Premise

Apr. 21st, 2020 05:50 pm
yourkeepers: (Default)
Once, you were someone else.

Those days are lost to you now. You were taken by one of Arcadia's gentry, a member of the True Fae. Stolen away to be a piece of their collection, you forgot yourself just as you were forgotten.

Now you've slumbered for an uncertain eternity, your soul the unwilling slave of the creature you will come to call your Keeper. Your durance has been served alongside a multitude of others, twisted into shapes that suit your Master's needs: anything from a lamp, to a guard, to a faithful pet. All you remembered was this servitude, this waking dream, until the day a part of yourself came back to you.

Armed with only this memory and the fae magic still alive in your blood, you are left trapped in the labyrinthine living house that your Master kept before their disappearance. Will you band together with your kindred and fight to find the person that you once were? Will you embrace what you are and grow in strength, or will you simply fade away?

This is what you are now. You're lost, you're forgotten, and so very far from home.

You've been changed.
yourkeepers: (Default)
Changed is not a standard jamjar setting. Its base premise includes heavy elements of body horror and memory loss. Plots may frequently be strange, horrific, or simply surreal. It may not be to everyone’s taste, and that’s okay - which is why we are going to make things explicit right here and now so you can determine whether or not Changed is the game for you.


SUBJECT MATTER

Changed, by nature, will include frequent inclusion of some commonly triggering content. As to not give anyone an unpleasant surprise, here is a list of the most notable content warnings:
  • Body Horror
  • Mind Control
  • Sexuality
  • Non Con
  • Dub Con
  • Abuse
  • Slavery

Players will be asked to tag their content, but some of these themes will be omnipresent to the degree that it’s unrealistic to expect that everything will be caught. If any of these subjects are something you are completely unwilling to work with, Changed may not be a good choice of game.


PLOT AND PACING

Changed has a three to one OOC to IC time ratio, and will occasionally slow down to accommodate large plots. This is intended to give players enough time to finish threads before moving on, not to encourage a slow game, and Changed is intended to operate at a moderate pace. Events will be frequent and focus heavily on player action instead of player reaction. For every plot that comes out to universally slap every character in the face equally, there will be several other plots that’s progression depend entirely on the efforts of those involved. There are many sub plots and locations to be discovered and explored - whether or not they are ever accessed will usually rely on player proactivity.

The goal we are shooting for is to have some sort of event once every two weeks, of varying intensities. The play style we'd like to encourage is consistent attention to current events rather than a focus on long term backtagging. That isn't to say that backtagging to finish things isn't encouraged! No one likes dropped logs. But to flow with the pacing of the game there needs to be a balance, because if you don't keep up with new content in such an enclosed environment, you'll end up being left behind.

There is no set ending to the game. There is a likely end goal, which is simply escape, but how the characters get there will rely on the players. Choices will always matter, and from day one the actions of the characters will be shaping the future of the setting.

We intend to run Changed for anywhere from a year to two years, depending on how things progress. Endgame and full plot closure is the intended goal.


REAP WHAT YOU SOW

The plot of Changed will give the greatest reward to players who contribute. While some plots will affect everyone in the game, most of the attention will go to the players that explore the setting and create plot as opposed to the ones who simply wait to react. Be bold, and don’t be afraid to make your mark. There are no set endings here.

Similarly, if you treat the mods and your fellow players with respect, we will respect you. Bring your complaints and concerns to us and we will do our best to field them. Don’t expect our help if you choose to complain elsewhere.
yourkeepers: (Default)
ring any one of the specially marked bells and wait for one of us to lurch from the shadows with an answer to your problem

alternatively, scream "BISCUIT" into your telephone receiver and wait next to your mailbox for our snail mail response

alternatively, stop listening to night vale


QUIX
AIM: uncannyArtisan
Plurk: [plurk.com profile] quixocalypse
Tumbr: [tumblr.com profile] quixocalypse

HARRY
AIM: sexy biopsy
Plurk: [plurk.com profile] ormery
Tumbr: [tumblr.com profile] tigerhazard


Also, if you have a sensitive issue that you aren't comfortable talking about while logged in, this post can be used for anonymously contacting the mods! It can also be used as a general "How's My Driving" for mod issues.

The Rules:
  • Please be on your best anon behaviour. Just because you don't have a name attached doesn't justify you being rude to either the mods or to the people you are talking about. Be polite and we will do our best to help you out.
  • Please only use this entry for actually sensitive issues or offering suggestions/crit. This is not the place to ask about setting details or plot.
  • Know that if you aren't willing to attach your name to a complaint, it significantly limits what we can do about it if it's in regards to another player. While we will look into it, anonymous complaints about interpersonal stuff don't hold much water.
  • Know that if anon commenting is abused, it will be taken away.
  • yourkeepers: (Default)
    Looking for a particular item within the house? Want to know what you'll come across if you search a particular area? This is where you can come to do that!

