07.13: Cards in the Clouds

The goings on of courts
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Joshua
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07.13: Cards in the Clouds

Post by Joshua »

Tir-Na Nog'th takes its time appearing in the nighttime. After the sun sets, there's a slight shimmering that slowly solidifies into a castle floating off of the main Castle Amber. In this version, one can walk into the main Castle Amber, through a main hall, up the main staircase, directly onto a landing for the floating castle. Servants test the castle as it appears until it is solid enough to support weight. Then they start taking food, furniture and other essentials into the castle to prep for the night.

The main card and parlor games are being held in the floating gardens in the middle of Tir-Na Nog'th. Although the weather is cold and windy, there is shelter in the gardens as it is surrounded by the keep walls and plenty of bonfires that warm the stone and create a feeling of early spring. The gardens are full of winter-flowers, painstakingly groomed by the fae and animal-men of Tir'na.

Card tables are placed strategically within the sitting areas and gardens, sporting board and card games from a number of shadows. There's also two separate croquet tournaments. A traditional one on the grounds level of the gardens, and a three-dimensional course that winds through floating platforms like miniature golf*.

The path to the central highest platform, where the pattern is, still shifts in and out every few minutes as the moon rises obscured by the remnants of snow-clouds. How to get there, amid the less constant platforms that are different each time you look, is a puzzle in and of itself.
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*: They don't have miniature golf.
misfit
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Re: 07.13: Cards in the Clouds

Post by misfit »

Harrune arrives early to help oversee the preparations. Mostly he's there to facilitate and answer questions. He trusts everyone to know what they are about and to do their tasks. Mostly he's there for "meet and greet" duty as people arrive.

He's dressed finer than normal for him tonight. He's dressed in a long coat of rich blue embroidered in knot-work patterns in silver thread. He carries no (obvious) weapons.
Veyska
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Re: 07.13: Cards in the Clouds

Post by Veyska »

((Good lord this went and walled on me a lot more enthusiastically than I was expecting. o_O ))

Asai is actually present before it's really safe to be there, bustling about and setting up her spell, but she has flight and knows where not to go and so on and so forth. The servants are left unaffected for now - no point in startling them and risking messing up any decorations or food after all - and thus Harrune becomes her spell's first "official" guinea pig.

At its simplest description, it's a castle-wide aura of flight. Anyone who sets foot into Tir-Na Nog'th tonight, servants included once initial set-up has been taken care of, is granted the ability to fly at will almost anywhere within the castle's reaches and a modest distance above. For those capable of flight on their own, whether through means natural or magical, simply find that their inherent abilities are virtually effortless to use; in both cases simply envisioning one's self as going through the motions is enough, though some degree of body posture shifts makes things noticeably smoother*. Those with wings can also "glide" as if on a guided thermal if they so wish and can reasonably fit their wingspan in a given area, and hovering is just as easy even if otherwise it wouldn't be feasible. Anyone more familiar or comfortable with swimming through water will find they can do so through air within the castle's bounds, with a similar degree of ease.

For those less familiar the flight aura displays even further subtlety in its effects. Initially it simply grants the ability to walk on air. This can be ignored or suppressed if so desired** and there do seem to be subtle safeties of a sort in place to keep guests from tripping in surprise if/when they unconsciously think "up" and don't expect the resultant elevated foothold. The more a person uses the aura and becomes comfortable with it, the less like walking on air and more like a "proper" flight spell the aura becomes. With a bit of concentration - this seems to be the one clear scenario requiring conscious decision - flight can be treated like swimming as well even for non-aquatic sorts. The gradation is smooth and with no discernible external triggers, save for those with exceptionally*** high psyche or some combination of moderately high psyche and extreme paranoia. Those fulfilling either (or both) of those conditions can suppress the aura's gradated control at which point the flight defaults back to the same sort of controls as for natural fliers and it's entirely up to the guest in question to figure out how to control things at that point***.

