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Storm of Dunamai
(doo'-nam-ahee)
19th - 21st
6PM - 12 Midnight FST
(doo'-nam-ahee)
19th - 21st
6PM - 12 Midnight FST
Hello, everyone! We hope you’re having a fantastic summer so far and welcome to July! It’s taken us longer than expected to get up and running, but now we’ve got solid plans in the pipelines and are ready to rock. We thank all of you that have been waiting so patiently.
Trivantis officially opens for roleplay on the 5th to give people more time to settle and prepare for our opening event, which will run from the 19th through the 21st. A Game Master will be present during the official time slots from 6PM to 12 Midnight Furcadian Standard Time.
We’ll also be having giveaways and art raffle drawings all throughout the event period! Anyone can buy raffle tickets (starting now) and don’t have to be present to win, but all giveaways will be rewards for engaged roleplayers.
All raffle proceeds go towards supporting the dream package!
You’re encouraged to apply with your characters during this time in preparation for the grand opening as well, as this will make it easier for staff to pull their focus towards the dream during the event.
Event Details
THE STORM OF DUNAMAI is coming. The warmth of summer has begun to set in - lush blooms are turning to fruit, young animals are testing themselves, and business finds its peak through endless sunny days. It's warm most of the time, but the heat is tempered by cool ocean breezes and brief rain showers. It won’t be too long before the skies are darkened for a number of days in unabating night.
A yearly phenomenon also known as the Festival of Fever or just ‘The Dunamai’ - roughly meaning ‘the empowerment’ - is a ‘mana storm’ of raw magical power that builds and lingers out at sea before being beckoned to land by the light of the second full moon of summer. It is something from the depths of the seas, the charge of magics between continents and islands, a combination of the above, or something else entirely. It is not entirely clear, but the warning signs are always fairly reliable - many birds begin to leave in the weeks before and predators of magic (like the vaasa) begin arriving. Those sensitive to changes in pressure might be increasingly on edge as atmospheric instability of a supernatural sort builds.
It becomes dangerous to travel by sea as serpents of the deep are riled and brought to the surface - some hunt for them during this time to bring in incredibly rare and valuable reagents, but they are some of the most extreme game on the planet.
When word of these phenomena begin to spread there are many who begin traveling - shifters and mages, alchemists and religious orders, refugees of war who join these pilgrimages to the city out of convenience, ready to face the storm if it means reaching the city safely. It is a prime time to enter the city with relatively little scrutiny - or successfully make a break for it, particularly during the storm.
Unfortunately, in the time just before the storm the borders of the monster empire also become a dangerous place - slayers and enemies prey on those traveling to meet the phenomena on their ‘heathen’ pilgrimage.
HISTORY AND DOCUMENTED EFFECTS
The storm is a cultural heritage of monster culture - for two to four days of every year, the people celebrate the Festival of Fever, honoring the concept of chaos and change, of all related deities as well as those of revelry, the seas, and the winds. It is a time for shifters, for the foolish and the brave alike, for all beings under the night and the moon who celebrate the chaotic nature of absolute freedom. There are groups of minotaur who gather in the wilds outside the city to host grand celebrations under the whim of nature - any monster who thinks they can handle such a mad party is generally welcomed in their circle during this time, offered an opportunity to prove themselves in sport and drink and survival.
It is used as a rite of passage for some shifter tribes, but such a grand party does not come without courting great danger. There are fluctuations of supernatural power in the storm that affects those tied to wild magics - there are swells and dips in energy that mean such individuals are prone to instability and unpredictability. There are even reports of shifters having died due to expending too much energy shape changing uncontrollably. Those who are concerned for their health are urged to travel elsewhere for the duration of the storm season or seek expert assistance. There are temples dedicated to helping therianthropes of all kinds, primarily the Temple Of Trivia, the largest and most dedicated of all establishments in the city.
It is the firm belief of this temple and many others that the marine gods are testing the great city, cleansing it - judging the corrupt and weak, testing and rewarding the gifted, and birthing new mages and supernaturals as shifter packs run wild in a grand celebration together. The storm is sacred to the city, named for the goddess Trivia whom it is believed not only protects the city, but inspired its name due to her association with canines, the moon, magic, and aspects of chaos and change represented in her three headed form. It is the discharges of supernatural energies from the storm that are the same as the wild power of the goddess that informs the nature of these lands and lends to the frequent elemental powers of the local populace.
Therianthropes and similarly natured shifters under the storm are filled with a supernatural power that enables their shifting abilities night or day. It is overwhelming for the less experienced. Vampires similarly are empowered with their abilities at a peak and able to travel freely under the cloud cover, protected from the burning rays of the sun.
The official decree for the storm is that everyone stays inside or risks their own safety - fliers are grounded, ports are locked down, the guard remains in the upper districts and palaces looking after the higher tiers of society. In the weeks before the storm arrives, much effort is put into preparing for flooding, injury, and the potential for great catastrophe or at the very least attempted home invasion.
