Entry tags:
THE WATERS AND THE WILD | TEST DRIVE β 3


When it rains, it pours. That's how some problems come to the Guardians. Certain groups and enemies are quiet and then every magical alarm blares at once, every helpful informant sends them a message, and every child comfortable with talking to them pulls one of them aside and whispers, "I think something is wrong."
The last one is how Jack is tipped off that something is going on and after that, news of other problems come pouring in.
He calls the team together once he's taken stock of the situation.
"Okay, guys, I don't know what is going on, but we've got some fairy problems - not you -" The quick aside is to the mini-tooth fairies, who have been spectacular at doing their jobs while their boss, the Tooth Fairy, is imprisoned by Kuk "- in multiple places at the same time. It's weird, actually."
He shakes his head.
"I'm going to need a lot of people on this. Including possibly some of you new people. I know you just got here, but there are kids in danger. It's your choice - we'd never force anyone into this - but if you're willing, we could really use your help. And you won't be going alone."
Anyone who agrees to help is sent across the world - and to places beyond. After all, the realm of the Fae isn't quite on this plane of existence, is it.
Come away, O human child

a) WE FOOT IT ALL THE NIGHT
It always takes a little time to gear up in the sleigh room. Some leave their weapons there to keep them away from the Elves, who could easily hurt themselves with them, and there is additional helpful equipment to take, like the snow globes that let Guardians teleport back to the Pole.
Besides, some areas need the sleigh to bring them in close so they may need to get a lift soon for the mission.
It's a chance to have a quick pause, useful to anyone that just showed up. Sure, you got the basic explanation spiel, but it was pretty brief.
This is your chance to commiserate in mutual conversation with other new people or to get more information about the place from people who have been on the team longer. Or for more experienced Guardians to reach out to someone that looks new and uncertain about their situation.
Best get it out of the way quickly, soon it'll be time to transform and roll out.
It always takes a little time to gear up in the sleigh room. Some leave their weapons there to keep them away from the Elves, who could easily hurt themselves with them, and there is additional helpful equipment to take, like the snow globes that let Guardians teleport back to the Pole.
Besides, some areas need the sleigh to bring them in close so they may need to get a lift soon for the mission.
It's a chance to have a quick pause, useful to anyone that just showed up. Sure, you got the basic explanation spiel, but it was pretty brief.
This is your chance to commiserate in mutual conversation with other new people or to get more information about the place from people who have been on the team longer. Or for more experienced Guardians to reach out to someone that looks new and uncertain about their situation.
Best get it out of the way quickly, soon it'll be time to transform and roll out.

b) ANXIOUS IN ITS SLEEP
Apparently, after being told by a child that her friend had been acting strange and scary, Jack Frost had a horrifying encounter where that child changed into...something else after the illusion dropped.
The child had been replaced by a fetch, acting as a changeling in his place. In the same town, several other children have been acting strangely as well.
The mission: Confront the fetches and find out which court of fairies kidnapped the children and where they took them.
The hiccup: Upon realizing they've been marked by the Guardians, the fetches frantically run away, escaping to a nearby department store. The store is closed, recently gone out of business. Only empty racks and other hardware line the empty aisles.
There's also the mannequins, left abandoned, to be carted away some other day.
The fetches are good at illusions of human shapes. They're also very good at blending...

The Guardians will find that mannequins they swore were in one position seem to change to another. And before long, they're being hunted through the store, the sound of plastic feet sometimes echoing from the aisles around them.
The fetches are unfortunately much stronger than humans and nearly indestructible due to their magical makeup, since their flimsy mannequin forms are just an illusion. Being caught unawares or swarmed by a group of them could prove disastrous.
And the gang has to do more than just avoid death. Somehow, you need to get the name of the fairy court that has stolen the children, through negotiation, threats, or other methods of coercion. The House of the Silver Fig, of the Seelie Court, is responsible - but only the fetches know that.
Congrats on your sudden genre shift to a survival horror game!
Apparently, after being told by a child that her friend had been acting strange and scary, Jack Frost had a horrifying encounter where that child changed into...something else after the illusion dropped.
The child had been replaced by a fetch, acting as a changeling in his place. In the same town, several other children have been acting strangely as well.
