tempusfinis: (075)
[personal profile] tempusfinis
Greetings all, and welcome to December! Time flies, doesn't it? (This is Jade, using Machina's journal because he has a paid and the mod account doesn't.)

First up, thank you to everyone who has checked in! Seeing as this is endgame, we will not be sweeping anyone who did not check-in. AC will not be required for the remainder of the game. That means there's no need to do a check-in in the future, either!

In regards to last month's event, we realize that the holidays have taken a toll on our playerbase. ICly, last month's event involved an encounter with the Crawling One. The third prompt to the event involved securing the Egg and bringing it to nest in Havenwell, regardless of whatever happened to the Crawling One.

Threads are still underway here with the Crawling One NPC, but in order to progress smoothly into our final month + epilogue month, we also wish to take a poll to decide the outcome! To be clear, we're asking this in order to decide what happened to the Crawling One based on characters' actions/interactions, threaded out or not! A sort of handwave-what-happened, if you will, just to give us a better picture for endgame.

If you can, please vote once with each character you play in the game. The poll will run until December 10th 23:59.

Poll #27955 Hugtopia Endgame/Malom Event Poll Follow-Up
Open to: Registered Users, detailed results viewable to: All, participants: 17


What did your character do during the second prompt of the event?

View Answers

My character went to the Crawling One and fought him for a resolution, and would have fought him with the intent to slay him.
1 (5.9%)

My character went to the Crawling One and fought him for a resolution, and would have fought him without intending to slay him.
0 (0.0%)

My character went to the Crawling One to talk to him in order to achieve a resolution.
8 (47.1%)

My character did not encounter the Crawling One.
8 (47.1%)

What did your character do during the third prompt of the event?

View Answers

My character helped build the nest and/or cuddled with the Egg.
15 (88.2%)

My character did not interact with the Egg.
2 (11.8%)

hugtopiamods: <user name=fontech> (nao)
[personal profile] hugtopiamods
animated teenage boy in a dark room at a computer typing rapidly with malicious glee

Last Chance CR Meme

With endgame looming on the horizon, there's no better time than the present to sort out whatever needs sorting out both OOCly and ICly! Post about what your character's been doing, their plans, your plans, what they want, what you want, all that good stuff so there's nothing left unfinished before things wrap up! Here's a quick and easy form if you want things simplified:

hugtopiamods: (Default)
[personal profile] hugtopiamods
Hello, lovely Hugtopians! A couple of things we need to discuss, so please take some time to read through this announcement in full.

1: Activity Check results

The following characters failed to post AC and will be removed:
  • Letha Regis (burntbridges)
If you think you have been removed in error or would like to reverse your removal and take a strike instead, you have three (3) days from now to contact a mod.

The following characters failed to make AC and have received a strike:
  • none!
The following characters were dropped this cycle:
  • none!

To everyone else, congratulations on completing AC!


2: World Status

It's been updated! Finally! Go check it out. Sorry about the last couple of months.


3: The Future of Hugtopia

It is probably becoming increasingly apparent, but activity and numbers across the board have been dropping over time, and while we love you all and what we've created together, all good things must come to an end. We would much rather go out with a bit of a bang rather than a fart, so to speak, so we are moving towards End Game.

so long and thanks for all the fish )
finalbows: (i'm the mover i'm the shaker)
[personal profile] finalbows
don't tell him he's only a penultimate boss. it'll hurt his feelings.

Hi there, I'm Zazo ([personal profile] zazozaliad  / [plurk.com profile] matchre ) and I'm joining the game with this theatrical fella - Kuja from Final Fantasy IX! He has a permissions page you can check if you like, though there's no questionnaire or anything on it.

I'm extremely stoked to get involved with Hugtopia! Let me know if I get a little much, though. It's been a long time since I've been in dwrp and I've mostly been doing very fast paced RP on discord til recent.

If you don't know Kuja, in short, he's a self-centered, elegant mage with a lot of insecurities he papers over with grandiosity. He's very opinionated, and used to fine things thanks to doing lots of under-handed social climbing. He is just, absolutely morally bankrupt, but! He'll probably keep a lid on mmmmmost of that til he gets more comfortable in the setting.

More contact info for the mun can be found here.

As a person, I work very erratic hours and will often be tagging from mobile when I can. Thank you for your patience.

hugtopiamods: (Default)
[personal profile] hugtopiamods
This is a reminder that Activity Check ends in 3 days on 31 October at 11:59:59PM EST.

Due to a variety of mod-related reasons, this month we are accepting CHECK-INS for AC if necessary, but you need to post to the AC page to let us know you will be staying.

If you have not posted your AC or a check-in by the time it is due, you will be removed from the game. If a removal occurs in error, please contact a mod to reverse it within 3 days of AC closing.

AC Reward points are due in 4 days on 01 November 2022 at 11:59:59PM EST. For more information on Activity Check Rules and to post your AC and Rewards, see the Activity Check Page.
hugtopiamods: (Default)
[personal profile] hugtopiamods
October (Lasohm) Plotting Post

Feel free to use this entry for plotting purposes as you please, and use the Mod Question thread below for any questions. Also, please utilize the General Plotting Comment below for any non-event related plotting for things like open mingles, parties, your own plots, etc. You can also use the Havenwell Status page for original prompt ideas.

A log will be posted on the day the event begins, but characters are welcome to create their own entries as well. This event will run from October 15th to October 31st (see the bottom note!). Click on each prompt's title to see the text. If you have any questions, feel free to direct them to the FAQ or to the Mod Question thread. Happy plotting!



PROMPT I: Boos Ex Machina
a ghost standing with head bowed and arm extended to an open curtain, past which are several more ghosts attending a party

    Spooky Scary Apparitions. On the evening of the 14th, this changes with a drop in temperature, enough to cause an early frost to crystallize at the edges of metal and glass, creeping over the autumn greens, golds, and reds; and as the artificial sun of the barrier sets, a ripple of gold energy moves across the dome to its edges. Twilight, night, and the array of alien constellations usually set upon the barrier never follow the set of the sun, and as locals gather near their windows to watch and anxiously whisper about what this means, the ground trembles as if something taking rattling, frigid breath. The barrier ripples with this quake, then become transparent, revealing the darkness of the world around. Some may worry that it's gone; it's not, for faint, golden shimmers that arc over the city can still be seen, but panic begins to set in as researchers and temple priests are summoned back to their posts in an effort to decipher the cause. For any that wish to leave at this time to Shoremere, the train remains operational.

    By morning, the barrier remains clear, the air remains cold enough to see one's breath, and a worried silence settles over the city as the tremors only grow more frequent and powerful by the hour. It's at when dawn- would would be dawn, if the sun was visible- that pale, hazy figures begin to slowly emerge from a tunnel one of the giant worms carved out a year ago, and the only tunnel to be kept closely monitored because of the sealed door it leads to.

