The Dreaming Moon Festival
Posted: Mon Jun 08, 2020 12:13 am
This quest ran from Feb 28, 2016 to Jan 05, 2018.
Aeromage wrote: An ancient Seireian tradition dating back around two thousand years, the Dreaming Moon Festival is a worldwide celebration observing the anniversary of the sealing and dormancy of Maltius, the Nightmare Moon, thus becoming the titular ominous, but no longer world-scouring celestial body it is today. The festivities also serve as part of a larger ritual to uphold and maintain the binding on the moon itself, but aside from the core traditions observed the festival itself has, over time, branched out to honor the other moons and, for the most part, become an excuse to have several days of fun, games and shopping.
As such, a typical Dreaming Moon Festival involves a great deal of stalls, events and gatherings, large quantities of food and drink of various alcoholic percentage, and mercantile pursuits of variable honesty, all of which will come, go and possibly return over the course of time.
Somewhere along the line, one or more members of House Clavis got together with one or more members of the Clavia City Council and decided that, in the spirit of welcoming their new(ish) dimensional neighbours and bringing more attention to their world, a temporary Festival Gate would be set up allowing people passing through the portal to Seirei to bypass the usual bureaucracy and pop straight into the midst of things in the middle of the central Mercantile Layer of Clavia, with bindings in place to ensure that those entering in such fashion would remain within the confines of the city to prevent them 'getting lost'.
There's probably ulterior motives somewhere in there, but hey, it's a party!
Just about everyone is welcome, and can even set up their own booths (for a fee, of course) if they wish! Bear in mind, however, that if your prior record in Seirei is less than stellar, it may be prudent to turn up in disguise and avoid drawing too much attention to yourself.
Meta Talk wrote:This event's going to be structured in rounds, much like prior Walrusfests. A few events will be posted, people can choose to visit one per round. Some events will be open longer than others. Some might close unexpectedly. Some might be rather less than above-board and have to pack up sooner if they get too popular or draw too much attention. If you're running a booth/event for that round, you can't participate in other events... although it may be worthwhile in other ways.
PCs can be assumed to have access to their inventories during this, within reason. No bringing thousand-mile-tall citadels into the middle of the market square. That would be silly.
Special Permissions wrote:THE VOICE OF GADIGAN HAS DECREED: This event is slotless! Glory!
SOMETHING IS UP WITH TIME: Even if you're already present in a Seirei thread, you may enter the Festival! Don't think about it too hard.
kitsune106 wrote: My peeps!
Kit, Hera, Catrice, and REmalius all show up as themselves!
Tia Teleste (kelvar ) shows up!
Tia Teleste Costume- (Armor, Disguise, Light, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Light, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, wearer may treat individauls who have a Radiance Magic spell on them or who have conducted at least one offensive action in the same thread that targeted a Plant as though they possessed the subtypes Demon, Devil, and Daemon, Wearer's name becomes 'Tia Teleste'
Another Tia shows ups! This one looks older!
Rey
Older-Looking Future-Tia Costume- (Armor, Disguise, Magic & Time, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Magic, Wearer's Base STR becomes 4, Wearer's Base AGI becomes 15, Wearer's Base CON becomes 6, Wearer's Base MIN becomes 18, Wearer's base SPI becomes 17, Wearer's name becomes 'Tia Telaria'
and finalyl, another tia! Gillian:
Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
The Nottest of Daves wrote: Dulcinea and Ryuutaro, surprisingly able to escape their current commitments, are happily travelling through the Festival Gate to Clavia to take part in this glorious festival of dreams! HAVE NO FEAR, NIGHTMARE SCIENCE IS HERE!
Celestine also pops through the gate, separate from the duo. She flits about, in full-on fairy mode via the Fey-typing stance ability.
<THIS SPACE RESERVED FOR BUILDS, SHOULD THEY BE REQUIRED>
Last edited by The Nottest of Daves on Sat Mar 12, 2016 11:43 pm, edited 1 time in total.
Draconics wrote: Nira pulls up on her bike! Popping a wheelie she flips it into the air as she unequips it and returns it to hammerspace!
Vashna is feeling lackluster still, he's going to take his chances and have himself buffed with:
Craft Basic Disguise (Human)- (Spell, Illusion Magic, Magic, 5 MP, 5,000 Gold) Willing target's subtype changes to Human, Does not work if any foes have more than 50 more MIN or SPI than caster has SPI and is instantly dispelled by the presence of said individuals
He's still interesting in seeing what Zweirugi was ranting about, and is in disguise as a manservant, staying in line with Nira's servants who have accompanied her. Vashna's pets are resting in his unequipped Bag for the time being.
Zweirugi isn't sure how to feel of his reputation here, and is in Sword form in Vashna's possession.
