Event information

May 07, 2011 06:59

On the 13th, all characters will wake up on a farm, lying on the ground somewhere. They will still be in their normal bodies at the beginning; but within the first day there, all characters will vanish, only for their child versions to pop up in their place. With the change, the communicators will be gone; but they will be able to recover them when they reach the town later on in the event.

The farm consists of:
• One farmhouse: One floor with four bedrooms (each of them with multiple beds; it will be easy to figure out whose bed is whose. Romano's, for example, has tomato patterns on the sheets/blanket/quilt/pillow, Prussia's might have yellow chicken and Ashura's little flames, etc. All beds except for the double bed in the master bedroom are children's size), a large kitchen with a pantry, a living room.
• A stable (in which they will find one horse, some chicks and geese, three cows that cry to be milked, and a one horse carriage)
• A shed with all kinds of things that would be needed at a farm, but only at certain times of the year, also two adult sized beds, an old wardrobe, etc.
• There is a kitchen garden and then there are fields around the farm.

The whole farm is abandoned, nobody is there anymore; but it is clear that they must have fled at extremely short notice. Yet there are no signs of a fight or anything else. The soup on the table will still be warm when characters arrive, the fire in the heart going, beds are freshly made and wet laundry is hung up in the backyard.

It is eerily quiet except for the newcomers and the animals, and the wind...

What happens to characters:
• During the first day, characters will change, and this change will last throughout the event. Characters under the age of 15 will be aged up, characters over the age of fifteen will be aged down. Those that get aged up should be 16 at least; those that get aged down should be 15 at most, but definitely old enough to walk and talk and eat alone.
• "Age change"= Their physical age and the mental age that belongs to it. Romano, for example, will be physically about six, which are over a thousand nation years. His mental age will be that that he had at this physical age (aka at the actual age of ~1700 years).
• Children/adult versions will not have any memories of what happened to them past their current age. They will, however, remember being brought to this farm by their caretaker/ whoever else makes sense directly from their canon. The only memory that they retain is that of how to use the communicators, once they are back. After that they will vaguely remember having lived here for a while, but all those memories are very blurry.
• All characters will, once they have changed, find themselves wearing clothes that fit the "Western"-setting (no matter what ethnicity they are of, the clothes will be that of a white farmer's boy/girl).
• We currently have the following child journals: tsuntsuntomato, de-bel-kid, charinjo6, great-schism, land-of-piast, catty-hat, chibi-aran, unioneitalia (sic), uebercharge (sic), ordens-staat
If your child journal isn't listed here, please reply to this post and we'll add it.

There are a few things to be found at the farm, we need 3 volunteers who'd like their characters to find one of the items and who would in one way or the other present them to the others. Medic, Prussia, Luka.

About one week later, on their third in-game day, Anne will receive orders to get them all to the town. If people want to oppose her... don't worry, they may. They will get to the town one way or the other.

There, they will meet Rantanplan and Jolly Jumper, but except for them, the town seems deserted as well, though unlike at the farm, there seems to have been fighting.

On their second day there, they will get attacked for the first time. And from here on, things are mostly up to the character's reactions. Things will happen, but how and how badly they will end is entirely up to them.

Your NPCs for this event will be:
- Anne Simon, who will run into a strange spirit and subsequently receive orders from it (psychoanalolist) - Angelica/Lenga
- Evan Treborn, who will have left already (nevertobeborn)
- Rantanplan, your dumb dense slow neighbourhood dog - if you have supernatural abilities, you can talk to him. Don't expect too much information, though (carriero-npc) - Charinjo
- Jolly Jumper, a horse on the quest to find his cowboy - the most intelligent creature you will find in this place. Same as with Rantanplan, you can talk to him if you have supernatural abilities. (carriero-npc) - Narva

There will be log posts in the log comm for each in-game day until they reach the town, and then two more for the exploration of the town and the attack. That, of course, does not mean that you cannot post your own network posts/logs.

If there are any questions, please ask them here or IM janteslaw.

mod, spoiler post

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