    Ghostly Invasion.Those who had helped out with creating the corridor of lights months ago may recall the hostile apparitions that wandered outside the barrier. Unlike how the apparitions appearing outside of the barrier could appear animalistic or humanoid and ill-defined, the ones that emerge from this tunnel are distinctly Aellynians as they once appeared. Like the ones encountered beyond the barrier, fending them off can only happen when two engage in some sort of physical contact. Some have feathers, others have feline-like ears, but all bring a chilling, hungry aura with them as they slowly move throughout the city as if searching for something. What that "something" depends on the apparition:
      Hostile. These apparitions behave similarly to the ones encountered beyond the barrier, and when they appear close enough to their target, they reach out to attack. Any brush with them will cause the person to forget what they are doing, and prolonged contact with them may result in (temporary) memory loss. Some of these apparitions chant the following words: "Our planet is dying... Our planet is dying." But if you're close enough to hear them say as much, you're not likely to get away unscathed.

      Good news! Or maybe, bad news? The apparitions appear to target locals first, and a single pass of their phantom form through their robotic bodies leaves them slumped over on the ground, inert. Stop these apparitions from passing through the locals' bodies, or help bring the ones who have collapsed back to one of the research towers.
      Non-Hostile. These apparitions appear even more distinct than their counterparts, and some even bear unique facial features. However, they all appear to be on a set, looped path, migrating from the tunnel to any of the four temples, then back to the fountain with four statues in the middle of the city, where they then kneel and bow their heads. Over and over, they repeat this pilgrimage. Some may occasionally deviate to a particular house or store, but most return to the central plaza, then the tunnel, then temples, then the plaza once again. Like the other apparitions, the same cautions still apply: don't physically touch them unless you want to forget. But if you do happen to engage with them, some might even speak. What are they saying?
      "Save us..."
      "Don't add too much salt ....or you'll overpower.... the flavor, dear."
      "Where is it... my body...."
      "Is my wife still alive...? This was her house..."
      "I'm not.... ready to move on..."
      "I want this to be over..."
      "The door…"

      All throughout this, the barrier remains translucent, and the world dark. As the city becomes more saturated with these ghosts as they pour out from the tunnels, it becomes increasingly dangerous to venture anywhere without encountering them. But just as some begin to cave into hopelessness, the temple priests come up with a solution: the candles from before. Grab a partner and make a candle with them, or take one of the extras from the temples, and their light appears to attract these ghosts-- perhaps for the nostalgic "scent" from the average-sized candles that evokes memories, or the "sleeping" effect of thinner candles. Whatever the real reason, as soon as the apparition touches the flame, they vanish as if absorbed by the light, and this process turns the flame into colors of silver, pink-purple, blue-gold, and white-red. Once the spirit inhabits the candle, it no longer burns wax, and it will not extinguish. Even so, it might be best to set them somewhere safe.

    The Mysterious Door. Once enough of the apparitions are contained to the candles, the question now becomes what do we do with them? Or better yet, where did they come from? The leaders of Havenwell request volunteers to brave the tunnels that lead to the sealed door. Providing you with enough candles to attract and contain the apparitions, the only other potential adversary is the occasional earthworm; but don't worry, they are smaller in size than the ones from before, and they can be outrun.
    At the end of the labyrinth of tunnels is the sealed door, now unexpectedly open, which cannot be closed, and cannot be entered by any off-worlder. What can one see through the door? Vast, endless darkness, with mist that moves in slow, swirling currents. Be careful: apparitions can leave at any time through this portal, but apparently, they cannot renter on their own. Once it's safe enough, make the pilgrimage to carry their candle back down through the tunnels to this gate. Off-worlders will be able to extend their hand through the threshold of the door to place the candle in the darkness, setting the souls back through the mysterious entrance. Watch closely enough, and one might see how the candles are carried through the void. Unfortunately, setting a candle back in through this portal comes with a price: lethargy, malaise, illness, and exhaustion… not unlike the symptoms one experiences when venturing outside the barrier without an exosuit.


PROMPT II: Trick or Treat Yourself
a table with a basket of small pumpkins and a vase full of fall leaves. Out of focus in the background are shelves with similar decorations and string lights.

Despite the haunted goings-on, there are as ever attempts to keep Havenwell in high spirits, especially now with their established fledgling relationship with Shoremere. Naturally, the spirit of the season is coming into full swing with decorations and candles available just about everywhere one thinks to look. And while most are largely ordinary, one can happen across some with a little extra 'festivity' to them.

There are all sorts of provided decorations for the season--leaf garlands, synthetic jack o'lanterns, fake cobwebs, scented candles, just about anything one could want to make themselves as festive a display as they should ever want or need. However, in some cases the decorative efforts might just go noticed by some less-than-ordinary force, and any number of things might come along with the new fall atmosphere.

Maybe everywhere you go, sudden unpredictable showers of leaves follow you. Or your hair color continually changes to any number of warm fall colors to match the decor. Does the inexplicable smell of pumpkin spice or apple follow you everywhere you go? Or perhaps you come home one day to a gathering of small plastic skeletons having a dance party on your lawn, and abruptly find yourself in a silly costume befitting the seasons. Any number of things in the nature of the Halloween season could happen, with no clear connection between specific decorations and their unexpected side effects.


PROMPT III: We Put a Spell on You
the cast of scooby doo running to the left, pursued by a floating candle

It starts with a comically large nearly 8 foot tall candle in the city square one day that appears overnight around the mid-month mark. Then on random days at dawn, the candle shoots out a bright blue holographic flame along with some (thankfully) biodegradable glitter, and a doorway opens in the candle to reveal three colorfully dressed natives, cackling with delighted glee. The three natives emerge saying, “It is our time, Sisters!” or “Brothers, it is upon us!” depending on the day, and boast colorful, eclectic outfits in either green, burgundy, or pink. Once released, they link arms and start marching through the city, looking to cause mischief in any way they can.

Most of the natives don’t seem entirely bothered by this trio of weirdos now haunting their city, and even stop to take pictures with them on occasion, or ask them to sign autographs (which they will happily do), but offworlders may find them a little more…annoying.

Flash Mob: You may be shopping, eating, reading a book, strolling through the Botanical Gardens, anything - when suddenly you hear music start up out of nowhere. The Trio emerge, jumping up in a splash of glitter and confetti and begin singing an undeniably catchy tune, including call outs to the audience and somehow? A light show? Natives in the crowd will begin dancing as if they’re being compelled (“Oh nooooo, I can’t stop mooooving!”) and will call on anyone in the area to do the same. If you refuse to dance, natives will start trying to goad you into it, offering their hands to pull you up out of your seats, doing increasingly embarrassing dance moves like throwing a fishing line and trying to reel you in, etc. Whatever it takes to get you up and moving to the beat! Those who staunchly refuse to partake will be summarily booed by the singers and dancers alike, but those who decide to get into the mood and dance along will be applauded and - once the song ends - will find a particularly delicious candy thrown in their direction as the Trio cackle and disappear into the city once again.

Calming Circle: If you’re out and about, you may find yourself suddenly surrounded by the Trio as they link hands and dance a circle around you. “We’ve caught you! We’ve caught you! Now we’re going to eat them up! Oh, they’ll never break our circle, because they don’t know we’re so weak to love and tenderness! Oh ho!” they chant as they spin around you, skipping and cackling away. Of course, you’re free to push past them and run, but they will continue to hound you if they spot you again.