The group appears as Nira, Vanessa, Giselle, Rhia, Kasumi, [Unnamed Butler] and Feta.
--------
Elsewhere at another entrance ......
"THE STARS ARRIVE!"
The Roulette Master arrives with much confetti! He's being trailed by a small pumpkin on mechanical walker stilts and Kelp.
Silent One is following the RM for the time being.
Aeromage wrote: The Festival begins!
Present timeframe: Morning of the First Day
CURRENT EVENTS
●Songs for the Moon
A traditional Dreaming Moon Festival staple, and thus likely to run throughout the festival. Offer songs, symphonies or other musical performances to assist in keeping the Moon's slumber sound! Prizes are often given for notably accomplished entries, and the musically talented- as well as those searching for such talent- often turn up in droves. (Entrants should provide a list of appropriate abilities, gear, etc. Making a show of it is encouraged).
●Moonstone Merchants
Typically found in the stock of more upscale equipment shops or in the hands of more specialised merchants, the Dreaming Moon Festival, celebrating the moons as it does, is the perfect stage to sell them. Of course, this being a festival, quality is not always guaranteed and price is not always an indicator. Those that know where to look, however, can get themselves a tidy collection of the Seirei-specific stones for a sum. Or perhaps just buy a cheap knockoff as a souvenir.
●Spiritual Defense Workshop: Spirits and You- The Basics
Spirits are frequently capricious, evil, often invisible-until-it's-too-late entities. You are the person they want to mess with. Learn about the more common types likely to give you grief, and pick up some simple techniques to make yourself less of a target! (Entrants should note any Shrine Maiden/Binder abilities they have going in)
●Spirit Hunter's Association Booth
Join the Spirit Hunters! Give them money! Get access to their exclusive organisation and camaraderie in return! The more savvy might see this as more a test of off-world visitor's interests than anything. Or perhaps just a ploy to get a lot of money quickly off people who are likely to forget all about the organisation once the festival ends, much like a more combative gym membership. They've certainly got their perks and resources, however. Alternatively, you might want to hire one of their curious-about-interdimensional-travel mercenary number for your gang, guild or birthday party.
●Rent-A-Booth
Your Event Here. All for the low, low price of 500,000 Gold for a day! Or four rounds, if you want to be meta about it. But nobody told you that. Shhh.
The Nottest of Daves wrote: Dulcinea and Ryuutarou wander through the crowded festival, distracted by the new sounds, sights, and smells surrounding them. People press in from all sides, and Dulcinea occasionally needs to grab firmly onto Ryuutarou's sweeping sleeves to not get separated him by the flow of the masses of humanity (and likely a few spirits and aptim).
Soon, they find their way to the notice board, which has a list of all the current events and information on opening a stall.
"I'd like to cook something for the festival-goers before the end, but I don't think we have enough fish to last the whole festival, gyahahaha!" Ryuutarou laughs a hearty laugh, his formal kimono rustling and flapping.
"Hmmmmm..." Dulcinea considers. "Perhaps that would best be done near the end of the festival? Cap off this time of celebration and merriment with a work that will TRULY ASTOUND, showing our SKILL and TALENTS as MASTERS OF FISH-PREPARATION and NIGHTMARE SCIENCE! The glories they shall behold! They shall weep at the sight, and all shall bow before me, Dulcinea, Nightmares' Angel, MISTRESS OF NIGHTMARE SCIENCE! BWAHAHAHAHAHAHAHA!"
Noticing the strange and fearful looks from the people backing away from her and Ryuutarou, she cringes, blushes, coughs awkwardly into her hand, and straightens back up. "But for now, training!"
=========================
Dulcinea and Ryuutarou - Morning, The First Day: Spiritual Defense Workshop: Spirits and You- The Basics
Celestine - Morning, The First Day: Spiritual Defense Workshop: Spirits and You- The Basics
Duclinea
Shrine Maiden Abilities: None
Binder Abilities: None
Ryuutarou
Shrine Maiden Abilities: None
Binder Abilities: Spirit Traits
Celestine
Shrine Maiden Abilities: None
Binder Abilities: None
Last edited by The Nottest of Daves on Sat Mar 12, 2016 11:46 pm, edited 1 time in total.
kitsune106 wrote: Reamalius will buy a booth for a day, to offer up Fortunetelling services!
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 Points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Requires: Basic Fortune Telling
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
He'll be chargining say 500 for divining? He will do a few random readings fro free as well, just to get attention.
Celiria will check in at the Spirit Hunter's Association Booth, to check up on the latest news... she is a hunter after all.