While the storm rages, the civilized rule of law ceases for the common folk - shifter packs can roam without judgement until the weather passes, the supernaturally charged clouds blot out the light and allow those of the night to walk freely, grazed only by the moon - which locals swear seems closer than it ever is during the festival, almost nightmarishly so if you stare too long into its silvery beams when they rarely peak out from behind the clouds.
The Power Of The Storm
While historically shifters and other supernaturals have primarily been those affected by the power of the storm, greater depths of magical craft and scientific experimentation has led to interest by many others. It also more naturally gives life to the dwarven race that rely on such raw power to charge the mineral veins of their ‘nests’. A few dwarves will also hatch at this time in overcharged veins, typically much larger and possessing the power of stonewalking - not unlike any other being born during the storm itself.
An intense lightning storm charged with supernatural magics, alchemists and engineers have developed methods of gathering the power in the towers of the palaces and temples - so too have many a mage and meddler, who make up a fair number in the ranks of the pilgrimages. There are lighting conductor rods attached to some of the more elevated temples, where diviners inside seclude themselves in chambers to meditate. Some place themselves directly in the storm itself, hoping to be struck by the will of the gods - quite literally.
The Storm Born
The 'storm born' or dunastes. Beloved of the cult of dunamai who welcomes all children of darkness, encouraging them to find healthy ways to live their lives in balance between being free and being civilized. There are two types: those born naturally during the storm and granted elemental power or rarely those struck by lightning during the surges of supernatural power.
The Cult of Dunamai
A dedicated cult whom believe those ‘blessed’ by the storm are worthy of veneration, but some are not so sure their intentions are entirely benevolent.
The Herb Of Enlightenment
A gift to their shifter children after the storm ceases each year, the gods send a boon in the form of a rare and powerful plant, a special flowering grass known for remarkable healing properties. It is a prized system cleanser and helps shifters rest and recover after their ordeals - many can be found grazing on the pale green sprouts after the storm and the smell is notably inviting. It can also be made into a powerful tea to cure many ailments, but the buds and leaves lose potency after a matter of days and the plants only last about a week before withering away until next year.
Roleplay Suggestions
While a game master will be on duty to assist you with NPC if needed and offer flavor during the live periods, for the most part you will be encouraged to use the storm as a prompt to develop your own scenes with other players! There will be daily updates going over important occurrences and offering more detailed information for you to work from. Here are some key points to potentially inspire you:
- The majority of the city will be indoors, forming large groups of the more sane and less magically inclined - particularly in crowded inns and temples.
- In general most shifters will be energized by and driven varying levels of manic by the storm. It is a strong attractant with an almost siren like call, an exciting and warm and welcoming embrace of electrical discharge in the air that whispers into their ears. It offers them the chance to be themselves in a manner more free than most have ever experienced, but it also comes with the potential danger of the less experienced overexerting their bodies.
- Vampires can remain awake and roam freely under the cloud cover - for some it is a grand hunting opportunity, but for others it is a time of exploration.
- Those in the guard or of a more volunteer oriented nature are going to be very busy - keeping citizens safe from shifters and vampires (most of which are dissuaded from the city proper by protective charms or in the rare case of the palace, magically charged barriers), working to contain and hold back flood waters, and similar.
- However, even more busy are those looking to protect their homes and businesses - especially merchants with only wagons and farmers trying to keep their livestock safe.
- It goes without saying that the quarry across the strait is having a very bad time during the storm, dealing with some of the most extreme conditions and with the least protection or resources. A notable number of slaves and prisoners are expected to be lost, but not all through death - some of the more skilled use this time every year to make an escape.
- While most academic types that come to experience the storm are mages, there are also herbalists and druids who come to study the 'herb of enlightenment' so integrally dependent on the energy of the storm.
Raffle and Giveaway
$1 Sketch Group:
[1] Colour Sketch from Goo (Art)
$5 Art Group:
[1] simple fullbody art piece from Guladomi (Art)
[1] 'Little Golden Book' portrait by Rigby (Art)
[1] flat-colour partial-body piece from Toreth (Art)
[1] painted monochrome portrait (bust) from Toreth (Art)
[1] Colour Sketch from Goo (Art)
$5 Art Group:
[1] simple fullbody art piece from Guladomi (Art)
[1] 'Little Golden Book' portrait by Rigby (Art)
[1] flat-colour partial-body piece from Toreth (Art)
[1] painted monochrome portrait (bust) from Toreth (Art)
All raffle proceeds go towards supporting the dream package! Please send your entries in the form of GD to the uploading alt, Trivantis with a PM to Tate. If you don't play Furcadia or would rather support the group package here on RPR, you can send your entry by PayPal as well - speak to Coltara! Any questions can be asked in the thread where we'll be announcing winners here.
Giveaways throughout the event will cater to both RPR and Furcadia users, including lifer digos, two Hourglasses of Epicness (that grant six months of epicness each), and other goodies like smaller RPR upgrades, minor in-dream perks, and potentially surprise sketches for art raffle participants! There are over twenty prizes in all to be had and nobody can win twice, so come join us!
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