But the easiest solution is probably just to listen to them when they so negligently give away their darkest secret. Any prolonged affection shared between you and another person will have them crying dramatically, clawing at their faces like they’re being burned. “Noooo!! How could they have known! Affection! Our greatest weakness!!” they’ll scream as they scurry away to find their next “victim,” leaving a small but delectable candy treat for you behind.

Bewitchery!: Glitter bomb to the face! You’re probably minding your own business, chatting with a friend, having a nice meal, praying at a temple, whatever it is that people do, when an absolutely obscene amount of biodegradable glitter gets sprayed all over you and your companion. The culprits are, of course, the trio of tricksters and they wiggle their metal fingers at you, waggling electronic eyebrows as they declare you’re now under a truth spell. You have to confess a truth to your friend or they’ll gobble you up right then and there! If you refuse, they’ll just throw more glitter at you and stare uncomfortably until you finally relent, so you may as well. It doesn’t have to be a big truth or even anything all that shocking, but once a truth has been told, the lead “spellcaster” will toss some candy into your hands and then the three of them will slink away, vowing to get you another day….

However annoying you find their antics throughout the day, it seems darkness is the Trio’s greatest enemy, for as soon as the sun starts to set, they screech and run back to their candle. They dramatically shake fists at the sky as they retreat, crying as they go, “We’ll get you next time, my pretties!!!!” before the doors close and the blue flame turns off.

Anyone who sticks around long enough after will see three regular-looking natives sneak out the back of the candle later, returning to their normal lives until the next time they decide to bring their strange act to the city. If asked about the “trio,” however, they’ll feign complete ignorance and shock that they could miss such colorful people running around. What a shame! Maybe next time!




This event will run from October 15th to October 31st. Click on each prompt's title to see the text. If you have any questions, feel free to direct them to the FAQ or to the Mod Question thread. You can also use the Havenwell Status page or the General Plotting Comment to give you other ideas for original prompts!
hugtopiamods: (Default)
[personal profile] hugtopiamods
This is a reminder that Activity Check ends in 3 days on 30 September at 11:59:59PM EST.

If you have not posted your AC by the time it is due, you will be removed from the game. If a removal occurs in error, please contact a mod to reverse it within 3 days of AC closing.

AC Reward points are due in 4 days on 01 October 2022 at 11:59:59PM EST. For more information on Activity Check Rules and to post your AC and Rewards, see the Activity Check Page.

Poll!

Sep. 11th, 2022 06:09 pm
tempusfinis: (058)
[personal profile] tempusfinis
Hello, all! Jade here.

Okay, so on plurk I was toying around with the idea of Machina doing something potentially stupid-- like, going to explore the tunnels by himself and trying to open that door previously found in in Noctis' exploration a while back. Since no character has since gone exploring into this area, and Machina knows about this sealed door and since he's the type to do something foolish on his own for a variety of reasons, he would try to see what's beyond it.

So! Since this might potentially be something big that impacts the game at large and not just him (or others who would try to interact with him), I wanted to quickly double-check with y'all here on how we're all feeling for something like this impacting the game (in October).

So this informal poll is basically "shake things up in oct" vs "keep status quo longer", either of which I'm okay with. If more people are feeling the latter, I'm perfectly okay with Machina failing to do anything with the door and having any consequences just involve himself.
hugtopiamods: (Default)
[personal profile] hugtopiamods
This is a reminder that Activity Check ends in 3 days on 31 August at 11:59:59PM EST.

If you have not posted your AC by the time it is due, you will be removed from the game. If a removal occurs in error, please contact a mod to reverse it within 3 days of AC closing.

AC Reward points are due in 4 days on 01 September 2022 at 11:59:59PM EST. For more information on Activity Check Rules and to post your AC and Rewards, see the Activity Check Page.
hugtopiamods: (Default)
[personal profile] hugtopiamods
August (Achtom) Plotting Post

Feel free to use this entry for plotting purposes as you please, and use the Mod Question thread below for any questions. Also, please utilize the General Plotting Comment below for any non-event related plotting for things like open mingles, parties, your own plots, etc. You can also use the Havenwell Status page for original prompt ideas.

A log will be posted on the day the event begins, but characters are welcome to create their own entries as well. This event will run from August 15th to September 30th (see the bottom note!). Click on each prompt's title to see the text. If you have any questions, feel free to direct them to the FAQ or to the Mod Question thread. Happy plotting!



PROMPT I: All Aboard!
a train, decorated with lights, choo-chooing through the dark wilderness

The corridor is completed, and after a month and a half of steady work progressing well beyond the barrier, and the sound of tools hammering away above the rumbling southern storm has finally lulled as well. An invitation is sent out across the network:

Residents of Havenwell,

You are cordially and enthusiastically invited to partake in the maiden voyage of the Crystallight Rapids. We are to depart at 0900 on the 15th of Achtom from the temporary southern station. Our journey will take us into the storms beyond the city barrier in search of what else may exist beyond our borders. We intend to journey as long as the tracks are viable, barring any danger too great for the train or our staff to endure. We cannot guarantee the safety of our passengers, but those with great strength or the ability to defend themselves and those around them are especially welcome. If your spirit of adventure is high, please join us!


Those who venture out to the address provided will find an extended track (looped around to meet itself, to allow for it to turn around) through the corridor and into the edges of the city proper, and a small building set up as a much smaller version of the restored station out in the wilds. Resting at the edge of the track is the Crystallight Rapids. Sparsely decorated and built to be structurally sound more than beautiful, it is nonetheless standing out amidst the familiar architecture of the city. The front engine has numerous gleaming crystals embedded throughout its construction, and a line of crystals can be seen across each side and along the top. They are the same type of crystals that built the corridor, of course, pulsing with a soft light and built to create a protective, breathable atmosphere within the train as it journeys beyond the barrier, which means that for the first time, protective exosuits aren't required. It isn't a huge train- just an engine, a handful of passenger cars, and two storage cars. Functional and safe, with room for improvements and luxuries later, if all goes well. Being something of a test drive, this return-trip journey is free for any who wants to come aboard, but space is limited, so be sure to arrive on time!

The train will depart and venture first through the crystal corridor, and then into the grim landscape beyond with little fanfare. The tracks are in surprisingly good shape, all things considered, and those watching the windows might notice a handful of grimy robotic forms scuttling slowly in and out of underground shelters, poking at the tracks before and after the train passes by. It seems that whatever ancient technology existed ages ago had a high commitment to automated railway maintenance, and the shelters were equally well-built, so they're quite durable. Sections where those robots are not found, however, require a bit of extra work. The secondary storage container includes a set of extra pre-built railway tracks, and if the tracks ahead appear to be in disrepair, the train will stop and request volunteers to help out. There are a few options on how to proceed:
  1. if you can't or won't help, swing by the dining area of the 1st passenger car. A few replicators are available for self-serve, and if you're feeling generous, maybe put together some lunch for everyone hard at work outside. You can get food, mingle with your friends, and admire the... gruesome wasteland out there. Maybe keep an eye out for whatever might be lurking outside.