Teleste and older Tia (kevlar And REy go for:
Spiritual Defense Workshop: Spirits and You- The Basics
Spirits are frequently capricious, evil, often invisible-until-it's-too-late entities. You are the person they want to mess with. Learn about the more common types likely to give you grief, and pick up some simple techniques to make yourself less of a target! (Entrants should note any Shrine Maiden/Binder abilities they have going in)
REy and kelvar:
spirit binder: none
shrine maiden: none
Kit heads for hte defense workshop too:
shrine maiden:
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Gelatinize Spirit- (Technique Ability, Shrine Maiden) Possessor may use 'Gelatinize Spirit' in conjunction with a 'Magical Attack' action. Said action deals 500 SPI Damage. Said action deals an additional 500 SPI Damage to Spirits.
spirit binder: none
Hera and catrice head for the moonstone merchants.
Pathaky wrote: Roy's coming in for an "instructional" morning with the Spirit Defense Workshop. His current bevvy of Shrine Maiden Abilities:
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Requires: Basic Spirit Magic Attunement
Cost: 120,000 Gold, 2 Weeks
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Pathaky wrote: Vrishni is planning on attending the Song for the Moon! With his own song, of sorts! More an..experience, than a song, really. But nominally a song nonetheless!
Here's his relevant gear/abilities.
Abilities:
Essence-Being of Chaos And Good- (Passive Ability, Champion of the Upper Realms) Possessor, if a Deva, may choose at the beginning of a thread to gain the subtype Elemental, Possessor, if an Elemental, may choose at the beginning of a thread to gain the subtype Deva, Possessor if a Deva and an Elemental, gains +100 to all stats
Elemental Fire Body- (Passive Ability, Conjuror) If possessor is a Fire element Elemental, possessor deals 500 additional Fire element Damage, gains +200 Defense against Fire, and gains 20% Fire Resistance
Elemental Traits- (Passive Ability, Conjuror) Possessor gains Pain Immunity, Impaired Immunity and Diseased Immunity so long as possessor is an Elemental. Possessor gains 50% Resistance to possessor's element(s) against sources that are below Level 100 and are no more than 10 Levels or more above possessor so long as possessor is an Elemental.
Deva Traits- (Passive Ability, Champion of the Upper Realms) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Deva
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Fire - (Technique Ability, Blazing Sultan) Possessor may use 'Elemental Attack-Conversion: Fire ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fire element and no other technique is used. Said action becomes solely the element Fire.
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +250 to all stats
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Fire - (Passive Ability, Blazing Sultan) Possessor may use the Technique 'Elemental Attack-Conversion: Fire ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fire element.
The Song Itself:
Searing Elegy- (Spell, Elemental Magic, Fire, 1,000 MP, 700,000 Gold) +500 Magical Attack, this spell gains +200 Magical Attack for every Blazing Sultan or Bard ability caster has, to a maximum of 20 abilities, 30% Inflicts Burning, 50% Inflicts Confusion: Depression, this spell may count as a Bardic Music spell
Relevant Gear:
*Symbol of the Unbound Conflagration- (Accessory, Holy Symbol, Fire, 21,000,000 Gold) +20,000 SPI, 30% inflicts Burning, Whenever an instance of Burning with wielder as a source would be cured or recovered from by a source that is below Level 60, there is a 30% chance that it is not, Wielder's Fire element actions may not be countered by individuals below Level 60
Lotus-Crown Glorifying an Arch-Deva- (Accessory, Crown, Chaos & Light, 4,500,000 Gold) +4,500 Magical Attack, +4,500 SPI, +4,500 AGI, +4,500 Defense, 130% To Hit, 135% To Hit if equipped by a Deva, Divine Magic spells cost wielder 9,000 less MP to cast, May not be equipped by Daemons, Devils, or Illuminated
Mark of the Monarch Emberfly- (Accessory, Other: Mystic Infusion, Fire, 2,500,000 Gold) +5,000 Magical Attack, +2,500 AGI, +2,500 SPI, 20% Fire Resistance, Weilder may summon 1 Fire element Spirit, Elemental or Insect of Level 25 or below from the Enemy List that is normally fightable for drops per round, Max 2 summoned.
*Vrishni's Communication Strip (Requi)- (Bound Item, Quest Item, Light, 5,000 Gold) (Bound to Seirei)
Brought along for GENERAL EXCELLENCE IN BRO-SHIP, It's
*Ardy, Lantern-Spirit of Rosebay Fields (Pet, Spirit, Fire & Metal, Lv.39, 79,000,000 Gold) [See Vrishni's sheet for more details.]
Aeromage wrote: Actions for Round 1 are now locked in!
Aeromage wrote: Remalius' Booth (Morning, First Day)
Remalius rents a booth for 500,000 gold and gets to telling those fortunes!
Things don't start out too great. For whatever reason, it just doesn't look like people are interested in having their fortunes told this early on. Or maybe his salesmanship just isn't up to par. Or maybe people are suspicious of getting their fortunes told by a collection of flying magic orbs.
