Entry tags:
March 2023 Trial Event Plotting
Trial 11 Plotting Post
Welcome to our plotting post for this month's event! This plotting page doubles as our monthly CR meme. If you have questions about the trial, ask them below.
Mid-March, everyone is already expecting a trial to begin soon. The Spirits around Folkmore keep their yard sales going, but Willow is surprisingly quiet; there are no yard sales there, and the Spirits seem to be preparing for something else by filling their houses with provisions. If asked why they say "It's starting!" as if that will make everything clear... they are going to be vague since they know the trials are important to Thirteen and to the Star Children.
Birds start flocking around Folkmore, even in places where most would not see them such as Cruel Summer or Wintermute. Exile is the only place that doesn't welcome the new avian friends. The Catbus, who would probably enjoy the idea of chasing after birds, is nowhere to be seen now. Hm, wonder what that is about. Star Children and Spirirts can still travel around Folkmore with their own transportation, bikes, or by train.
Meanwhile in Willow, especially by the lakes, shadowed creatures have been trashing through camps, picnics, putting out fires, or spoiling any food you might leave outside. They were there before, but never with this intensity. It's not possible to capture one of these creatures, and if someone wants to follow after one, you will see them jumping into the Lakes and disappearing there. The howling shrieks some might hear in Willow from time to time, have become a lot more intense too... and so very loud. These howls seem to come from the Lakes, but if one tries to explore them, all they will find is mud.
Amrita whispers to anyone who approaches her: "It's time to heal the land."
Reminders:
🦊 March is a high intensity month.
Content Warnings: bird violence
when I'm above the trees
The sound enters your dreams first: chirping, trilling songs made up of a thousand different voices.
When you wake up, you will find massive flocks of starlings everywhere. When startled these lift off and start flying together, physically coordinating themselves into huge flocks that blot out parts of the sky. As the flock swoops and soars you will find that it changes shape; it most often forms an unearthly fox in the sky, but it can be anything.
The starlings may be destructive: they lack respect towards others’ property and feelings. They are drawn to people’s crops and gardens, and they will eat anything they can. They tend to poop everywhere, too. If they manage to get inside a house they will attack Star Children and try to evict them from their own homes! Star Children who try to fight, hurt or kill the birds, will be viciously attacked in return and can be grievously injured or even killed. (The birds, they weren't raised right.)
In spite of this, Star Children will find themselves drawn to the starlings and will eventually want to join them in their murmurations.
Familiars can use one of their existing Familiar forms, or gain a new one that allows them to fly. Myths and Legends, if they do not already have wings, will develop them. Star Children all become able to fly (temporarily or not at the player’s discretion) and will join in the murmurations of the starling as if possessed by something.
Star Children that joined murmurations will also be drawn to each other, as if they were old friends even if they have never met. It feels as if the person flying next to you is a long lost sibling or parent, or perhaps even a lover from long ago. You will both feel a sense of nostalgia - both happy and melancholy - as you fly even closer together.
While swooping in formation with the starlings and your newfound partner, you will experience one of two things:
Star Children may have a vague, mystical vision of the future. (Players can choose if it's canon, or if it's a future in game plan, etc).
Or, you and your partner may share a meaningful past memory with each other: a memory of how they overcame their hurt and actually saw happiness past it.
Once one of these options has been explored, you finally leave the flock and return to the ground. You may return to the murmuration at another time, or be satisfied with just the once.
when I'm above the trees
The sound enters your dreams first: chirping, trilling songs made up of a thousand different voices.
When you wake up, you will find massive flocks of starlings everywhere. When startled these lift off and start flying together, physically coordinating themselves into huge flocks that blot out parts of the sky. As the flock swoops and soars you will find that it changes shape; it most often forms an unearthly fox in the sky, but it can be anything.
The starlings may be destructive: they lack respect towards others’ property and feelings. They are drawn to people’s crops and gardens, and they will eat anything they can. They tend to poop everywhere, too. If they manage to get inside a house they will attack Star Children and try to evict them from their own homes! Star Children who try to fight, hurt or kill the birds, will be viciously attacked in return and can be grievously injured or even killed. (The birds, they weren't raised right.)