  2. assist with track repair. Brute strength and gentle mechanic hands are the combination they're looking for. Can you hold that tool for a minute? Can you hammer that metal bit into place? Shine that light a little closer? Oh, perfect, thank you for your help.

  3. search for the automated repair bots. For them to not be mending the tracks, something must have happened, and the train staff will ask for volunteers to do some search and rescue. A group will be handed a decent-sized crystal that one person will need to carry (they have backpacks available, don't worry); the carrier of the crystal should stay in the center of the group, so the light and the purifying magic covers everyone. The bots themselves are quite large, perhaps the size of a horse, so you'll likely need help to drag one back with you. Locals will be on hand to help with repairs at the train site. If all goes well, the automated bot will be fixable. If not, the map will be marked, the bot will be stored, and it'll be mended as soon as possible and returned to its duty. Be sure not to venture out too far while searching, though. It's quite dangerous still, and you wouldn't want to be left behind. When you hear the train calliope, it's time to go. Two toots, and the train's rolling!

  4. guard the train. It's a wild and angry world out there still, and plenty of danger can sneak up on those at work while the train has stopped. The usual suspects can still be found out and about, but the further south the train goes, the harsher the storm, and with it brings the occasional miniature tornado, carrying within some odd-looking large shellwalkers that, when thrown loose, scuttle around in angry confusion and lash out at anyone (or anything, be it train or track or that crucial steam vent required to run your transportation) they come across with their huge claws. Sometimes they fall out of the tornadoes. Sometimes they'll try to snap you as it spins by. Sometimes, if you're unlucky, you might be picked up and carried off, in need of a rescue from an unexpected crab tornado. A crabnado, if you will. Where in the world are these things coming from? Either way, it would really help everyone else if you'd fight some crabs.

Overall, the journey will take most of the day, and in the last hour or so, those watching the sky will see something begin to shine through the storm: tiny glimmers of a bright white light, shining upwards and arcing like a rainbow, fighting its way through the clouds.


PROMPT II: Welcome to Shoremere
A row of colorful houses line a sandy, clean beach with a pier.

After a good 6-or-so hours of train riding (full of stop-and-start for the nonsense going on above), the storm begins to clear, and a lull at last arrives. Entering the eye of the storm, the skies part, the clouds turn from black to grey to white, and at last your destination appears: a large rocky range, curved at the edges, tall enough to resemble a mountain. The tracks lead through a tunnel at the base of the stone, a dark passageway that at last opens up into a... city? Could it be? Above the tracks is an overhanging gateway with a barricade beneath (which is of course what causes the Crystallight Rapids to stop its movement). The gateway reads, in somewhat rusty and disused lettering: SHOREMERE.

a map of Shoremere, a crescent shaped town by the ocean with landmarks of a greenhouse, aquarium, and lighthouse
(click here for full version)


The town of Shoremere is a moon-shaped cove, with a smattering of housing on the main shore that looks surprisingly like Havenwell's central. The buildings cluster together in collective neighbourhoods, like small creatures huddled for safety and warmth. One huge building rests in the back, opposite the train tunnel, bright blue and gleaming in the light of the open sun. A familiar statue can be seen in the town center, but instead of four figures, there stands only one: a soft-featured woman with finned arms and legs, gills on her neck, reaching joyfully towards the sea.

Ah, yes, the sea. It won't take long for new arrivals to notice it: a long stretch of yellow and blue along the inner curve of the town's crescent, where a beautiful beach of sand and stone meets open water, clean and blue for miles. On one side, a walkway stretches out into the sea, where houses have been built on sets of stilts or floating docks, Maldives-style. The other side has rows upon rows of trees meticulously planted, and a long building of semi-transparent viridian material is nearby, giving the whole area a visage of green. At the very tip of the south crescent stands a magnificent lighthouse, a windmill on one side spinning lazily in the sea breeze, the light of its peak shining for miles- those perceptive enough to have seen it through the train windows can now recognize this to be the source. The air smells of salt and sweet potential. Overall, it's lovely.

Of course, it isn't perfect. On the edge of that miles-long beachfront, the continuation of the storm outside looms loud and ugly, pressed up against the same sort of magical barrier that exists in Havenwell, ready to smother the town as soon as its protection drops. Flashes of lightning occasionally tear through the storm, giving the town something of a violent backlight that everyone tries their best to ignore. And the barricade at the end of the train tracks implies that the residents here were not expecting pleasant company any time soon.

Speaking of residents, the arrival of a noisy train at the edge of their home of course brings the Shoremere locals out of their homes to investigate with dread and curiosity, mixed. Visitors will find a mismatch greeting them: some are fully robotic like their Havenwell neighbours, but others are hybrid/cyborg adjacent. They possess the kind of animalistic features that the Havenwell natives have imagined recently, but with metallic limbs, whirring hearts, implanted eyes, hands that can interchange between fingers, tools, or weapons like swiss army knives. They keep at a distance and watch warily while their city's leader - a priestly-looking cyborg with avian-feathered hair and clawed fingers, one mechanical leg peeking out beneath his robes - meets with the lead conductor, and they speak quietly for a little while. When they part, he steps up to greet the newcomers and his own citizens alike, welcoming everyone to Shoremere and recognizing that, no doubt, they will all have plenty of questions, but so long as everyone treats one another with respect and courtesy, everyone will be free to explore and ask whatever they please. Shoremere is at their disposal, and unless someone causes trouble, they'll share and help in whatever way they can. Understandably, the conductor and the priest will have an awful lot of discussing to do, and the two of them wander off towards the center of town, leaving citizens and newcomers to fend for themselves. Maybe... go say hello?

Speaking with the residents of Shoremere will earn you plenty of questions. What is Havenwell like? Are the people doing well? How long have you been here? Are you all so squishy, still with all your limbs? Likewise, asking questions of the people here will net both similar and very different answers to what you'd get in Havenwell. Here is a shortlist of basic information about Shoremere:
  • Most of the architecture is built through stone from beneath the mountain (which they mostly leave untouched ground-up as it acts as the perfect barricade protecting them from the storm) and driftwood from the sea, albeit after a round of purification and preservation techniques. However, there are some buildings made entirely from wood, thanks to the availability of swift-growing trees along the shore.

  • The days begin with a dusky morning fog coming off the water, petering off into warm and sunny afternoons, and end with the cool breeze of the sea in the evenings. It's very balmy most of the time, the perfect vacation zone.

  • Main industries and work done here includes sea fishing, produce growing at the greenhouse (that big translucent building to the southwest), preservation of aquatic life, and weaving from natural materials and the various plant life they've managed to keep growing here. Try not to faint at the concept of finding a real cotton shirt after so long using only synthetic…

  • The people here struggle with long-term memory and history in a similar manner but for a different reason; at least half the residents opted not to go fully automated, and thus have retained their flesh bodies, outside of cyborg implants or replacements to reduce their consumption of biomaterial and keep their bodies working in top shape for longer. As such, they live and die mostly natural lives, and some parts of history are just lost to time. Most significantly: there are children, tiny flesh-and-blood creatures with adorable animalistic traits clinging to the legs of their parents and staring at the newcomers. The children, once brave enough to greet anyone, will have approximately eight million questions, so good luck getting a word edgewise.