Still, the genie finally manages to talk a couple of overly-adventurous festivalgoers into having their fortunes told, and through his divinations, determines they'll be able to get amazing deals at the Moonstone Merchants' by finding a man in a yellow hat who has no idea the true quality or value of the 'trinkets' he's selling. He then advises a passing lady in a purple dress that she'll find her future husband if she heads to the Spirit Hunter's Association Booth and looks for someone wearing a scarf, and tells a pair of kids they'll be able to find some treasures if they hang around one of the alleys near the Songs for the Moon event area.
Things continue to be slow throughout the morning. Remalius manages to pull one or two more people into getting their fortunes told, but his attempt at getting further customers is roundly squashed by the first festivalgoers from earlier storming up and demanding their money back due to being utterly swindled by the yellow-hatted man, who was actually selling fake coloured-glass 'moonstones' as 'special moonstones from an unknown moon'. The situation further degrades when a flushed, angry woman in purple turns up and begins screaming about how she'd never marry 'someone as fat and ugly as that', and isn't helped by one of the kids stopping by to yell about how his friend got arrested for picking up the 'treasure', which turned out to be a watch belonging to a rich merchant who immediately thought the boy had pickpocketed him.
The scene, unfortunately, renders Remalius' booth bereft of further customers for the rest of the morning.
Remalius gets:
-498,500 Gold (including booth-rental cost)
1 Fame
'Has A Reputation As A Terrible Fortune-Teller (Mod Run World Award)'
Remalius has three rounds' worth of booth-time remaining. It doesn't have to be consecutive.
Aeromage wrote: Songs for the Moon (Morning, First Day)
Vrishni arrives at the event area, which is set in a large chunk of parkland off The Parkway, opposite a row of shops. The place has been decked out in brightly-coloured banners and bunting, with rows and rows of comfortable seats and benches having been set up surrounding a semicircular stone stage ringed with odd, whitish crystal apparatus. Despite how early in the festival it is, the place is pretty crowded, the seating areas already thronged with festivalgoers and vendors. Looks like quite a lot of people are treating this as the 'opening ceremony' of the greater festivities, and many have large bags of food and bottles of beverages, clearly in for the long haul.
There's also a suspicious quantity of overripe-looking fruits on hand. Perhaps there's another custom for performers whose songs aren't up to par for the moon.
Vrishni is swiftly ushered backstage on making his intention to perform in the event known, joining a group of other performers- the most notable of whom look to be a dark-haired girl in a plain yellow dress with a beautiful wooden harp and ribbons in her hair, a man in blue silk with a golden conductor's baton conversing with a small orchestra, a young blond man in an overly-elaborate outfit with an engraved silver trumpet set with white crystals, and a man in a deep-red ensemble involving a cape and a feathered hat holding a violin set with ruby-coloured stones.
A portly fellow in a colourful but rather poorly-coordinated white, red, green and blue outfit bounces to the fore of the stage, unrestrained enthusiasm and barely-restrained stomach dominating the area as he declares, with great pomp, the Songs for the Moon event's first showing of the day officially underway, the white-crystal apparatus amplifying and carrying his voice to the assembled stands.
Thanks to the arcane and mystic process of 'pulling names out of a hat', Vrishni, the 'Mysterious Visitor From The Lands of Nexus', is set to perform first!
Vrishni! Describe thy performance!
Pathaky wrote: Vrishni strides onto the stage, full of easy confidence. So what if he hasn't had "formal training" in singing? It can't be *that* hard. He's the avatar of ineffable Indrasena, for goodness' sake. He stops in the middle of the stage and clears his throat. It sounds like chestnuts popping over and open fire.
"Ladies, gentlemen, assembled personages both great and small, I'm honored to be before you today. You may notice that I lack anything like an instrument. Do not worry. I plan to play a...different manner of song. Bear with me." He smiles at the crowd. "I'll be performing a song dedicated to your Great Red Moon, Arden. This is "An Elegy for Summer."
Vrishni plants Ardy's Lantern on the stage, where it stands upright despite lack of support. He takes a seat below it, legs crossed, arms on his knees.
The temperature of the stage jumps a few degrees as a small wavering flame *pops* into existence in front of him. It crackles despite the lack of fuel, small rhythmic pops and snaps. Another flame appears to it's right, bigger, brighter. It's crackle, it's pop, it's snap is louder, deeper. More flames appear, each different in just such a way that their music intertwines, developing into a complex percussion of heat and sound. There's a WHOORSH as Vrishni himself catches flame, a black shadow amidst the sudden fire. The percussion fires continue their merry beat as Vrishni climbs to his feet gracefully. There's an air of absolute liberty to him, the sense that he could go anywhere, do anything. He begins to sing, the deva's personal conflagration flaring around him, hissing and spitting a contra-beat to the smaller fires.