Regardless of any given guest's levels of psyche or paranoia there are a few additional aspects of the flight aura that cannot be suppressed or ignored short of bringing up Pattern defense. Namely, the boundaries. Attempting to fly past the perimeter of Tir'Na Nog'th, regardless of height, simply doesn't work; you can walk/glide/float right up to the edge and even lean out past it or wave various limbs past the "edge" if you wish to play some sort of strange celestial hokey pokey, but to any attempts to physically cross the perimeter acts like a gently padded wall****. Attempts to fly up too far above the castle fail as well, though the "wall" in this case is more a gradual deceleration curve that eventually zeroes out upward momentum; the end result is rather like how a dolphin can breach the surface of the water temporarily but inevitably falls back before going too far up. The "ceiling" is somewhat dome-shaped, being noticeably closer to the ground (although still respectably high) nearer the edges of the grounds. For those with natural flying abilities or active flight spells both of these effects are greatly lessened and manifest more as a sensation of the flight aura's effects weakening gradually.

Unsurprisingly, any attempts to use the aura to fly near to the Pattern's platform or any of the variable changeling platforms leading up to it fail as well, in much the same fashion as attempting to fly past the castle ground's perimeter. This effect holds for those using magical flight as well; those with natural flight instead feel a strong resistance that *pops* out of existence once they get too close.

For those worried about decorum and such things Asai did place a few precautions in as well, silly as she might think most of them. Skirts and other billowy garments behave as they would were their wearers standing on normal ground, though they do still react to lateral and upward movement appropriately. Rapid downward movement, however, they largely ignore other than a slight bit of fluttering. Unless consciously suppressed, those wearing dresses or other similar sorts of clothes will find that when they are "above" ground there is just the slightest "puff" of mist below their feet - just enough to insure decency without being distracting.

(*Nothing dramatic, just like how you lean into a curve in a car even if it's on a video screen and you're not feeling any sideways force.)
(**Mid-air suppression grants the person slow fall until they either safely reach the ground (no round limitations here!) or decide to resume using the aura.)
(***Amber rank or ~chaos+paranoia for detecting, and chaos+ warfare for any real chance at figuring out the controls fast enough to not bounce off a wall.)
(****The spell is not configured to deal with the crush of a stampede, but Asai is keeping tabs on the perimeter and can tweak things on the fly if need be.)
Rasanam
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Re: 07.13: Cards in the Clouds

Post by Rasanam »

Rasanam arrives shortly after Harrune, wearing a wizard's robe in silver and dark blue. He's also carrying a metallic orb in the same colors, with a small hole at the top and the bottom.

This, of course, makes him the second test subject for Asai's flight spell, and he takes to the air without hesitation, heading for an empty region in midair near the lower platforms of the floating garden. Once there, he sets the orb in place in midair, consults some notes, double-checks distances to the nearest platforms, mutters a quick incantation, and then flies off at a brisk pace as the orb expands behind him.

When the expansion stops, it has gone from a 6" orb to a 60' rough sphere, seemingly made of panels of silk cloth and resembling a hot air balloon more than some looming monolith. The exterior is painted to vaguely resemble a floating island, rock and earth patterns on the lower half, winding vines and waterfalls on the upper; the patterns of both sections change over time*. Holes at the top and bottom function as entrances or exits; neither is labelled. Inside the maze, the walls are curving and organic and slowly moving; wait long enough in one place and the shifting walls will slowly push lost explorers towards the top - a safety mechanism of sorts, making it difficult for the unskilled to become trapped.

The maze contains several layers of challenges.

For those who simply desire 'the experience', one can enter at the bottom and reasonably expect to exit from the top no more than an hour later - and the trip is built to be interesting simply as a scenic path, with shifting patterns and pictures - one path has colors and textures reminiscent of a swim through a coral reef; another features shadow puppets acting out a light-hearted play, and so on and so forth.

Proceeding from top to bottom is trickier, requiring quick** movements in some places to traverse passages before they close off; this is a relatively easy task for anyone with at least chaos rank warfare.***

The first true challenge, though, is to reach the center of the sphere; this is nearly impossible to accomplish on pure luck, and tricky even for chaos rank warfare. Inside the central chamber is a rack of prizes, circular medallions depicting a stylized maze in blue and silver, with a tiny gold sphere at the center. A plaque in the room reads "Please take exactly one."

And that, at least from Rasanam's point of view, is where the maze gets interesting; the medallions are enchanted amulets designed to resonate with the larger maze, but requiring a minimum of chaos rank psyche to activate. If you can activate them, though, it opens up an entire extra dimension† to the maze, allowing access to areas that would otherwise be completely inaccessible.