  • The lighthouse is the hub of spirituality in Shoremere, rather than any temples, and it houses the story of the demi-goddess featured in the center of town. The story goes that Shoremere struggled with violent storms for so long, that once upon a time there were essentially at death's door. One resident of town who was perfect and devout in all ways of life had over time developed the strongest relationship one could imagine with the Winged Lord, and for the sake of her people, she prayed that He might deliver their home from the darkness of the stormy seas. The two of them formed a pact, and through His blessing, she was consumed by the sea. (There is a good deal of philosophical debate revolving around whether this means she drowned herself, or was eaten by a giant fish, amongst other theories but none can say for sure which is true.) Through her sacrifice, the lighthouse was powered with a protective magic, and she was granted immortality as a demi-goddess subservient to the Winged Lord. While her actual name has been lost to history, the locals refer to her as Lady of the Lighthouse (or LoL for short). The temple lighthouse is maintained in honour of her gift to Shoremere, and it is the source of their town's magic barrier.

    In line with the above, the lighthouse acts as a protective tower, museum, and temple all at once. At the base of the tower sits an open basin adjacent to the main construction, where the water of the sea flows freely. It is equipped with polished stone seats where adherents can sit and commune or pray to the Winged Lord and the demi-goddess who protect their town, who wish to do so while resting in their aquatic element. The locals say that they don't exactly worship either for the most part, as the Winged Lord is long-deceased and the demi-goddess is not a proper god, but it is polite to be thankful to their benefactor, and many people have private in-house shrines devoted to other gods of their choice, so Havenwell's main four also have a place here.

  • The tall blue building in the southeastern part of the arc is a vast aquarium, housing Shoremere's equivalent of Havenwell's zoo and botanical garden. Within is a preservation facility of the various species of aquatic life that once lived aplenty in their world. Large tanks house a multitude of species, some of which may seem familiar, others completely alien. There is also an outdoor area with an observation area above, and sections where visitors can walk down and interact with the aquatic creatures that venture close enough to touch. Particular species of note in the facility are:
    • Baemodus: resembling tiny sharks about the size of an oven tray, these are small and gentle carnivores whose unique feature is essentially "mood ring" skin, smooth grey flesh that is splashed with a sudden tie-dye effect of colour when touched. One can always tell which of them has been petted or handled recently, as they are varying shades of rainbow.
    • Guyro: large disc-shaped creatures that spin through water like frisbies, using intake/outtake water pressure valves to propel themselves. Once in a while they'll propel themselves right out of the water and hit visitors in the face; if that happens, their tenders politely ask that you frisbie-fling them right back into the water where they belong, thank you.
    • Nootjar: they are basically penguins. They have goat eyes and they shriek like potoos, but they're penguins. They waddle around wherever they want, including between your legs, onto your lap, into your luggage...
    • Thalassii:oh hey, it's those giant crabs. They live in the basement which there is an underground open water cove, and are very carefully contained behind reinforced iron fences. Do not pet these.

    Another portion of the facility of note is one section of the basement which features an exhibit of deep-sea creatures; these include pictures but no life example, most of which are about as terrifying as you imagine the words "deep sea" might conjure. On the other hand, the aquarium's whale-angler fish hybrid mascot is... unexpectedly adorable? Which is good, because his visage is plastered all over the place. There's even a cut-out to take pictures with him. Kids seem to love him, anyway.

  • The northern greenhouse section of town is pretty vegetarian, as their primary source of meat in town comes from fishing. Lettuce, root vegetables (potato-adjacent), and corn-like stalks grow all seasons within the carefully cultivated greenhouse atmosphere. Outside, a subset of tree rows are devoted to the prime local fruits: Dika, the Aellyn form of mango, sweet and juicy in vibrant citrus shades, Gooba, which have a sour peeling exterior and a sweet milk-like pulp within, and Zaibe, which are heavy, hairy white shells that can be cracked open to access the fruit within. They smell like absolute death once opened, so generally their harvest is handled by the wholly robotic types who have no sense of smell, but the syrup inside is sweet as spun sugar and the soft fruit surrounding it tastes wonderfully lush either as shavings or in fruit cubes. It is encouraged that you handle with gloves or utensils, however, lest your hands smell for days.


Shoremere as a whole is quite active and easygoing, and everyone works hard day after day, but they'd be the first to admit that things have been awfully routine for a very long time. The shake-up of new arrivals is a welcome change, to be sure.


PROMPT III: Let's Go to the Beach-each, Let's Go Get a Wave
Two beach chairs turned out towards the shore, with a full, crystal-blue ocean in view.

If all of the above isn't enough to keep you busy in Shoremere, here's something left only briefly mentioned: the beach. The sun and sand call to everyone who ventures out of the train, and sooner or later you're bound to end up on the shore. If you neglected to or did not own a bathing suit, those can be easily purchased or commissioned by one of the weavers in town. Turns out the Zaibe outer shell fibers make for fantastic stretchy thread materials, and can be bleached and dyed to practically any shade. Swimsuits are also designed for the Shoremerans who have all manner of unusual body features, so they're used to quick custom orders and tail-or-wing based designs. The beach features a few miles of balmy, tropical water temperatures, and mostly smooth waves. Some things to do outside of swimming or sunbathing:

  • Surfing: while the water is mostly calm and relaxing, there will be periodic bouts of large waves that loom on the horizon and sweep through the outer rim of the water within the barrier, and when those moments occur (generally for up to an hour each day), there is usually a rush of activity on the sand. Parents will bring their children into shore to wait it out or have lunch, while a handful of adventurous locals will grab some surfboards and rush out to enjoy the ride. Offworlders are welcome to join in the fun, and many of the locals would be happy to give instructions to those who don't know how to surf yet. Maybe you'll find your new passion?

  • Fishing: a pond is all well and good, but there's something special about ocean fishing. The town has a very active fishery on the residential side, so if you're keen on giving it a shot, there's always a spare rod available somewhere amongst the community. Toss a lure off the shore, or join one of the fishing boats as they take their nets further offshore for the hardier prey. There are all kinds of strange alien fish to be captured, and the locals can teach you which are safe to eat and which are used for other things (such as lantern oil or armor scales). Those who join one of the net crew will be awarded their share of the catch, as long as they put in the work to earn it.

  • Sweets: a Shoremere special! Since the beach fruits are so beloved and grow so well, they're very common in cooking, and they make for great desserts. The beachfront has a stand that is always open with a series of wonderful fruit cups, juices, and parfaits available for the thirsty beach-goers. However... well, it is the latter half of the month, so completely at random, the sweets may have some strange effects:
    • Dried Dika Sugar Slices: self-explanatory. for some reason, you may feel compelled to run dramatically through the waves a la Baywatch. Are you on camera? Whatever, you deserve to be on camera. Strut your best stuff.