The song describes a summer long past, celebrating the languorous days and the warm balmy nights. Vrishni sings of the rich green earth growing richer and greener under the sun's watchful eye. He sings of friends and loved ones, of halcyon days when the troubles and stresses of the rest of the year are melted away by nurturing heat. He sings of days spent on rivers and ponds, in fields of grass. He sings of flowers, of the teeming populations of insects singing their own songs. Emberflies begin to buzz around the stage, their little fires flaring in time with the song's happy rhythm.
As the song continues, though, the fires begin to fade. The percussion begins to falter. Vrishni's voice dips, lower, slower. He sings of Winter, cold, pinched, made of emptiness and spite, peering over the horizon and coveting the love of Summer's children. Vrishni sings of Winter's slow approach, the cold death of leaves, the silences left as the insects and small animals of the ponds and forests flee. He sings of drawn faces, sad sighs. The fires around him begin to go out. The song continues. Summer dies. The worlds weep for her passing.
By the end of the song, Vrishni is seated once more before his lantern. (Did it just wink at you, there in the audience? You feel like it must have.) The flame surrounding his body has guttered out by now, plumes of smoke crowding the darkened stage (But not spreading to the audience! Air Control, yo.) All that remains is the original fire, so small and wavering, a single staccato crack and pop against Vrishni's low, but strong, voice.
It has not been summer for a very long time, the deva sings mournfully. The windows are barred from the cold outside, from the questing fingers of Winter. Laughter is a stranger. But still, Vrishni very nearly sighs, hope remains, as fragile as a candleflame, that Summer may return.
The final flame is extinguished. The stage is flooded with smoke and darkness. Then the smoke dissipates in a suspiciously sudden updraft of wind, leaving Vrishni bowing, Lantern held in the crook of his arm.
Aeromage wrote: Vrishni, not one to be deterred by such trifling matters as a complete lack of musical training (or, indeed, instruments) launches headlong into a pyroclastic performance based on the Searing Elegy. As luck would have it, using the spell-song as a base and manipulating the flames in the proper fashion grants them roaring, hissing musical tones alongside the percussive pops and snaps the deva intended and allowing him to avoid relying on his untested vocal talents alone.
As far as he can tell amidst his dancing flames and billowing smoke, it seems to be going down quite well. The audience appears to be paying rapt attention and no hands are straying towards the assortments of squishy fruits lying around. By the end, many are openly weeping, including the colourfully-garbed gentleman (who has joined a small panel of judges alongside a shrine maiden wearing copious amounts of golden jewellery and an old man in a green doublet surrounded by stacks of manuscript paper).
The other waiting performers seem similarly affected- some crying, some looking impressed, and, in the case of the red-costumed violinist, wearing an expression that looks halfway between intrigued and annoyed.
A huge round of applause fills the open-air auditorium as Vrishni takes his bow, the smoke drifting into the air and dissipating into whirling shreds of grey against the blue skies.
The judges look impressed by the performance! The deva's confidence increases!
The girl in yellow is up next, eyes still streaming, and is... frankly, not very good. It seems Vrishni's performance rather shook her nerves, and she gets fruited off the stage after the second time she forgets the words.
The fancy blond man with the extravagant trumpet marches on afterwards and is similarly awful, for different reasons. Whatever those crystals on his instrument do, they're interfering with the ones on the stage and causing horrible screechy magical feedback at deafening volume. A well-aimed orange plugs the mouth of the offending weapon, and a few more send him packing.
The violinist in red strides onto the stage amidst boos, fixes Vrishni with a flat look, and immediately launches into a highly-energetic fiddle solo and accompanying dance, smoothly dodging a pre-emptive squash. His feet barely touch the stage as he dances, tapping out a staccato rhythm to accompany the vibrant notes and trills spilling from his instrument. The sun glints off the lacquered surface of the violin as he sets himself into a spinning pirouette, gems flashing as if alight in the whirling minstrel's hands.
Then threads of red-gold flame erupt from the shining strings of the violin, cascading into the air with the flow of the tune and spiralling into gorgeous patterns of light and song as the man continues to dance, sparks and flames striking from his blurring heels and arcing into counterpoint-lattices of searing fire. Fire and light and sound and motion blend together in a flowing fusion of bardic talent, finishing with a whirl of the fiddler's cloak and (Vrishni notes as the man bows deeply) rather heavy breathing.
The audience is dumbstruck by the display, the applause taking a while to manifest after the initial shock.
The remaining performers for the round seem to have had whatever enthusiasm they had previously burned out of them after the deva and violinist's pyrotechnic performances. The conductor's mini-orchestra is woefully lackluster as a following act, and the less notable groups and individuals following that fare little better.