In spite of this, Star Children will find themselves drawn to the starlings and will eventually want to join them in their murmurations.
Familiars can use one of their existing Familiar forms, or gain a new one that allows them to fly. Myths and Legends, if they do not already have wings, will develop them. Star Children all become able to fly (temporarily or not at the player’s discretion) and will join in the murmurations of the starling as if possessed by something.
Star Children that joined murmurations will also be drawn to each other, as if they were old friends even if they have never met. It feels as if the person flying next to you is a long lost sibling or parent, or perhaps even a lover from long ago. You will both feel a sense of nostalgia - both happy and melancholy - as you fly even closer together.
While swooping in formation with the starlings and your newfound partner, you will experience one of two things:
Star Children may have a vague, mystical vision of the future. (Players can choose if it's canon, or if it's a future in game plan, etc).
Or, you and your partner may share a meaningful past memory with each other: a memory of how they overcame their hurt and actually saw happiness past it.
Once one of these options has been explored, you finally leave the flock and return to the ground. You may return to the murmuration at another time, or be satisfied with just the once.
Content Warnings: Potential (optional) death, insects, physical mutation, body horror, environmental crisis.
past the curses and cries
Perhaps you live in Willow, or perhaps you’re there to visit the farmer’s market or have a drink at the Prancing Pony. Maybe you actually weren’t anywhere near Willow... but suddenly you see a fox and the next thing you know you’re there.
Turns out, this is not where you want to be right now.
Made out of mud, pollution and toxins, something gargantuan rises from the Lakes with a howling shriek. This Giant Warrior is an accumulation of all the pollution and toxins created by those who live in Folkmore, and of course, lore.
Its mud starts spreading through Willow and it will mutate everything it comes in contact with, changing the environment. trees will grow tall and barely let light in, fields will become overrun with slimy mosses and massive fungi, and the waters overtake some areas. In the darkest areas of Willow, strange bioluminescent plants may be the only source of light. Over everything hangs a strange, oppressive miasma.
Animals too will be mutated. Insects grow massive and strange, possessed of deadly mandibles and stingers. Other animals are stranger still: some marine animals can be seen floating through the heavy air, and there are some creatures that look like a mix of several animals or even a mix of animal and plants.
All of these animals can attack and kill, so be careful!
The only animals immune to mutation are the Fox Squirrels. These adorable critters want only to lead Star Children away from danger. They can be a bit skittish and bite, but they will apologize afterwards. Characters are welcome to keep these fox squirrels as pets.
The Giant Warrior itself cannot be fought and bested. Attempts to get close to it will result in death - you will choke to death on the air that surrounds it, or be blasted by poisonous light.
The toxic mud from the Giant Warrior seeps all over Willow. If any of it touches Star Children, they will find that they have changed roles.
Myths can become legends, legends can become familiars, familiars can become myths, and so on. You may suffer mutations to reflect your new role. New familiars, for example, can be a mix of several different animals at once. Any powers you have may go haywire during this period, whether that be your canon abilities or those gifted by your Folkmore role.
To stop the effects of the toxins and to revert the land back to normal, you must help each other to survive! Doing this creates Lore that will spread around Star Children - this combats the miasma and sludge of the Great Warrior, reverting mutations within the sphere of its influence. This includes the Star Children themselves, and they will return to their usual roles.
It’s clear what must be done from there: Star Children must help each other and explore Willow in order to change everything back to normal with the Lore they've created.
past the curses and cries
Perhaps you live in Willow, or perhaps you’re there to visit the farmer’s market or have a drink at the Prancing Pony. Maybe you actually weren’t anywhere near Willow... but suddenly you see a fox and the next thing you know you’re there.
Turns out, this is not where you want to be right now.
Made out of mud, pollution and toxins, something gargantuan rises from the Lakes with a howling shriek. This Giant Warrior is an accumulation of all the pollution and toxins created by those who live in Folkmore, and of course, lore.