    • Gooba Milkshake: a lovely citrus foam mixture with crushed ice. You suddenly really want to visit the aquarium and play frisbee with the Guyro. The Guyro would love it if you did. The aquarium staff would love it if you didn't. Only you can decide who wins that battle of wills.

    • Sweet & Stinky: Dika and Zaibe fresh cut bricks in sweet syrup. Nothing actually happens with this one, turns out. But the paranoia of something changing after you drink it will stick with you for like an hour afterwards, so you might be insufferable to be around for a while.

    • Trio Parfait: all three fruits mixed together with a sweet ice cream formed from Gooba's milk. You gain the ability to transform into one of the aquatic creatures of the region. That's pretty cool, right? Downside is, you can't really control it or pick which one. Maybe you'll be a badass shark. Maybe you'll be a seal. Maybe you'll be the potoo penguin and just wail annoyingly at people until someone throws you in the water. Thankfully it only lasts like an hour, so you can try another parfait to see if your luck improves. That shark is definitely gonna come to you eventually.


    If anyone questions the Shoremerans about these weird effects, they are most likely to sigh, "Does that not happen in Havenwell? Must be nice. The flavour's worth it, though." And really, it is. They're all delightful.

  • Sleepovers: if you'd rather spend the night in town instead of returning to Havenwell, the locals don't exactly have a plethora of extra housing or hotels, but they do have a wealth of hospitality. Visitors will have a few choices in where to sleep.
          One: You can bunk with one of the local families (who would become your 'host' and be responsible for feeding you dinner and housing you for the night), which would be the warmest and most comfortable option, and will most likely net you a delicious meal, but can theoretically also come with a) gawking, fascinated children or doting grandma-types who talk your ear off until midnight, and b) the cultural expectation that when they come visiting in Havenwell, you'll return the favour for a night as well. This is a voluntary gesture, so no one will be housed with a local who resents their invasion, at least.
          Two: pitch up a tent, grab some blankets, and spend the night on the beach. Not the comfiest of ways to take shelter, but for those who like more privacy and don't mind the outdoors-y life, the ocean breeze and the sound of the waves can lull you to sleep quite effectively, and the night bonfires make for good storytelling or the toasting of s'mores.
          Three: have a sleepover at the aquarium! the least private, because it's still very much a public building, and there are no accommodations so you'll all be bundled together in a pile with pillows and blankets on the floor somewhere. But hey, the place has bathrooms, and wouldn't it be charming to sleep underneath the overhead tank tunnels, counting fish and imagining you're sleeping underwater?


PROMPT IV: Tourist Exchange
a person with a lion's head and a tourist-y hat holds binoculars, observing the scenery

Now that a safe route has been established, and once they manage to remove the barricade and fix the track so the darn thing can turn around again, the Crystallight Rapids will be making periodic journeys to and from Shoremere every day, once in the morning and once near sundown. The journey takes several hours, and may be subject to the occasional brief stop due to ongoing repairs (or the occasional crab crossing). Over time the journey will go more smoothly and safely, and by month's end will be at most 2 hours each way. Passengers from both towns are welcome, and after the maiden journey, are subject to a nominal dora fee for service and upkeep.

Since passage will be going both ways, that means that Shoremere locals will be visiting Havenwell, too! It will take some time for them to brave leaving town to a whole other city, but a slow trickle of visitors will gradually become the norm. Unlike Shoremere, Havenwell has plenty of spare housing, so there's lots of room for them to take up a temporary residence while they explore. Their focus will be trade for materials and tools they can't easily get in Shoremere (proper metal and metal-related tools, for example), exploring the zoo (their home has a shortage of land animals, comparatively), visiting the temples (many have never seen a full-sized temple to the gods!) and the entertainment district, which is significantly more muted back home. In short, Havenwell is being invaded by a lot of homebody furry tourists, and local businesses will see a substantial uptick in customers. It's going to be lively for a while.

Residents of Havenwell are absolutely fascinated (and smitten, let's be real) by the appearance of real physical bodies, and especially children, when some of the Shoremere families finally come calling. Some are rather grumpy about the noise and the mess, but plenty seem to activate their "doting auntie" programming and begin to spoil the kids. Said kids learn very quickly to take advantage of this generosity. Raise a glass for their poor parents. (The grumbling about noise and mess only gets louder.) The researchers in particular will be sent into a tizzy because the ancestors of their old physical forms will be here! In the literal flesh! And will probably be very annoying to the tourists, asking for samples and to study them. Their requests for research materials probably won't go over too well until they calm the heck down, though, so there won't be much progress on that front for a while.

Characters will be able to trade their resources with Shoremere in both cities- those who get apples from their replicators can trade for mangos, those who do mining or smithing can trade metalworks for wood, etc. This is a great opportunity to experience new things and gain access to resources you might have been missing within Havenwell.




A special note about this event! Given that Shoremere is an entirely new area and we wish to give players/characters a good amount of time to explore each prompt and section of this adventure to a new city, this event will be going on for two months (August/Sept). Characters are free to travel to and from Shoremere and Havenwell using the train. In September, we will still post a small sub-event for local Havenwell things, but our focus will mainly be on the train, Shoremere, and encouraging exploration thereof. So, this event will run from August 15th to September 30th. Click on each prompt's title to see the text. If you have any questions, feel free to direct them to the FAQ or to the Mod Question thread. You can also use the Havenwell Status page or the General Plotting Comment to give you other ideas for original prompts!
hugtopiamods: (Default)
[personal profile] hugtopiamods
Good day, Hugtopians! Activity Check for July 2022 has been completed! The following characters failed to post AC and will be removed:
  • none!

The following characters failed to make AC and have received a strike:
  • none!

The following characters were dropped this cycle:
  • Clifford Norman (awooligan)
  • Hythlodaeus (nomoresharks)

To everyone else, congratulations on completing AC!

Remember, your AC Rewards are due today by 11:59:59PM EST.
burntbridges: Been away so long (12 ☿ I ain't never)
[personal profile] burntbridges
 Hi everyone! I'm Bones (he/him), bringing in my lovely OC Letha Regis.

Letha is native to the year 1853, in an alternate-universe equivalent of the UK. A basic run-down of her is that she's a rich (and spoiled) banker's wife, from a noble family who all practice necromancy as an age-old tradition. She didn't realize it was weird until coming to the game, and she still thinks it's incredibly silly to shy away from death. She's also lost most of her powers, so she'll be pretty frustrated with having to do her own laundry instead of summoning chore zombies. There's some more in-depth information about her right here!

I'm a dog care specialist and work from home, so I'm pretty much always around to chatter and plot! You can catch me at dogbones#3310 on Discord or PM me on Letha's journal. (Also, I'm your man if you want any dog advice. I'm full of dog knowledge.)
hugtopiamods: (Default)
[personal profile] hugtopiamods
This is a reminder that Activity Check ends in 3 days on 31 July at 11:59:59PM EST.

If you have not posted your AC by the time it is due, you will be removed from the game. If a removal occurs in error, please contact a mod to reverse it within 3 days of AC closing.

