made to the dungeon log after they've been accepted, 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.
Please note: Because Bellmare is an extra-long dungeon OOCly, we'll be rolling loot at the very conclusion of the dungeon in January! Please enjoy this opportunity to stuff the heck out of your pockets, especially with a temporarily increased loot cap!
IC LENGTH
The IC length of the dungeon will be ten days, starting on November 15th ICly. However, for the duration of the dungeon, characters will note that their Station-based phones and network devices seem to be having some kind of time glitch (as described above) and therefore aren't wholly accurate as a way of recording the passage of time. Characters will exit the dungeon into the afternoon of January 6th, catching the game up with the OOC calendar.
MID-DUNGEON EVENT
Get ready for a doozy of a mid-dungeon event... Because there's an entire second part of the dungeon coming to you at a later date! After some time exploring and making their way up the mountain, characters will enter into a high alpine valley that was once the seat of the Bellmare Mountain Resort. Exactly what will they find there...?
Please look forward to it.
SIGN-UP FORM
EVERYTHING ELSE:
Life Will Change: The long-awaited World Changes system is now live! Due to the slightly different rules from normal points grants, these High Budget requests have their own page. This also makes it easier for those looking through to see what's been added to the setting, either recently or on a permanent basis, without having to wade through pages of regular points requests.
And now, the weather;
Due to the weirdness of time accompanying this dungeon, dungeon weather is reflected based upon days of the expedition, rather than based upon the calendar. If you'd like to know the weather back as Keystone during this period, please contact a mod.
11/6-8: Rainy, steady drizzle.
11/9-10: Overcast, with both occasional sunbreaks and spotty rain.
11/11-11/13: Clear, temperatures dropping.
11/14: Clear morning; afternoon brings with it tiny hailstones (roughly the size of peas) for an hour or two before turning to rain.
11/15/Expedition day 1: Keystone has cloudy skies. Up in the mountains, the rain that fell on Keystone the day before has become gently falling snow that continues into the night.
Day 2-3: Clear with occasional clouds.
Day 4-5: Steady snow, starting slow in the morning of Day 4 and increasing until night on Day 5. Night on Day 5 is suspiciously clear.
Day 6: Blizzard. In addition to the heavy snowfall, there are periodic bursts of icy rain and gusty winds, blowing both the snow still in the air and the new-fallen powder up and making it nearly impossible to see on the slopes or in other regions where there's little in the way of tree cover to serve as a wind block.
Day 7: The winds decrease, but snowfall remains heavy enough to make vision difficult.
Day 8: Light snowfall.
Day 9: Patchy clouds and sunlight; occasional scatterings of snowfall and frozen rain.
Day 10: Clear skies. As good a chance to return to Keystone as you're likely to get for some time, before the worst of winter locks you in the mountains for who knows how long.