The final prizes are scattered throughout, only accessible via activated amulet, and no more than one in any location; these are tiny silver sculptures of varying types - a hat, a boot, a cat, a sailing ship... the sorts of things one might use as playing pieces in a game of monopoly. There's only one minor enchantment involved with these: if you've already taken a token, the rest of them won't budge... unless you put the token you have down in its place. In other words, one prize per person, but if you find a token you like better, you are free to trade up.

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* Those who pay attention to such things will note that the patterns repeat every half-hour. Similarly, the maze's internal configuration cycles in a predictable half-hour pattern.
** Note that 'quick movement' in this context is more a matter of lack of hesitation than actual speed; a brisk walking pace is more than sufficient.
*** To some extent, deficiencies in warfare can be made up with psyche and sufficient care and mapping and note-taking; someone with warfare might proceed by simply figuring out where the passages 'have' to be; someone going on psyche would realize that the entire maze is a three-dimensional projection of a rotating four-dimensional structure, and use that insight to assist in working out how to get where they want to be.
† Literally an extra dimension. Turns out the maze isn't a three-dimensional projection of a four-dimensional structure - it's actually a four dimensional structure, slowly rotating. The medallions allow deliberate motion through that fourth dimension.
Rasanam
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Re: 07.13: Cards in the Clouds

Post by Rasanam »

After setting up the maze, Rasanam goes to talk briefly with Harrune, in preparation for going looking for Ossian. ((Who, as you may recall, had decided to stay in Tir'na during the day.))
Spellbinder
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Re: 07.13: Cards in the Clouds

Post by Spellbinder »

Spellbinder, Chance and Risk arrive at the base of the stairs to Tir-Na Nog'th. Spellbinder gazes up at the castle and a smile forms. "Wow! The stories don't do it justice. This is so cool! Come on! I have to see this up close." He starts to dash up the stairs, but stops at seemingly random times to look at the castle from another angle or admire some detail in the stairs themselves. He is not so much "awed tourist" as "kid loose in a toy store...a really big toy store". Even in his excitement he won't let himself get too far ahead of his companions, even going to back to help them along if they find it a bit overwhelming.

When he first hits Asai's spell he pauses to test it and learn how to use it. Obviously with his background he picks it up very quickly and then explains it to the others. (OOC: He is curious as to how intelligent Risk truly is, and this should be a test. If Risk is only animal intelligence this will probably give him so much trouble that Chance has to carry him. If he's more intelligent it should probably show.) As he teaches them his enthusiasm begins to fade a bit.

Having arrived just after Harrune and Rasanam leave to find Ossian, he ends up arriving a bit unfashionably early. I assume that his name is on the list and he will have no trouble getting in.
kitsunenotsume
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Re: 07.13: Cards in the Clouds

Post by kitsunenotsume »

Unlike others, who cause something of a minor disturbance simply attempting to enter the front gate of the castle. It is settled rather shortly, and a few minutes later another individual makes their way up Castle Amber’s grand staircase.

Caelund appears mildly irritated* as he finally crosses the threshold of the final step. His garb is a grey dinner-suit, each piece of attire a different shade of dark charcoal. His tie is bound with an Ediety knot and bears faint-orange iridescent tracery, but the rest of the outfit is flat matte save the shirt (bearing green highlights) and what appear to be polished graphite cuff-links. The normally voluminous beard is neatly bound in a sixteen-strand box-braid**. At his side is a sizeable cart*** with a number of insulated boxes, the topmost having evidence of being recently opened.

He lets out an indignant sigh at the exertion, and strides towards one of the empty food-tables with his baggage. Selecting a table with an appropriate degree of free space in the final plan, the grey man begins to extract and arrange still-steaming pastries on a collapsible tiered dessert stand of fine wire filigree. Beneath the arrangement, he lights and places a series of small ornate candles that illuminates up through the layers giving the impression that the entire column is within an open-flame oven. Indeed, any of the delights removed from the display are fresh, piping-hot, and just cool enough to be bearable. Throughout the evening, any missing pastries are replaced from additional supplies retained within the boxes.