The mission: Confront the fetches and find out which court of fairies kidnapped the children and where they took them.
The hiccup: Upon realizing they've been marked by the Guardians, the fetches frantically run away, escaping to a nearby department store. The store is closed, recently gone out of business. Only empty racks and other hardware line the empty aisles.
There's also the mannequins, left abandoned, to be carted away some other day.
The fetches are good at illusions of human shapes. They're also very good at blending...

The Guardians will find that mannequins they swore were in one position seem to change to another. And before long, they're being hunted through the store, the sound of plastic feet sometimes echoing from the aisles around them.
The fetches are unfortunately much stronger than humans and nearly indestructible due to their magical makeup, since their flimsy mannequin forms are just an illusion. Being caught unawares or swarmed by a group of them could prove disastrous.
And the gang has to do more than just avoid death. Somehow, you need to get the name of the fairy court that has stolen the children, through negotiation, threats, or other methods of coercion. The House of the Silver Fig, of the Seelie Court, is responsible - but only the fetches know that.
Congrats on your sudden genre shift to a survival horror game!

c) FROM FERNS THAT DROP THEIR TEARS
The House of the Silver Fig is throwing a ball, as they so often do. After all, some of the Fae want to show off their precious new pets, the children they've replaced with fetches.
The Guardians are tasked with going undercover and sneaking in, dressed in fairy dress. Since passing as fairies would be much harder, you're to act like the prisoners of the Fae, humans stolen due to their favor. Those of you that aren't human are given magic jewelry to illusion them as looking as such. Fortunately, the Fae don't take enough notice of humans to realize any of you are new, or just assume you belong to another fairy.
"Isn't that one lovely. Are they yours? No? They must be Gwynndolyn's."
The atmosphere at the ball is strange. Reality is fuzzy, time is hard to keep track of, and it's easy to be forgetful. But willingly going on a rescue instead of being captured is making it easier to stay on mission.
Still, it's best you don't take any fairy food or drink or you may forget to go home - or may need to be dragged there by your comrades. You've been warned against it but it looks ever so tempting...
The children are getting far more attention paid to them by the Fae. While adults tend to be kidnapped to keep as pretty servants, stolen human children are doted over, their youth (and it's typical brevity) a marvel.
"They're so darling, aren't they?" says one of the fairies, hands clasped, looking painfully sincere. "You know, we're doing them a favor. They get to enjoy their youth forever now."
The children looked dazed from fairy magic and do what they're told, whether it's simply sitting still while they're admired, playing little games with each other or the Fae, or dancing. In the brief moments between directions, when they notice that the Guardians - adults, not Fae - are there, their expressions are pleading and teary-eyed.
It'll be difficult to extract them when so much attention is on them, but they need you to find a way.
Extra Options
PVP: You're quite unlucky. While they sometimes treat their mortals well, the Fae don't always treat their adult prisoners as if they're as precious as the children they steal.
You're dragged to a fighting ring and expected to duke it out with another mortal.
Better make this look good or they might notice you're not supposed to be here. And you also had better hope this particular match isn't to the death.
New Character Intro: Perhaps you're not as lucky as the newcomers that made contact with the Guardians before anything else happened. After the Man in the Moon's brief explanation, you were snatched away by some of the Fae, a victim of being in the wrong place at the wrong time.
As the fairy ball is infiltrated and you see other non-fairies, perhaps this is your chance of getting out! Or maybe you and another total newcomer decide to work together to escape through the portal you were dragged through upon entering this realm. In any case, this may be your only chance. You can feel your mind getting dimmer and more confused all the time.
The House of the Silver Fig is throwing a ball, as they so often do. After all, some of the Fae want to show off their precious new pets, the children they've replaced with fetches.
The Guardians are tasked with going undercover and sneaking in, dressed in fairy dress. Since passing as fairies would be much harder, you're to act like the prisoners of the Fae, humans stolen due to their favor. Those of you that aren't human are given magic jewelry to illusion them as looking as such. Fortunately, the Fae don't take enough notice of humans to realize any of you are new, or just assume you belong to another fairy.
"Isn't that one lovely. Are they yours? No? They must be Gwynndolyn's."