    All you have to do is fill out the form below and the mods will initiate a scene with you based on whatever kind of hunt you are doing. Roleplaying in this form will be more summarized and to the point for the sake of expediency. Also, know that requests will not always be fulfilled, or may only be fulfilled if your character accomplishes certain actions within the scene.

    Character: [Who is doing the searching?]
    Resource: [What are they looking for?]
    Method: [What is their plan of action for finding said resource? Where are they looking? You have to give specifics here, or you will likely not get the response you're hoping here. We are looking for things like 'Searching the seventh wing of the library by looking at every book' or 'Trying to bust into a new room in the Grand Hall.']

    You will not be allowed to claim your character is in possession of an item until you've completed the thread in which they find it. Don't be afraid to bug the mods if it seems that we've forgotten your thread. All scenes will be made as brief as possible.

    Note this is for items that are not assumed basics. Basics include things like pillows from the Lounge or curtains from the Master Bedroom. Something that is obviously already in a location doesn't need to be asked for.

    Activity

    Jul. 22nd, 2013 01:24 am
    yourkeepers: (Default)
    ACTIVITY CHECK RULES

    Changed is going to be trying something a little bit different from the standard methods of DW roleplay, which means we are going to be changing aspects of it here and there over the first few months. But, on the whole, we're aiming for it to work like this:

  • there will be no set, monthly time for activity check.
  • activity check will be done randomly, meaning it might be only once every two months, or as many times as twice a month.
  • BUT, all that will be required to pass activity will be ONE post or TEN replies (from any number of threads) to any IC comm within the last TWO WEEKS.
  • generally, more than that is better, but that is the minimum requirement for a pass.
  • for a post/reply to be valid for activity check, it must be within a thread STARTED within the two week period for which that Activity Check is being held.
  • if you end up failing activity due to poor circumstance or luck and you want to keep playing, then you can make an APPEAL to the mods.

  • MAKING AN APPEAL

    If you've failed activity check but believe you should continue playing, you can make an appeal to the mods by doing one of the following:

    1) show the mods two larger activity samples (15+ comments by your character) that have been made over the last month.
    2) explain whatever bad circumstances have hampered you and ask for another try.

    Appeals will always come down to mod judgement, and whether or not they're acceptable will depend on past activity. Remember rule number two. Changed takes availability seriously, but the point is to have fun, so we will do our best to be understanding.

    HIATUSES

    Hiatuses may only last for up to TWO WEEKS at a time. Hiatuses may very well end up extending beyond that due to personal circumstances, but you will have to check back every two weeks to tell us that you need more time.

    Unless you are going to be in a circumstance where computer access will be spotty or non-existent, in which case please talk to a mod about working out a longer absence! We will work something out.

    As an important IC note: generally speaking, your character WILL NOT go back to sleep in way of hiatus explanation unless your projected hiatus is going to be especially long. The default hiatus explanation is your character going on autopilot or getting lost in the house somewhere. Believe us, there are a lot of places to get lost.

    IF YOU ARE GOING ON A HIATUS, COMMENT TO THIS POST WITH THE FOLLOWING, WITH 'HIATUS' IN THE SUBJECT LINE:


    DROPPING

    Obviously, you can drop whenever you want. There are no rules for dropping.

    IF YOU ARE DROPPING, COMMENT TO THIS POST WITH THIS STUFF, WITH 'DROP' IN THE SUBJECT LINE:
    yourkeepers: (Default)
    [community profile] thechanged:
    This comm's primary purpose is for open logs, mingling and action spam (although you can tag in prose if you want). Changed doesn't have a network comm, as the characters have no communication devices (unless, of course, they are a communication device), but if you want to note that your character has stuck up posters or notices, for example, this is where that goes, too. Other means of limited two way communication may be acquired later.

    Posts to this comm require no specific formatting, but you should note the location in the header and whether or not the log is open – all posts to this comm start out open, but if there comes a point where your post reaches critical mass and you want to keep out any further participants, you can change it to closed later.

    [community profile] theforgotten:
    Used for closed logs between a set pair or group of characters.
    Posts to this comm should be made with this header:



    [community profile] theawakened:
    The OOC comm. This should be used for any out-of-character communication that is relevant to the game, like plot discussions (however large or small the plot), announcements, introductions, etc.

    [community profile] beautifulmadness:
    The spam comm, used for both IC and OOC memes, and also for any announcements about things like streaming films. (If you are streaming a film for members of the game to watch, please only make one post about it.)

    On a related note, if the spam comm reaches a point of what the mods consider to be excessive meme activity (specifically that is distracting or detracting from actual IC material) we reserve the right to refuse meme postings, or limit their frequency.

    Taken

    Jul. 22nd, 2013 01:09 am
    yourkeepers: (Default)
    Until a character has chosen a name to go by, they will be listed as whatever half-assed descriptor Mason chooses to call them.

