| DauphinMare / Riverfell Mods ( @ 2018-10-17 01:58:00 |
| Entry tags: | !dauphinmare, dm setting |
DauphinMare Setting
Arrival
Your character will find him or herself in a strange new room upon waking. The bed may be the same. The layout may be similar. The belongings are different.
The room is sparsely furnished with a standard sized bed, a dresser, a nightstand, an armchair, a mirror, and a desk. There is a small bathroom with a shower to one side of the bedroom, and a small closet to the other side.
There is a set of generic clothing (one size fits most brand) in the top drawer of the dresser. In the top drawer of the nightstand is a paperclipped stack of bills, and a few otherwise blank ones with "I.O.U" printed on them.
On the desk, there is a communication device of some sort - something your character would recognize as a way to communicate via writing. A book, a laptop, an Etch-a-Sketch, something. This device will show messages from other characters in the area, and your character can use it to contact them.
Also on the desk, held down with a glass paperweight with a butterfly in it, is a note. The note reads as follows:
Hello, and welcome to DauphinMare -
I am Icetenari StormFyre, and for the time being I am the one to come to with any and all questions you may have. I can be found in the town hall, or you can leave a message for me and I will meet you in your preferred location.
You are here because the Powers that Be have decided you possess a quality or qualities that would aid them in their struggle. In DauphinMare, you will be aiding the side of Order and light. Perhaps you are a magician or a warrior. Perhaps you are a strategist, or a mediator. Perhaps your skill is as of yet unknown to you, but it will manifest in time.
While you are here, you are encouraged to make this your home. There are shops and eaterys, and to get you started there is some cash and clothing in the drawers. The food in the cafeteria is free to all who were summoned here, though if your tastes run to more exotic fare, that can be found in the various establishments.
Should you desire, you may seek employment in any of the establishments that are hiring.
Myself and Laurel Valor are the contact points in DauphinMare. Should you find you have questions, or if someone has questions for you, we ask that you point them at us, for the sake of safety. We are at war, and the other side is not above sending spies to us.
Thank you, and have a pleasant day.
Icetenari StormFyre
Beneath the note are a few more pages that give your character a little more of an idea of the town.
Outside
DauphinMare could be considered a coastal town. Mountain encircle the town, creating the north-west and west borders, as well as most of the southern and south-eastern ones. The forest and orchard are located due north of the residential area. The business section of the town is located to the southwest of the residential area. Most of the shopping areas will be at the base of the mountains, and some of them are perched on moderate hills.
The north-eastern border is the ocean with a white-sand beach. There is a cove to the northeast, thickly shrouded with jungle-esque trees. Within the cove are a few driftwood trees - and a portal like the one at the gate.
The gate, which would presumably lead one in and out of town, but actually does no such thing, is located south of the residential area. The portal there is marked with an archway.
The center of town is the residential area - you're equidistant from everything.
There are two moons in DauphinMare, running on a standard 28 day lunar cycle. One is New when the other is Full. Lunar-governed weres showing up in DM may be affected by one or both moons (or neither, if that's your desire).
The mountain borders are riddled with a network of caves, some of which open out over the ocean - so watch your step. The caves have typical cave creatures - bats, spiders, two headed seal-dog things, and so on.
The Portals
Both the cove portal and the one at the gateway lead to different universes, and different timelines. There is no apparent rhyme or reason to the shifts of the portals, and they don't always lead to the same place or time. Indeed, the portals themselves may not lead to the same place or time on any given day.
Characters are welcome to explore the portals, though they run the risk of not being able to return for some time - if at all.
The Timeline
One day in game will last 3-7 real days, depending on post progress. Each day change will be labeled in the main community. Posts may be backdated if necessary (i.e., players were waiting on the outcome of one thread before starting another, though logically the new thread would have started on one day, but that day had already passed in game due to the length of time the first thread took to complete).
The Plot
The characters were drawn together to aid in the battle between Chaos and Order. The characters are pawns in a game played by the Powers, though the rules are always changing.