The atmosphere at the ball is strange. Reality is fuzzy, time is hard to keep track of, and it's easy to be forgetful. But willingly going on a rescue instead of being captured is making it easier to stay on mission.
Still, it's best you don't take any fairy food or drink or you may forget to go home - or may need to be dragged there by your comrades. You've been warned against it but it looks ever so tempting...
The children are getting far more attention paid to them by the Fae. While adults tend to be kidnapped to keep as pretty servants, stolen human children are doted over, their youth (and it's typical brevity) a marvel.
"They're so darling, aren't they?" says one of the fairies, hands clasped, looking painfully sincere. "You know, we're doing them a favor. They get to enjoy their youth forever now."
The children looked dazed from fairy magic and do what they're told, whether it's simply sitting still while they're admired, playing little games with each other or the Fae, or dancing. In the brief moments between directions, when they notice that the Guardians - adults, not Fae - are there, their expressions are pleading and teary-eyed.
It'll be difficult to extract them when so much attention is on them, but they need you to find a way.
Extra Options
PVP: You're quite unlucky. While they sometimes treat their mortals well, the Fae don't always treat their adult prisoners as if they're as precious as the children they steal.
You're dragged to a fighting ring and expected to duke it out with another mortal.
Better make this look good or they might notice you're not supposed to be here. And you also had better hope this particular match isn't to the death.
New Character Intro: Perhaps you're not as lucky as the newcomers that made contact with the Guardians before anything else happened. After the Man in the Moon's brief explanation, you were snatched away by some of the Fae, a victim of being in the wrong place at the wrong time.
As the fairy ball is infiltrated and you see other non-fairies, perhaps this is your chance of getting out! Or maybe you and another total newcomer decide to work together to escape through the portal you were dragged through upon entering this realm. In any case, this may be your only chance. You can feel your mind getting dimmer and more confused all the time.

d) THE WORLD'S MORE FULL OF WEEPING
Due to reality thinning, an entire group of fairies got transplanted from their world to the Guardians'. They're still in the same location as home, a rainforest in Australia.
Their leader, Krysta, has begged the Guardians for help after a crisis.
"We had to drive him away. He was supposed to be gone. He said he was working with someone named Kuk?"
The "he," the fairies explain, is their ancient enemy, a spirit of pollution, corruption, and destruction. Hexxus. That this horrible being is now working for Kuk is not promising at all.
The forest has been ravaged in his attack, trees and plants devoured and burned, animals killed. The still-smoking wreck is being mourned by the fairies, but they're also already getting to work. They need the group's help, clearing stumps, planting seeds that the fairies can sprout with their magic, and rerouting streams to push toxic sludge into pits, where it can be bagged and taken away by the Guardians.
The yetis of the Pole are helpful as always, handing lots of shovels, trash bags, and other tools through the portals. They're also quick to dispose of any bags of sludgy dirt passed back through, coordinating with volcano spirits for permission for disposal.
It will take time for this section of forest to regrow, but with the Guardians' help, the fairies can at least speed up the process. Time to push up your sleeves and get to work.
And also watch where you step. There are lots of fairies underfoot.
Extra Options
Doppleganger: Unbeknownst to the Guardians, the strange black sludge is currently possessed by something awful. Dark Fae, corrupted into something noxious and made a part of Hexxus, form out of the muck, a trap left behind. They read the minds of their victims - Guardians or the newcomers to this world - and glean enough to take a new shape.
It's someone you know. Perhaps someone from home, or maybe even an ally on the team that's currently elsewhere.
What they do after that depends on their fickle whims. Some use it as an opportunity to attack, gaining trust or taking the form of enemies to intimidate their victims and leave them vulnerable.
Others seem to be trying to earn transport back to the Pole in a way where they're not immediately destroyed by the yetis, to wreak who knows what kind of havoc there. Only subtle tells from the fairy imperfectly imitating the person might give away that something is wrong.
After all, it's always possible a loved one showed up for real, right?
If the fairy attacks they'll try to suffocate you with their ooze, gouge you with sharp claws formed out of sludge, or try to strangle you with the solid form they've taken on. However, their weaknesses are many. Fire can burn them, water can make their sludge evaporate away. Or perhaps there's a chance you can appeal to the corrupted fairy within, coaxing them back to their old form.