AC Reward points are due in 4 days on 01 August 2022 at 11:59:59PM EST. For more information on Activity Check Rules and to post your AC and Rewards, see the Activity Check Page.
heir_of_dragons: (Default)
[personal profile] heir_of_dragons
Hey there everyone!! I'm Cat and it's been a hot minute since I've been in a dwrp game. I'm really excited to be joining you all here at Hugtopia!!

I'll be bringing this totally normal 18 year old OC of mine, Tyler Warrens or Tai to friends! Up until recently he didn't know magic existed - now that the veil has lifted he's not only found himself in the middle of a magical war involving his best friend, but also unintentionally made a pact with a fire dragon??? Now he's here??! What is his life, he doesn't get it, he just wants to play baseball. If you'd like to know more, I do have his history here! He's a very friendly guy, prone to giving noogies, good hugs and was probably a golden retriever in a past life. He's been assigned to the god Diacht, which sure is something he's going to just roll with. 

Feel free to add me on plurk [plurk.com profile] Enjolsass

hugtopiamods: (Default)
[personal profile] hugtopiamods
July (Lasdia) Plotting Post

Feel free to use this entry for plotting purposes as you please, and use the Mod Question thread below for any questions. Also, please utilize the General Plotting Comment below for any non-event related plotting for things like open mingles, parties, your own plots, etc. You can also use the Havenwell Status page for original prompt ideas.

A log will be posted on the day the event begins, but characters are welcome to create their own entries as well. This event will run from July 15th to July 31st. Click on each prompt's title to see the text. If you have any questions, feel free to direct them to the FAQ or to the Mod Question thread. Happy plotting!

summer days are less bummer days )
hugtopiamods: (Default)
[personal profile] hugtopiamods
Good day, Hugtopians! Activity Check for June 2022 has been completed! The following characters failed to post AC and will be removed:
  • Apollo Justice (chords_of_steel)
  • Lotor (waitatick)
If you think you have been removed in error or would like to reverse your removal and take a strike instead, you have three (3) days from now to contact a mod.

The following characters failed to make AC and have received a strike:
  • Devon Darconin (the4united)
  • Dorothy "Dot" Pratt (connectsthedots)
  • Hummy (nyakama)
As you have received a strike, you cannot take a hiatus or take another strike in the next AC period or you will be removed from the game. If you think you have received a strike in error, you have three (3) days from now to contact a mod.
The following characters were dropped this cycle:
  • none!

To everyone else, congratulations on completing AC!

Remember, your AC Rewards are due today by 11:59:59PM EST.
hugtopiamods: (Default)
[personal profile] hugtopiamods
This is a reminder that Activity Check ends in 3 days on 30 June at 11:59:59PM EST.

If you have not posted your AC by the time it is due, you will be removed from the game. If a removal occurs in error, please contact a mod to reverse it within 3 days of AC closing.

AC Reward points are due in 4 days on 01 July 2022 at 11:59:59PM EST. For more information on Activity Check Rules and to post your AC and Rewards, see the Activity Check Page.
hugtopiamods: (Default)
[personal profile] hugtopiamods
June (Dianir) Plotting Post

Feel free to use this entry for plotting purposes as you please, and use the Mod Question thread below for any questions. Also, please utilize the General Plotting Comment below for any non-event related plotting for things like open mingles, parties, your own plots, etc. You can also use the Havenwell Status page for original prompt ideas.

A log will be posted on the day the event begins, but characters are welcome to create their own entries as well. This event will run from May 15th to May 31st. Click on each prompt's title to see the text. If you have any questions, feel free to direct them to the FAQ or to the Mod Question thread. Happy plotting!



PROMPT I: Corridor of Lights
a park pathway lined by benches at night, lit by a line of streetlights '

Compared to how the weather and world beyond the barrier was a few years ago, the wilds these days appear far less harsh. While the constant storm of dust and debris appears to maintain its viciousness further out, and it is yet strong enough to obscure whatever source of light there is beyond the atmosphere, its tumultuous gusts are noticeably less harsh closer to the city itself. And, in fact, there even appears to be patches of green just outside the barrier, although the growth rapidly stops at a certain near-distance from the city. All together, this prompts those of the researchers to make an announcement: that they are allowing– no, they are asking the off-worlders for help in Phase I of repairing the mysterious train station to the south. What do they want the non-locals to do? To make a corridor meter by meter or even inch by inch if necessary, by placing the charged up crystal-conduits of last month on poles either side of a path, stringing them together with reinforced cable.
  1. As mentioned above, characters will be setting off beyond the barrier. The further characters trek as they set up the corridor, the more hazardous and darker the environment becomes. Further away from the city, even before reaching the train station ruins, light is scarce, and the world is cold, dry, and with winds as harsh as sandpaper. At some point, one's only source of light may be the flashlight attached to the exosuit front or the dim glow of the conduits themselves. Safe travels.

  2. Characters will all be given exosuits to wear beyond the barrier, which are custom-fitted to their body, as well as a conduit. While researchers encourage characters to continue engaging in touch as they march into the open, it isn't necessary to participate.They will also all be given a flare to use in case of emergency.

  3. Despite the improved quality of air beyond the barrier, staying out too long can still result in contracting a mysterious illness that involves chills, fever, malaise, and fatigue. The locals know of this illness as being borne from a mysterious miasma that permeates both air and ground outside. Touch alleviates the symptoms, but it takes time. If one is exposed while still beyond the barrier, characters can use their flare to signal for (player-discretion) NPC support to bring them back to the city. Tents will be set up by the locals to take in any injured or ill characters.

Once the corridor is fully finished with the conduits strung together by poles and cables, the makeshift highway will come to life by a dim, golden light reminiscent that of the barrier. Starting with the conduits nearest to the city, a shimmering, semi-translucent shield appears to dome over each section of the path until finally spanning its entire length, seemingly dispelling any miasma within. Just in case, though, the locals suggest to not remove one's exosuits just yet. This golden-lit corridor has an ethereal quality to it, muting the howling wind outside, as well as providing a sense of safety and warmth. A few local helpers can be seen standing in awe of this grand accomplishment, holding hands or linking arms as they marvel at the replicated barrier, walking down the path slowly. Some of them may even come up and thank the characters for their hard work. If they hadn't been made of metal, they are sure they would be shedding tears of joy.


PROMPT II: Chaining the Supply
a video game screenshot of two people attempting to capture a giant lizard in a jungle

With the highway finally established, the researchers are calling for the initiation of Phase II, involving more sets of volunteers (they know, they know, they're needy; but don't worry, they promise they'll compensate you with dora!).
  • Help with Supplies: Become a runner of supplies from point A to point B on the corridor, passing off items, cords, metal, electronics, to the next volunteer.
  • Help with Charging the Conduits: Regrettably, the consistency of the barrier surrounding the corridor is patchy in some areas. The locals are asking for help: simply engage in any form touch with someone next to a dimmer-looking conduit. They have even provided plush couches for characters to relax upon. What do you mean, that's not comfy? No worries, they'll also provide a privacy curtain for you. Alternatively, these couches can be used as a resting station for characters in need of a break.
  • Protect the Corridor: The light of the corridor is bound to attract a few curious and hostile wildlife to its source of light. Those who are brave enough may depart the safety of the corridor's barrier to combat or capture the creatures that would threaten its integrity. Please see below for list of potential wildlife encounters, and note that any engagement with these creatures generates a big risk of exposure to the miasma that may make a character severely ill and lethargic. Working with a partner is encouraged.