Its mud starts spreading through Willow and it will mutate everything it comes in contact with, changing the environment. trees will grow tall and barely let light in, fields will become overrun with slimy mosses and massive fungi, and the waters overtake some areas. In the darkest areas of Willow, strange bioluminescent plants may be the only source of light. Over everything hangs a strange, oppressive miasma.
Animals too will be mutated. Insects grow massive and strange, possessed of deadly mandibles and stingers. Other animals are stranger still: some marine animals can be seen floating through the heavy air, and there are some creatures that look like a mix of several animals or even a mix of animal and plants.
All of these animals can attack and kill, so be careful!
The only animals immune to mutation are the Fox Squirrels. These adorable critters want only to lead Star Children away from danger. They can be a bit skittish and bite, but they will apologize afterwards. Characters are welcome to keep these fox squirrels as pets.
The Giant Warrior itself cannot be fought and bested. Attempts to get close to it will result in death - you will choke to death on the air that surrounds it, or be blasted by poisonous light.
The toxic mud from the Giant Warrior seeps all over Willow. If any of it touches Star Children, they will find that they have changed roles.
Myths can become legends, legends can become familiars, familiars can become myths, and so on. You may suffer mutations to reflect your new role. New familiars, for example, can be a mix of several different animals at once. Any powers you have may go haywire during this period, whether that be your canon abilities or those gifted by your Folkmore role.
To stop the effects of the toxins and to revert the land back to normal, you must help each other to survive! Doing this creates Lore that will spread around Star Children - this combats the miasma and sludge of the Great Warrior, reverting mutations within the sphere of its influence. This includes the Star Children themselves, and they will return to their usual roles.
It’s clear what must be done from there: Star Children must help each other and explore Willow in order to change everything back to normal with the Lore they've created.
Content Warnings: Insects, forced physical conflict.
your mind that stirs to the moonlight
At night, the Giant Warrior becomes the Night Walker. The mud and pollution from the Giant Warrior is filtered and cleared by the Night Walker, causing it to fade away. The Night Walker exists to heal the land from all the toxins created by those who live in it. Sadly, it will not revert back all the mutations caused by its daily counterpart: that's something for Star Children to do through the use of Lore.
As self-defense against the Star Children (the "culprits" for all the pollution), the Night Walker spreads vines as it walks through the forest. These vines will take over the Star Children bodies as if they were puppets on strings and start controlling them. The objective is to push the Star Children out of Willow, so if you are being controlled by the Night Walker you will begin fighting other Star Children! In order to escape, the vines must be cut, thus releasing the victims.
There will be other dangers, too: plants that have mutated through the day come to life at night and they are ready to attack Star Children as well. There are all manner of plant monsters just spoiling for a fight, and you will have to find your own way to defeat them!
Large insects called Ohms will be around to help characters move around as they are immune to the mutations. Despite the way they look, they are extremely friendly and curious and can be ridden like horses. Their yellow tentacles can heal any effects of mutation and toxicity in Star Children, so keep them close. Characters are welcome to keep these Ohms as pets (and as transportation) but their healing powers will no longer work after this event.
The Night Walker eventually will purify the land. Star Children, through Lore, will eventually revert all of the mutations.
Lore will spread around Folkmore and flowers will begin sprouting. Spring is finally here!
All of those who helped to revert the mutations and heal the land will receive gifts: bonsai-sized topiaries in the shape of something representative of themselves! They have, of course, their own magical powers: they are bioluminescent and they glow stronger the healthier the character they are connected to is; on the other hand, if the character isn't healthy (emotionally, mentally, physically), the glowing seems to fade.
These topiaries can be gifted to friends and family, allowing others to know how the character's health is. Characters can have as many as the players would like.
your mind that stirs to the moonlight
At night, the Giant Warrior becomes the Night Walker. The mud and pollution from the Giant Warrior is filtered and cleared by the Night Walker, causing it to fade away. The Night Walker exists to heal the land from all the toxins created by those who live in it. Sadly, it will not revert back all the mutations caused by its daily counterpart: that's something for Star Children to do through the use of Lore.