If you decide to attack, destroying the ooze fairy will ultimately cause them to melt away into nothing - but can you really attack and kill someone with your friend or loved one's face?
Due to reality thinning, an entire group of fairies got transplanted from their world to the Guardians'. They're still in the same location as home, a rainforest in Australia.
Their leader, Krysta, has begged the Guardians for help after a crisis.
"We had to drive him away. He was supposed to be gone. He said he was working with someone named Kuk?"
The "he," the fairies explain, is their ancient enemy, a spirit of pollution, corruption, and destruction. Hexxus. That this horrible being is now working for Kuk is not promising at all.
The forest has been ravaged in his attack, trees and plants devoured and burned, animals killed. The still-smoking wreck is being mourned by the fairies, but they're also already getting to work. They need the group's help, clearing stumps, planting seeds that the fairies can sprout with their magic, and rerouting streams to push toxic sludge into pits, where it can be bagged and taken away by the Guardians.
The yetis of the Pole are helpful as always, handing lots of shovels, trash bags, and other tools through the portals. They're also quick to dispose of any bags of sludgy dirt passed back through, coordinating with volcano spirits for permission for disposal.
It will take time for this section of forest to regrow, but with the Guardians' help, the fairies can at least speed up the process. Time to push up your sleeves and get to work.
And also watch where you step. There are lots of fairies underfoot.
Extra Options
Doppleganger: Unbeknownst to the Guardians, the strange black sludge is currently possessed by something awful. Dark Fae, corrupted into something noxious and made a part of Hexxus, form out of the muck, a trap left behind. They read the minds of their victims - Guardians or the newcomers to this world - and glean enough to take a new shape.
It's someone you know. Perhaps someone from home, or maybe even an ally on the team that's currently elsewhere.
What they do after that depends on their fickle whims. Some use it as an opportunity to attack, gaining trust or taking the form of enemies to intimidate their victims and leave them vulnerable.
Others seem to be trying to earn transport back to the Pole in a way where they're not immediately destroyed by the yetis, to wreak who knows what kind of havoc there. Only subtle tells from the fairy imperfectly imitating the person might give away that something is wrong.
After all, it's always possible a loved one showed up for real, right?
If the fairy attacks they'll try to suffocate you with their ooze, gouge you with sharp claws formed out of sludge, or try to strangle you with the solid form they've taken on. However, their weaknesses are many. Fire can burn them, water can make their sludge evaporate away. Or perhaps there's a chance you can appeal to the corrupted fairy within, coaxing them back to their old form.
If you decide to attack, destroying the ooze fairy will ultimately cause them to melt away into nothing - but can you really attack and kill someone with your friend or loved one's face?

e) DIM GRAY SANDS WITH LIGHT
Time for a beach episode! The fairies have stolen something important: Father Time's hourglass. They've only stolen it as a prank on a whim, but if it falls into the wrong hands, its ability to manipulate time means terrible things could happen.
The fairies have tucked it away into a magic pocket dimension, which means that fighting them won't accomplish anything. However, they can be convinced to give it up if you beat them at a beach volleyball game. They've gathered up some of their friends, including a few selkies, trolls, and goblins to be on their team.
At the very least, they're going to be fair about this. If the Guardians only have two people that can plan, they'll only send two of their best.
So get your game face on. And maybe have a little fun? While the game will be intense, there will be time to drink fruity drinks and catch a few rays during breaks in the game. This is high stakes, sure, but the fairies are mellow. You can enjoy some sun and sand, and at least nothing is trying to kill you.
Extra Options
Fireside: Something is trying to kill you.
As soon as the game is over, the fairies and their friends leave, the sun sets, and Kuk's fearlings descended on the beach, all deadly claws and mindless homicidal rage. The only refuge is the beach bonfire left behind by the fairies. The fearlings refuse to move into the circle of firelight.
But it's not a normal fire. It talks to you, ebbing and flowing in strength with its words.