Once satisfied with his arrangement, Caelund dons a pair of fine ash-coloured doeskin gloves, extracts a covered platter from the lowest box, balances it skillfully in his left hand, and proceeds to meander the grounds while sticking to the servant byways on foot - any evidence of the flight spell has either been ignored or deliberately suppressed.
__________________________
*: Though the cause is a tossup between the guards or the stairs.
**: At first glance, the braid is imperfect; every few twists is missing. A bit of analysis reveals that the imperfections are a base-8 encryption (UTF-8, to be exact), and reads ‘Regulus Serpens’. ****
***: One of the triple-wheel stair-climbing varieties.

****: Discussing it over with Wyvern, decryption is probably at least as complex as Alys' garment for those inclined enough to attempt such, given the nature of the medium (most similar results come from being unable to braid); relative rarity of the cipher-table; and compounded by the extremely limited utility of frequency analysis on such a short message (only 'e' and 'u' appear more than once).
Last edited by kitsunenotsume on Sun Jul 12, 2015 2:55 pm, edited 2 times in total.
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Joshua
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Re: 07.13: Cards in the Clouds

Post by Joshua »

Tir has a lot of different races. Many anthropomorphic animals, as well as animal-like fae grace the halls. Elves, high-elves*, shifters, brownies, and other seelie and air-like fae grace the halls, moving with perfect grace and supernatural elegance. Most, of course, look just about human, but it's easy to spot subtle differences.

So, where are specific people:
  • Rasanam, Harrune are talking to Ossian about his odd day.
  • Harrune's Family are starting to trickle in, in groups. They have a wide range of interests.
  • Anriki, the tanooki, has just arrived with his sorta-mate Lady Nia**.
  • Rasanam's apprentice, Victor Magesoul, is maintaining the maze for the evening. Making sure the enchantments run smoothly.
  • Cassandra's riddle contest has not started yet. Because of that, there are a number of members of the other courts who might not normally have an invitation.
  • Chance, Risk and Spellbinder are enjoying the magic of the place. For the record, Chance takes to the flying spell slower than Risk, although the dire-rat can't do better than the basics.
  • Other members of Tir-na Nog'th are around. Breaca Keigwin is prepping the snacks table with her signature Brownie Brownies and other assorted cakes and deserts. Rolaldael (Brokenblade) is managing security. And Lady Ninear is taking the night off.
Some big-names have yet to arrive. Morek Silverbar is likely going to be fashionably late and Lane is held up at his church by Cameron.
_____________________
*: Don't you DARE mix them up. People have died for less!
**: Lady Nia is well known to be "not-dating" Quin. She is very clearly out of both of their leagues. As she doesn't have a description in this game yet:
There are stories of what someone with a ridiculous dexterity look like when they move. While most of the fae here do it naturally, Lady Nia has clearly practiced the movement until it is an art form all its own. There is no wasted motion, each nod, smile, even blink seems to be designed to compliment the others. She wears a complex dragon kimono, that seems to tell the story of a battle between it and a phoenix as she moves and the fabric shifts. Her hair is dark, tied in a bun at the top of her head with oriental needles through it. She would look human except for the supernatural grace and an uncanny symmetry in her features.
Wyvern
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Re: 07.13: Cards in the Clouds

Post by Wyvern »

Alys arrives relatively early to the soiree, dressed in a black dress with abstract geometric patterns* picked out in gold and crimson thread. A rapier sits on her left hip, and she's wearing a wide variety of golden puzzle rings and bracelets.

Much like Caelund, she ignores the flight spell, choosing to remain on the ground and head for the snacks tables.

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* Those who bother to pay attention will find that the patterns never quite repeat; those with at least chaos rank warfare or psyche can figure out that the patterns actually represent some sort of coded message, though those with unranked stats might need quite some time (and scratch paper) to work out the meaning. It decodes to a relatively simple riddle:
I can dance, but not stand still;
I can show, but never tell;
I may rage, but never think;
I consume, but do not drink;
I may die, but am not born;
What am I?
kitsunenotsume
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Re: 07.13: Cards in the Clouds

Post by kitsunenotsume »

Just as Alystrakos approaches the snacks table, an impeccably dressed figure steps up to her left with all the subtlety and practice of a master valet. While to many his approach may be somewhat silent and jarring, the man initiates conversation without such concerns.
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