Much fruit (and a rapid stage-cleaning by a couple of monkey-tailed men in overalls) later, the excitable, colourful master of ceremonies bounds back to centre stage to declare the first round of the event officially over. He explains that, while it was a tricky decision, Ardre 'Fire-Fiddle' Flovio's flaming performance was determined the best that round, with Vrishni easily beating out the rest and earning a commendation for his frankly astounding use of fire as an instrument, rather than simply set dressing.
The deva is handed an illuminated copy of his song in sheet music form (apparently made by the old man in green, who it seems is a prominent musician from the city), a bag of money, and the insistences of the judges that he return in a future round for an encore.
The violinist seems somewhat put out by that, promising he'll turn up again if Vrishni does to 'ensure he isn't upstaged again'.
Vrishni gets:
Unorthodox Instrument Proficiency: Fire- (Passive Ability, Musician) Possessor may treat equipped Weapons with 'Fire', 'Flame' or 'Lantern' in their name as possessing the subtype Instrument
1,000,000 Gold
1 Fame
An Elegy For Summer- (Spell, Bardic Music, Fire & Energy & Ice, 7,700 MP, 7,700,000 Gold) -500 to all stats per round (to a maximum of -2,500), -10% Ice Resistance (to a maximum of -50%), quantities of Fire damage dealt by targets are reduced by an additional 10,000 per round (to a maximum reduction of 50,000), targets no longer count as having cast Call Unto Seasons: Summer, 1 hit against 5, only affects Fire and Energy element targets, lasts for as many turns as caster does nothing except maintain the spell for no MP cost
'Came Second in the Dreaming Moon Festival's 'Songs For The Moon' First Round (Mod Run World Award)'
'Impressed The Judges of the Dreaming Moon Festival's 'Songs For The Moon' Event (Mod Run World Award)'
Aeromage wrote: Spiritual Defense Workshop: Spirits and You- The Basics (Morning, First Day)
The Spiritual Defense Workshop is held in a large, staid tent set at the end of a plaza, with a wide area in front of it fenced off, presumably for practical demonstrations. The workshop is staffed by a large contingent of young-looking men and women in shrine maiden, shrine priest and exorcist robes, led by a large, matronly woman in red-and-white robes with the unusual name of Proclivia May.
No sooner do people arrive than they get bustled off into small groups, assigned several robed staff members, and led at a brisk pace through picture-assisted lectures on the types and natures of common spirits, paper exercises testing spiritual knowledge (and, apparently, common sense) and practical demonstrations of katas and chants designed to ward off spirits and keep one spiritually guarded against threats.
It's rather a blur of activity, but the group of Arena Members manage to get into the swing of things... for the most part.
Ryuutarou, Celestine, Kit, the disguised Rey and Roy all get to learning. They do pretty well.
They get:
Knowledge of Common Spirits- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Spirits
Knows Many Common Types of Spirits- (Passive Ability, Binder) Possessor counts as 3 Levels higher (to a maximum of 99) for the purposes of scanning non-Unique Spirits
Dulcinea, ever the scientist, utterly devours the knowledge set before her! Committing names and facts and behaviours to memory with ease, she soon has a wide array of spirits common to Seirei made familiar to her!
Dulcinea gets:
Knowledge of Common Spirits- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Spirits
Knows Many Common Types of Spirits- (Passive Ability, Binder) Possessor counts as 3 Levels higher (to a maximum of 99) for the purposes of scanning non-Unique Spirits
Analyse Spiritual Entity- (Technique Ability, Scientist) Possessor scans target Spirit and, if successful, may treat target's Weaknesses as 5% higher and Resistances as 5% lower
Exploit the Behavioural Patterns of Common Spirits- (Passive Ability, Shrine Maiden) Possessor gains +5% Spirit Resistance, Critical and To Hit against non-Unique Spirits that are below Level 60
The disguised Kelver, too, finds his familiarity with nature through his Druid abilities handy to memorise the more earthly spirit-types, and manages to commit the rest to memory without too much issue.
Kelver gets:
Knowledge of Common Spirits- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Spirits
Knows Many Common Types of Spirits- (Passive Ability, Binder) Possessor counts as 3 Levels higher (to a maximum of 99) for the purposes of scanning non-Unique Spirits
Call Upon Nature Spirits- (Technique Ability, Druid) Possessor may skip a turn to summon 1-10 Plant Spirits or 1-3 Tree Spirits (randomly determined)
Druidic Protection Against Hostile Spirits- (Passive Ability, Druid) Possessor gains +5% Spirit Resistance against non-Unique Spirits that are below Level 60 if possessor possesses a Plant ally, for each additional Plant ally possessed, one of possessor's allies gain a non-stacking +5% Spirit Resistance against non-Unique Spirits that are below Level 60, these bonuses vanish if the corresponding Plant ally is killed or removed from battle
Next comes the spirit-warding exercises! People are a little more wibbly on that.