ππͺ πππππ₯ π£ππ§ππππ€ π₯π£π¦π₯π. ππππͺ π₯ππ π€π π¨ππ π¨ππππππ π₯π π€π₯πππ πππ£π πππ π¦πππ¦π£πππππ ππͺ ππππ€ πππ π₯πππ π€ππππ₯ππ£ ππ ππͺ πππππ₯. πΈππππ₯ π π₯π£π¦π₯π πππ‘π₯ ππππππ π π£ ππ πππ€π₯ π π¦π₯.
Why did the fairies leave behind a magic, truth-telling fire?
How else do you guarantee someone is telling the truth when playing truth-or-dare? Duh.
The swirling mass of fearlings, a column of complete blackness surrounding the fire, lit only by the beady lights of countless eyes, is somehow interfering with your comm, if you have one. While the Guardians might come for you when a worrying amount of time has passed, help isn't coming right away. And the mass of them is so huge, even myth powers might not be enough to clear them out.
The firelight may be your only chance to last long enough for rescue - and if you recovered the hourglass, it may be the only way to keep it out of Kuk's hands.
That means you have to admit something you might otherwise prefer to keep secret, possibly to a stranger.
Looks like you picked "truth."
Time for a beach episode! The fairies have stolen something important: Father Time's hourglass. They've only stolen it as a prank on a whim, but if it falls into the wrong hands, its ability to manipulate time means terrible things could happen.
The fairies have tucked it away into a magic pocket dimension, which means that fighting them won't accomplish anything. However, they can be convinced to give it up if you beat them at a beach volleyball game. They've gathered up some of their friends, including a few selkies, trolls, and goblins to be on their team.
At the very least, they're going to be fair about this. If the Guardians only have two people that can plan, they'll only send two of their best.
So get your game face on. And maybe have a little fun? While the game will be intense, there will be time to drink fruity drinks and catch a few rays during breaks in the game. This is high stakes, sure, but the fairies are mellow. You can enjoy some sun and sand, and at least nothing is trying to kill you.
Extra Options
Fireside: Something is trying to kill you.
As soon as the game is over, the fairies and their friends leave, the sun sets, and Kuk's fearlings descended on the beach, all deadly claws and mindless homicidal rage. The only refuge is the beach bonfire left behind by the fairies. The fearlings refuse to move into the circle of firelight.
But it's not a normal fire. It talks to you, ebbing and flowing in strength with its words.
ππͺ πππππ₯ π£ππ§ππππ€ π₯π£π¦π₯π. ππππͺ π₯ππ π€π π¨ππ π¨ππππππ π₯π π€π₯πππ πππ£π πππ π¦πππ¦π£πππππ ππͺ ππππ€ πππ π₯πππ π€ππππ₯ππ£ ππ ππͺ πππππ₯. πΈππππ₯ π π₯π£π¦π₯π πππ‘π₯ ππππππ π π£ ππ πππ€π₯ π π¦π₯.
Why did the fairies leave behind a magic, truth-telling fire?
How else do you guarantee someone is telling the truth when playing truth-or-dare? Duh.
The swirling mass of fearlings, a column of complete blackness surrounding the fire, lit only by the beady lights of countless eyes, is somehow interfering with your comm, if you have one. While the Guardians might come for you when a worrying amount of time has passed, help isn't coming right away. And the mass of them is so huge, even myth powers might not be enough to clear them out.
The firelight may be your only chance to last long enough for rescue - and if you recovered the hourglass, it may be the only way to keep it out of Kuk's hands.
That means you have to admit something you might otherwise prefer to keep secret, possibly to a stranger.
Looks like you picked "truth."

f) WITH A FAIRY, HAND IN HAND
A fairy festival is being held in El Dorado, the lone city of mythkind and due to the unusual uptick in fairy-related issues, Jack wants the group to have a presence there, keeping an eye on things.
You can feel free to enjoy yourself a little too, as long as you watch out for possible trouble.
The streets are lined with stalls selling fairy goods and food. With the gold provided by the Pole, you can get a good deal on things like magic beans, invisibility cloaks, glamours, and seven-league boots. And that's alongside more mundane goods like cloaks of the finest weave imaginable, and jewelry made of otherworldly silver.
The stalls have signs promising, they pinky swear, that they won't do things like steal your given name as payment.