Established Locations (Mod governed)
Town Hall
The second largest structure in DauphinMare, settled directly in the middle of the town at the top of a small hill just above the residential area. It contains an information desk, though the natives may not be as helpful as you'd like them to be.
The Dorms
The largest structure in DauphinMare, the dorms flank the southern side of the residential area. They are fairly standard college-esque dorm, though most are single-person rooms rather than suites. Each one has the same layout and furniture as described above.
The Residences
From townhouses to cottages to treehouses, DauphinMare has everything your little heart desires in a home. All right, that's a lie. There are no mansions or ranches or even Victorian era homes. Most of them are small, one or two person homes.
The Cafeteria
Located in the lower floor of the dorms, the cafeteria is the place to go for free meals. They might not be the best you've ever tasted, but they're free meals. Perhaps this is a token compensation for all the inconvenience being transported here has caused you.
The Library
It's said you can find any book you want in the library ... no one's quite sure if that's true or not. But so far, no one's been disappointed.
The MedLab
A high-tech state of the art medical facility that appeared in DauphinMare roughly the same time Dr. Hank McCoy and Dr. Simon Tam appeared (Day 6-7).
The Potions Lab
The potions lab strongly resembles the potions classroom at Hogwarts from the Trio's era timeline. It appeared at roughly the same time Severus signed his allegiance to DauphinMare (day 5-6).
Tony's Awesome Invention Lab of Doom
Mr. Stark's Lab. Appeared when Mr. Stark did (day 9).
Pool
The pool is a standard Olympic size pool set in its own building and is reachable by going through the dorms (the door is directly across from the entrance to the dorm, and just outside of the Lounge). The pool also has a separate room for the hot tubs, and there is a rec room attached to that building as well. (day 14)
Quidditch Pitch
On the south side of town, in the slight valley past the road, is the quidditch pitch.
Established Locations (player maintained)
Didi's Emporium
Contact
didiriffic
Located on the edge of the business district nearest the residences, Didi's has a nondescript storefront, but once you're inside, everything changes. Shelf upon gleaming shelf is lined with the most bizarre and random items; some you might find every day, others that seem alien or impossible. She most definitely has the item you want, and she'll give to you, but it may not be worth the experience of coming face to face with Didi herself.
Owner description – Didi
Didi can be described in no other way than by referring to her as a rabid fangirl. She will flail relentlessly at you, ask for your autograph and snap endless pictures. Does she actually know who you are? No one really knows, but she certainly seems to think so, and she's really excited to see you.
Celestial Night Inne
Contact
ashes_like_sand
Owner: Laurel Valor
Stretched across the back of the town proper, the Celestial Night Inne looks ... well, old. While it is not worn out or fading, it has an air of oldness about it - at least on the outside. Once you step inside, you might wonder if the proprietor is missing a screw or two.
The bar stretches the short length of the building, and thirteen stools are bolted down along it. The menu on the wall seems to be translated into at least a dozen languages, and sometimes seems to shift if you look at it long enough. Most drinks and foods can be obtained here, and the price is usually in bills (though if Laurel's tending the bar, you might be able to get away with a ... favor or two).
In the far back corner, a large fishtank resides beneath a neon light. There are live fish in the tank, as well as a few pond-plants. The walls appear to have been pulled out of a medieval castle, complete with banners. Directly across from the entrance is a pale blue banner with a crescent moon on it. Directly across from the bar is a large white banner with a red flag on it. Behind the bar is a grey banner with a black and green flame design, and if you look above your head (or take a few steps in and turn for a better view) is a lime green banner with a raven's wing upon it. Laurel will be happy to regale you with the stories of the significance of the banners if you're brave enough to ask.
The center of the inne seems to be devoted to a dance floor (or an empty space, depending on who you ask), though tables and chair surround it. At the entrance, to the left, is a set of stairs leading to the rooms on the second and third floors.