Dulcinea and Celestine barely get the grasp of the simpler exercises. It's not really in their wheelhouse.
They get:
Basic Spirit-Banishing Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to remove a target Spirit below Level 40 from battle with a (Possessor's Level - Spirit's Level)/2 % chance of success
Basic Spirit-Warding Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to gain +5% Dodge and Resilience against Spirits below Level 40 as an effect that lasts 5 rounds
Kit, Ryuutarou and Roy have a bit more luck.
They get:
Basic Spirit-Banishing Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to remove a target Spirit below Level 40 from battle with a (Possessor's Level - Spirit's Level)/2 % chance of success
Basic Spirit-Warding Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to gain +5% Dodge and Resilience against Spirits below Level 40 as an effect that lasts 5 rounds
Spiritual Assault-Repelling Mantra- (Technique Ability, Shrine Maiden) Possessor may spend an action to provide possessor's side of battle with a non-stacking +10,000 Defense against Spirits as an effect that lasts until possessor's first action of the next round
Kelver and Rey, on the other hand... just don't seem to pick up the knack at all.
They get:
Incorrect Spirit-Banishing Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to remove a target Spirit below Level 40 from battle with a (Possessor's Level - Spirit's Level)/2 % chance of success, to a maximum of 1%, with a 10% chance that instead 1-4 (randomly determined) Spirits from the Enemy List below Level 20 are summoned and join the opposing side
Incorrect Spirit-Warding Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to have a 50% chance of gaining +5% Dodge and Resilience against Spirits below Level 40 as an effect that lasts 5 rounds, with an 50% chance of instead gaining -5% Dodge and Resilience against Spirits
Aeromage wrote: Spirit Hunter's Association Booth (Morning, First Day)
Celiria approaches the 'booth', which is in actuality a small stone pagoda of red marble prominently featuring the Association's sword-and-bow logo. A smooth, white-stone desk sits in the centre, behind which stands a blond-haired man in a purple jacket with a familiarly featureless-save-for-a-smile mask upon his face and equally familiar eerie stillness to his body.
A couple of wooden boards flank the desk, laden with colourful flyers advertising all sorts of interesting and lucrative jobs and services. Closer inspection of the small print reveals that most of said flashy, high-paying requests are only open to higher-ranking members.
The man fluidly bows and returns to his exact prior position as Celiria approaches. "Welcome to the Spirit Hunter's Association Festival Booth, member Celiria Dragonheart. Have you come to inquire after the services we provide, or do you wish to aid in the recruitment effort today in order to receive rewards and benefits according to your success?"
kitsune106 wrote: Celiria bows back to the man.
"Thank you sir. " she head tilts then ponders.
"I honestly just came to see and talk. But I'll gladly help out with the recruitment today. Just tell me where to start and I'll get to it!"
She'll do her best to be friendly and get people excited!
She will be wearing/have prominent the following gear:
First Spear of Sun and Storm- (Weapon, Spear, Light & Electrical, 75,000,000 Gold) +75,000 Melee Attack, 60% inflicts Awestruck or Electrocuted, Wielder Absorbs Electrical from sources below Level 40, Wielder Reflects Light from sources below Level 40, Wielder must be Level 20 or greater
armor:
Ancient Dwarf King's Armor- (Armor, Heavy Armor, Earth & Physical, 45,000,000 Gold) +45,000 Defense, +41,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 MIN, +450,000 HP as a non-stacking bonus, 45% Critical, 90% Resilience
accessories:
*Great Sunsilk Cloak of Day and Night- (Accessory, Cloak, Light & Darkness, 100,000,000 Gold) +50,000 Defense, +100,000 AGI, 50% Dodge, 35% Light Resistance, 35% Darkness Resistance, Wearer counts as being in a Chronogeomantic Zone of Day and a Chronogeomatic Zone of Night
Crusader General’s Helm- (Accessory, Helmet, Light, 4,100,000 Gold) +4,100 Defense, +3,000 to all stats, all of wearer’s allies gain 20% Resilience, Immunity to minor status effects from sources below Level 30, +500 to all stats, and 50% Voidstruck Resistance, Bonuses to allies from this item do not stack
Lesser Cloth Wings of Imagination- (Accessory, Upgrade, Wonder & Whimsy, 215,000 Gold) +220 to all stats, +310 SPI as a constant, non-stacking bonus that is only effective during actions made by this item's wearer in which said wearer is casting a spell, 15% Wonder Resistance, 15% Whimsy Resistance, 15% Law Weakness, 15% Agony Weakness, +5,000 MP, +150 Magical Attack, Wearer may spend an action to have a 5% chance of inflicting Charm on a Magic Being, Wearer may spend an action and 500 MP to count as though wearer is in the back row while in the front row for 3 rounds
relevant abilities:
Scholar:
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 MIN
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
paladin:
Wreathed In Grace- (Passive Ability, Paladin) Possessor gains +300 AGI if not afflicted with Hexed, Possessor gains 20% Dodge if not afflicted with Hexed
Inner-Light-Nimbus Form- (Stance Ability, Paladin) Possessor gains +300 uncapped points to all stats (to a max of +3,000) for each positive status effect possessor possesses, Possessor's allies gain +200 to all stats (to a max of +2,000 points across all sources) for each positive status effect possessor possesses
Noble Purpose- (Passive Ability, Paladin) Possessor may not Damage allies (not counting healing) unless an individual of Level 60 or greater objects to said Damage-prevention
Noble Soul- (Passive Ability, Paladin) Possessor gains +200 Defense against SPI Damage, Possessor gains Stat Drain: SPI Drain Immunity if possessor is not afflicted with Hexed, Possessor obtains Charm Immunity against Demons, Devils, and Daemons below Level 40
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Commander:
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Aura of Inspiration- (Passive Ability, Commander) Possessor's allies gain +200 to all stats as a non-stacking bonus and have a 15% chance of being afflicted with Invigorated: High Morale at the start of each round
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Comforting Message- (Passive Ability, Commander) Possessor's actions that involve the casting of a Leadership spell that are not offensive may cure Confusion: Fear
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Aeromage wrote: "Attracting recruits of appropriate means to benefit the Association will, in turn, be rewarded with benefits," the masked man calmly states as Celiria begins to outfit herself. "Additional consideration will be given should members be recruited from Nexus, as it has been deemed a location of interest."
Celiria's all dressed up and ready! How is she going about recruiting people, what approach is she using and where is she planning on doing it?
kitsune106 wrote: Celiria will be trying to extol the virtues of the assocation. She'll also tell tales of the deeds she done and will try to extol to people's desire to both do good things (via paladin) and to have wealth (via dragon!)
Aeromage wrote: Celiria dons her ancient, regal armour, takes up her shining spear of sun and storms, equips her billowing, magnificent sunsilk cloak of light and darkness, and proceeds to launch into an inspiring address to all and sundry of her first day as a Spirit Hunter- meeting interesting people, befriending them, handily taking care of the task at hand, getting paid a fortune and finding a legendary shop of wonders to spend her newfound wealth on, for both herself and her new companions (whilst tactfully omitting the slavery and nuclear destruction).
The speech is, apparently, electrifying. Everyone in the area can't help but pay attention to the strange dragon-woman in the clearly magical, impressive gear (no doubt gained through her adventures as a Spirit Hunter!) and her promises of treasure and glory. In a flash, the pagoda-booth is mobbed by prospective applicants and curious festivalgoers both, and looks to be in danger of getting overrun. Space twists oddly as the crowd thickens, and the pagoda somehow grows larger and grander in Celiria's eyes, despite occupying the same amount of space. More smile-masked individuals are now staffing the desk, too, having arrived while she was looking elsewhere.
The dragoon-dragon continues spinning her tales and enticements to the crowd, although she gets the impression as time goes on that people are getting more drawn in due to the flood of people than due to her actions. Still, she's definitely the spark that set it all off, and it's developed into quite the success.
"Your assistance has been appreciated, member Celiria Dragonheart." A woman in a purple cloak with another blank-smile mask on her face is beside Celiria, apparently having made her way through the crowds and up to the dragoon in a moment. "We shall assess your contributions and rewards in full after the festival. Until then, you may continue in your recruitment efforts, if you wish. Any individuals from Nexus you refer to join us will grant additional rewards."
Celiria gets:
5,000,000 Gold
Recruit- (Technique Ability, Commander) Possessor may use 'Recruit' in conjunction with a 'Melee Attack', 'Magical Attack', 'Ranged Attack' or 'Cast A Spell' action so long as no (non-healing) damage is dealt and no other technique is used. Said action gains +5% Charm Infliction chance and, if Charm is successfully inflicted, provides its target with a buff called 'Recruited' that counts as a Leadership effect, moves its target to the source's row formation, prevents Charm from the buff's source wearing off normally while in place, and is removed if its source dies.
Entry-Level Recruiter for the Seirei Spirit Hunter's Association- (Passive Ability, Commander) Possessor's 'Recruit' actions may optionally affect willing targets without inflicting Charm and provide a version of the 'Recruited' buff without the text "prevents Charm from the buff's source wearing off normally while in place", possessor's 'Recruited' buff gains the text "target counts as possessing the ability 'Member of the Serei Spirit Hunter's Association'"