The fairies know they have to be a bit more cautious about hijinks with other myths, due to possible retribution and sometimes having an equal or worse capacity to magically mess them up. In fact, as you walk by, one fairy lectures her younger sister in a stall for trying to sneak their customer's firstborn into a promised payment.
"Do you want to get cursed? Because that's how you get cursed."
Still, customer beware, they can drive a hard bargain.
Extra Options
Spells and curses: So you wind up getting cursed.
It's an accident, really. In most of the stalls it's fine to touch the products a little, and maybe you didn't notice the "no touching" sign or someone else took it down as a prank. Maybe you took a free candy, not realizing that most myths would recognize it as being bespelled and therefore the stall owner thought you would too.
Whatever the case, you had rotten luck and now you're temporarily cursed or otherwise enchanted. The effects can be anything: extreme bad luck, forgetting an important aspect of your past, being drunk or high, being beset with the giggles, it goes on. It seems the Fae have huge imaginations when it comes to possible enchantments.
Fortunately, it will wear off. Eventually. But things are going to get weird for a while
Music festival: The fairies are running a music festival alongside all that shopping. Different venues are having music nights for Faekind. Some of the music is painfully boring, harps and flutes and all that, but not all of it is. The bars catering more to goblins, brownies, and non-High Fae are a bit more lively, with music similar to rock and roll.
In fact, some of the music might even be familiar in general. One bar has some Fae performing what sounds suspiciously like music from ELO, with a fantastic rendition of Strange Magic. Some are apparently even having human karoake nights, due to the fairy fascination with humans. They even occasionally have extremely useful prizes: like a fairy owing a future favor.
It's okay to take a look inside, maybe sing a song or two. After all, there could be something shady going on in the venues as well. It's good to have eyes everywhere.
Tinytown: Some of the Fae are quite small so a well-shielded section of the festival is tucked away inside the walls of some of the buildings. This part of the festival is where the smallest pixies and other tiny fairies have set up shop - but their customer base isn't limited to other tiny people.
You can get temporarily shrunk by magic to go inside, getting to experience a small world where thimbles can be beverage cups and stools are made of bottle caps. And it'd be good to have eyes in here.
There are two problems. One, the spell takes time to wear off and for safety reasons, can only be deactivated outside the mini-market. Two, apparently, someone accidentally released some dangerous animals in the festival. Rats and very large tarantulas, meant to sold to certain discerning myth gourmands, may wind up causing problems among the tiny denizens.
Good thing you have eyes on the place, right?
A fairy festival is being held in El Dorado, the lone city of mythkind and due to the unusual uptick in fairy-related issues, Jack wants the group to have a presence there, keeping an eye on things.
You can feel free to enjoy yourself a little too, as long as you watch out for possible trouble.
The streets are lined with stalls selling fairy goods and food. With the gold provided by the Pole, you can get a good deal on things like magic beans, invisibility cloaks, glamours, and seven-league boots. And that's alongside more mundane goods like cloaks of the finest weave imaginable, and jewelry made of otherworldly silver.
The stalls have signs promising, they pinky swear, that they won't do things like steal your given name as payment.
The fairies know they have to be a bit more cautious about hijinks with other myths, due to possible retribution and sometimes having an equal or worse capacity to magically mess them up. In fact, as you walk by, one fairy lectures her younger sister in a stall for trying to sneak their customer's firstborn into a promised payment.
"Do you want to get cursed? Because that's how you get cursed."
Still, customer beware, they can drive a hard bargain.
Extra Options
Spells and curses: So you wind up getting cursed.
It's an accident, really. In most of the stalls it's fine to touch the products a little, and maybe you didn't notice the "no touching" sign or someone else took it down as a prank. Maybe you took a free candy, not realizing that most myths would recognize it as being bespelled and therefore the stall owner thought you would too.
Whatever the case, you had rotten luck and now you're temporarily cursed or otherwise enchanted. The effects can be anything: extreme bad luck, forgetting an important aspect of your past, being drunk or high, being beset with the giggles, it goes on. It seems the Fae have huge imaginations when it comes to possible enchantments.
Fortunately, it will wear off. Eventually. But things are going to get weird for a while
Music festival: The fairies are running a music festival alongside all that shopping. Different venues are having music nights for Faekind. Some of the music is painfully boring, harps and flutes and all that, but not all of it is. The bars catering more to goblins, brownies, and non-High Fae are a bit more lively, with music similar to rock and roll.