As self-defense against the Star Children (the "culprits" for all the pollution), the Night Walker spreads vines as it walks through the forest. These vines will take over the Star Children bodies as if they were puppets on strings and start controlling them. The objective is to push the Star Children out of Willow, so if you are being controlled by the Night Walker you will begin fighting other Star Children! In order to escape, the vines must be cut, thus releasing the victims.
There will be other dangers, too: plants that have mutated through the day come to life at night and they are ready to attack Star Children as well. There are all manner of plant monsters just spoiling for a fight, and you will have to find your own way to defeat them!
Large insects called Ohms will be around to help characters move around as they are immune to the mutations. Despite the way they look, they are extremely friendly and curious and can be ridden like horses. Their yellow tentacles can heal any effects of mutation and toxicity in Star Children, so keep them close. Characters are welcome to keep these Ohms as pets (and as transportation) but their healing powers will no longer work after this event.
The Night Walker eventually will purify the land. Star Children, through Lore, will eventually revert all of the mutations.
Lore will spread around Folkmore and flowers will begin sprouting. Spring is finally here!
All of those who helped to revert the mutations and heal the land will receive gifts: bonsai-sized topiaries in the shape of something representative of themselves! They have, of course, their own magical powers: they are bioluminescent and they glow stronger the healthier the character they are connected to is; on the other hand, if the character isn't healthy (emotionally, mentally, physically), the glowing seems to fade.
These topiaries can be gifted to friends and family, allowing others to know how the character's health is. Characters can have as many as the players would like.

Cobb Vanth | Star Wars | Myth
Character Name: Cobb Vanth
Permissions: 🦊 Permissions
Character Role: Myth
🦊 Manifested Traits ➟ Cobb has the horns of a krayt dragon sprouting from his temples and going back along his skull. He also has little spikes on his cheeks hidden in his beard.
🦊 Exploring ➟ Trying to get Cobb to let go of the anger and violence that makes up so much of his life. It won’t be easy and it’ll be a long road.
Public Knowledge:
🦊 [Thing] ➟ He lives in Puca Park and would be friendly towards neighbors.
🦊 [Thing] ➟ He has a prosthetic right arm that he usually covers up with long sleeves but folks can see his metal fingers.
General CR information
Wanted CR: Friends, found family, general people to be around and look after. Possibly romance depending but Cobb’s an old man and careful about those things.
Unwanted CR: Nothing too combative. Cobb’s not the most merciful or forgiving to his enemies.
Goals For Your Character:
🦊 Goal/Arc ➟ I’d like him to rise to legend one day. To do that he’s gotta move past the anger and uglier sides of himself that drive him.
Specific CR for the trials:
Trial information
Trial Reactions & Goals:
🦊 Reaction/Goal ➟ Murmurations Cobb’s flown before with a jetpack and he misses that so flying again would be great! Haven’t decided how that’ll work though. Krayt dragons are rumored to grow wings at a certain size so he may end up with temporary krayt wings. Anyone is welcome to fly with him just be aware his past is not the prettiest since he was a slave and some of the most meaningful moments of his life are ugly.
🦊 Reaction/Goal ➟ Giant Warrior Cobb would mutate into a Familiar since that’s what I thought his role might end up being at first. If you want to run around with his animal forms, that’s totally cool. He’ll be transforming into various cryptids since the man is practically a desert cryptid himself. He would fight animals and rescue others but he would know better than to go after a giant monster without a plan and some serious firepower.
🦊 Reaction/Goal ➟ Night Walker Coming from a desert planet Cobb doesn’t have much experience with plants and he’d do his best to avoid being captured. Happy to offer him up to rescue other people because that’s his job as Marshal back home.
Trial Accomplishments:
🦊 Trial Accomplishment ➟ Making connections and revealing more parts of himself. He might not necessarily be ready to reveal those parts but he needs to open up more.
Timeline of Trials: No timeline, open to working with whatever folks want.