    For those who opt to attempt to capture some of the infected creatures, specialized nets will be provided to allow for safe catch-and-transport without making contact with the poison they exude. There will be an area designated for the captured creatures until they can be transported to one of the research labs. Some of the crystals have been moved to clear the area, and while they are held there, offworlders are encouraged to attempt a new experiment: can the crystals also purify the poison inside living creatures, as well as the air itself? If offworlders make contact within the creature's and the crystal's vicinity, can they be saved?

    If your character ends up capturing one of the creatures, please comment to this comment here noting which ones and how many.


These are the creatures that can be encountered on a character's path. Next to their names are the frequency with which they can be found and level of hostility. Characters can encounter either untainted or poisoned renditions of these creatures, if a regular version exists.
  • "The Apparitions" (uncommon - very hostile): a creature new to those both native and offworld, these ghost-like creatures can take any form, humanoid, robotic, animal. They are translucent and mostly featureless/faceless, floating from place to place and trying to stay out of sight. They prefer to perform sneak attacks, and should they make contact with someone's bare flesh or (if you're unlucky) phase through your suit, they are able to stun most people, capturing and preventing your escape as they begin to steal your thoughts. Whatever fleeting thing might pass through your mind as you make contact with them is devoured, whatever you're feeling is consumed. This effect can be halted by another person interfering and forcing the apparition to break contact, but they can only be harmed by those who have formed a physical connection with one another. Basically: don't be caught alone by one, or there will be no escape unless someone comes to your rescue. (Apparitions cannot be captured, only slain or driven away.)
  • Inky Black Spiders (common - hostile): These relatively small, black spider-like creatures have very basic melee attacks, using their fangs and their sharp legs to bite and claw at people. Those who were around in October when the wall broke will recognize them as the most common enemy back then. Their exoskeletons are hard and when they die, they smash into a black goo. They tend to travel in packs, using sheer numbers to overwhelm their prey.
  • One-Eyed Lizard (uncommon - docile): An iridescent scaly purple and green lizard approximately 8 to 10cm in length from tip to tail. It has a single eye at the top of its head that can rotate to see 360 degrees around it. This creature's main defenses are its tough hide and a spine on the tip of its tail which it whips at predators to dissuade them from eating it. It's more likely to run than fight, however, and can usually be found sunbathing on exposed rock with its eye closed.
  • "Bone Giraffe" (extremely rare - hostile): A nearly 20-foot tall, long-necked skeleton of a four-legged creature long dead with a single curved horn protruding from its skull and a sharp snout. It's usually found lying in a heap, as if it laid down and died that way. A black seven-petaled flower sometimes (but not always) grows from the skull and beneath the skeleton is an oily black film. Touching the oil slick activates the creature, which draws the oil up into the skeletal cage. Its main attacks are brute force, using its bony legs and neck to kick and slam against its prey, and its acid breath. It breathes a black fume that sizzles and burns anything it touches.
  • Rive Talon (rare - hostile - medium): In the past these creatures may have been canines of some form, now they seem to have melded with the detritus of the fallen buildings and creatures of the landscape. Extra spikes, ridges, and protrusions extend from its body at odd angles. Many of them are metal or stone, rather than bone. And some of the bones clearly were not originally its own.
  • Outskirts Hare (uncommon - docile): A shy creature, roughly the size and shape of an earth hare, covered in fuzzy-looking, curly pink hair and cat-like whiskers. Normally quite timid, this creature's poor eyesight causes it to flee when it feels threatened, and relies largely on a sense of touch to navigate its surroundings. Contact with this creature's fur is markedly pleasant, but its skin discharges an oil that causes mild skin irritation on contact when it's nervous. Active mostly at night time.
  • Ansaurini (rare - annoying): a bipedal feathered bird with sharp claws and teeth good for chomping; some possess flight capabilities, but the majority are prone to a lazy waddle. Mostly harmless and deceptively unassuming until you turn your back- and suddenly it's run off with something it stole off your person! They are excellent at escaping, though they can be traced back to their hoard, and if their collection is raided they will make a lot of noise in protest. Just watch your back- they will try again until you leave their territory. Truly, a horrible thing.


PROMPT III: Pop-Up Mouse Café
a line of five cartoon maid girls with mouse ears and tails

This month, the clergy of Ainea's temple are excited to announce a pop-up café for which people are free to volunteer or attend as guests. Whether a character decides to serve others or be served, the staff of the pop-up offers a headband with metallic mouse-ears on top for all to wear. They come in a variety of different hues of pinks and purples, colors that characters may recognize as being associated with Ainea. These headbands are wired to shift and turn with the moods of whoever is wearing them. The rest of the uniform, which includes formal black-and-white attire complete with frilled aprons, is optional. Featured items on the menu include teas and hot chocolates as well as a variety of (synthetic) artisan cheeses. Volunteers who decide to don the mouse-ears of the café will also be encouraged to serve snacks and drinks within the recovery tents set up for the workers who venture outside the barrier. Feeling ambitious? Those who manage to serve tea or cocoa to over five people in the recovery tents will be awarded a golden pin of a mouse they can proudly display on their uniform! Look your cutest, and get out there! You can also keep those ears.

At the end of the day, the staff will gather the group to take a photo together, local and off-worlder crew alike, to hang up on the temple wall. Supporting each other, coming together, and community through difficult times is a cornerstone of Ainea's teachings.




This event will run from June 15th to June 30th. Click on each prompt's title to see the text. If you have any questions, feel free to direct them to the FAQ or to the Mod Question thread. You can also use the Havenwell Status page or the General Plotting Comment to give you other ideas for original prompts!
hugtopiamods: (Default)
[personal profile] hugtopiamods
Good day, Hugtopians! Activity Check for May 2022 has been completed! The following characters failed to post AC and will be removed:
  • Farrah (brokeforgood)
If you think you have been removed in error or would like to reverse your removal and take a strike instead, you have three (3) days from now to contact a mod.

The following characters failed to make AC and have received a strike:
  • Lotor (waitatick)
As you have received a strike, you cannot take a hiatus or take another strike in the next AC period or you will be removed from the game. If you think you have received a strike in error, you have three (3) days from now to contact a mod.
The following characters were dropped this cycle:
  • none!

To everyone else, congratulations on completing AC!

Remember, your AC Rewards are due today by 11:59:59PM EST.
hugtopiamods: (Default)
[personal profile] hugtopiamods
This is a reminder that Activity Check ends in 3 days on 31 May at 11:59:59PM EST.

If you have not posted your AC by the time it is due, you will be removed from the game. If a removal occurs in error, please contact a mod to reverse it within 3 days of AC closing.

AC Reward points are due in 4 days on 01 June 2022 at 11:59:59PM EST. For more information on Activity Check Rules and to post your AC and Rewards, see the Activity Check Page.
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