In fact, some of the music might even be familiar in general. One bar has some Fae performing what sounds suspiciously like music from ELO, with a fantastic rendition of Strange Magic. Some are apparently even having human karoake nights, due to the fairy fascination with humans. They even occasionally have extremely useful prizes: like a fairy owing a future favor.
It's okay to take a look inside, maybe sing a song or two. After all, there could be something shady going on in the venues as well. It's good to have eyes everywhere.
Tinytown: Some of the Fae are quite small so a well-shielded section of the festival is tucked away inside the walls of some of the buildings. This part of the festival is where the smallest pixies and other tiny fairies have set up shop - but their customer base isn't limited to other tiny people.
You can get temporarily shrunk by magic to go inside, getting to experience a small world where thimbles can be beverage cups and stools are made of bottle caps. And it'd be good to have eyes in here.
There are two problems. One, the spell takes time to wear off and for safety reasons, can only be deactivated outside the mini-market. Two, apparently, someone accidentally released some dangerous animals in the festival. Rats and very large tarantulas, meant to sold to certain discerning myth gourmands, may wind up causing problems among the tiny denizens.
Good thing you have eyes on the place, right?

g) WILDCARD
Have a scenario idea that doesn't fit under the others? For a new character, do you want to set a more general intro before the fairy chaos? Go crazy! Do whatever you want.
Have a scenario idea that doesn't fit under the others? For a new character, do you want to set a more general intro before the fairy chaos? Go crazy! Do whatever you want.

Arrival/Welcome | Reserves | Apps
For new characters, you can handwave your character has gotten introduced to the the Guardians and Santa's Workshop at the North Pole and been asked if they're willing to go out on a mission, or write your character as appearing for the first time during a prompt, with only the brief introduction by the Man in the Moon before they found themselves in the situation.
You can also try different introductions for each prompt, trying out different versions of your character's entrance. If you app to the game, you can choose which to make game canon, or start over fresh.
Since new players especially may be uncomfortable handwaving the introduction to the Pole, please feel free to treat any prompt as a situation where a new character can wander in completely cold carrying a pizza while everything is on fire.
β Starters TDMs in game are also in-game plots, being treated as game canon unless a new player requests a thread not count. Therefore this plot is open to anyone to create starters, both new players and current players. Characters who are already in game can use the event like a normal plot (and also tag it with character tags). It counts towards AC.
If a new character isn't apped, it'll simply be treated like their temporary presence was the world's magic drawing more people in to help, after which they were sent away again.
In cases where a character isn't apped, or a new player doesn't want to count the thread as canon, and the other player would like to keep it, they can handwave that it happened with some random other character that came and was sent home.
β NPCing: The mods won't be npcing but players are free to npc any character they need for threads, like generic Fae or the fetches.
β Jack Frost: Jack Frost will be handwaved as directing everyone to their tasks but leave how they pull them off up to them. A comment will be provided below, however, if people have questions as to how something will be handwaved with Jack or how he'd answer something.
β Environment: Feel free to manipulate the environment. If you want to escape the fairy court with an improvised molotov cocktail, go crazy.
β Threading: I'd like to encourage people to experiment! Obviously ask other players if they're down first, but it could be fun to do something other than 2 person threads, like maybe 2 PCs tagging a new character and so on. Also, if you're a current player, please clearly mark OTA prompts so players of new characters know what's open.
β TDM Info: New players, in the subject of your starter please list NEW CHARACTER: Character Name | Character Canon. Since plots and tdms merge here, we'd like to make sure new characters are highlighted for people to look for.
Also, you can opt to keep threads as game canon when you app, or handwave them as not-canon and start fresh. If you decide to app in, please just let threadmates know what specific threads you want to keep as game canon.
β Invite Info: The game is invite-only, but there is an option to request an invite from the mods by noting it in the invite section of your app. In this case, it is required to give your plurk and player handle, but if you want to keep it private from public eyes, you can tell the mods in the mod contact. Players are also allowed to tdm characters even if they don't know anyone in game if they just would like a place to RP.