    THE LIST )

    Please state your canon in the subject!

    Reserves

    Jul. 22nd, 2013 01:05 am
    yourkeepers: (Default)
    RESERVES ARE: OPEN

    RULES FOR RESERVES
  • reserves last for 7 days.
  • official challenge reserves are allowed, but their due date will be when the first reserver's period expires and not after.
  • at the end of the 7 days a reserver may ask for a 3 day extension, but only if they actively post to the thread asking for it as mods will not be prompting them to do so.
  • challenge reserves may not ask for extensions, and will only receive one if the first reserve requests more time.
  • in situations where apps are considered to be of equal quality, preference will go the the first reserve.
  • reserves will be removed at midnight CST of their final day.
  • don't spam the reserves page i swear to god


  • Form:
    yourkeepers: (Default)
    STOP.

    Is this your first time here? If it is, before you proceed to submit your application, make sure you have completed the following three tasks:

    1) Read the What to Expect post. Before you apply to this game, make sure it’s one you actually want to play in.

    2) Read everything in the “Information” section of the site navigation. Most of this information isn’t stuff your character can just gradually learn if you don’t bother to read up on it now. Most of this is information they will have the gist of immediately, or be crucial to the writing of your application.

    3) Make sure to check that your character is not listed on the Previously Played section of the Taken page. If they are, you can still apply for them, but you will need to speak with a mod if you wish to play them with a different Changeling concept than the one they will apped with the first time. We can be contacted here. We will do our best to help you find a compromise that works.




    APPLICATIONS ARE: OPEN

    They'll be open until we decide that we have too many people. It could be soon, it could be never!


    PLAYER INFO
    Name:
    Preferred pronoun:
    Preferred means of contact: [AIM is highly recommended]
    Any other characters currently in-game?

    CHARACTER INFO
    Name:
    Gender:
    Age:
    Source:
    Canon Point:

    CANON
    History: [A wiki link is fine if available!]
    Personality: [This doesn't have to be a dissertation, but think about it like you've been asked how to play the character. What are their important traits to remember? Write this as the character in their natural state without the alterations introduced with the memory loss - and remember, regardless of their memories, characters will instinctively act with their original personality.]

    INTO THE HEDGE
    Seeming: [Possession, Beast, or Servant? See Seemings.]
    Role: [What were they used for by their keeper? A rain cloud for their private gardens? A slave working in their vast kitchens? A faithful pet?]
    Abilities: [What magical abilities have their gained from their transformation? For Possessions and Beasts these must be related to whatever their true form is. For Servants it will be based on the type of Fae they have been influenced by, as well as their particular role. See Fae Magic for details.]
    Description: [For Possessions and Beasts, even when appearing as their original forms they will twisted by what they have become. Think of things like books having text etched into their paper pale skin, and beasts having wings and claws. For Servants this will be their original form but skewed to be more like their Fae influences - fairest influenced will become more beautiful and graceful, ogres will become larger and stronger, and etc.]
    Reasoning: [What about your character makes them an appealing subject for this role? Justification doesn't have to be perfect - for example someone turned into an armchair doesn't need fantastic armchair credentials - but is your character a candle flame because of the warmth of their personality? Is your adventurer an atlas because of the many things they've seen? Has your brute of a mobster become like an ogre? Basically, what about your character made you decide on this role thematically?]

    MEMORIES
    First Memory: [What memory will be the one that wakes them from them sleep?]
    Another Five: [Five other memories as examples of what will be regained through events and plots. These aren't set in stone and you are free to edit this list if you think of something better as the game goes on - but we want to see a list of good examples to make sure you're prepared and also to make sure you've taken the memory guidelines into account. More memories than this will be gained in total - this is just a sampler.]

    SAMPLES
    [Two of the following four:
    a) a link to a log with at least 10 comments by your character
    b) a link to a network style post made by your character with at least 50 total comments
    c) an insightful piece of prose written from the POV of your character focusing on their internal life and thought process
    d) an insightful piece of prose written from the POV of your character focusing on them interacting with external objects and/or people]


    Application code:



    APPLICATION RULES:
  • there will be only one app accepted per player at a time.
  • challenge apps are always acceptable!
  • apps should be sent via email to thechangedmods(at)gmail.com
  • please put the word "application" in the subject, along with the character name and canon name.
  • sending the app text in the body of an email or linking to an app posted on your journal are both acceptable.


  • Example Applications:
    The Signless as a Possession by Quix
    Karkat Vantas as a Beast by Harry

    Locations

    Jul. 22nd, 2013 12:25 am
    yourkeepers: (Default)
    For more detailed information, including damage reports and claimed territory, please refer to this spreadsheet.



    Image Image Image Image
    THE GRAND HALL
    A maze of stairwells and doors, the Grand Hall is not vast in proportion so much as it is vast in sheer depth. Several layers deep and containing what must be thousands of doors, it is allegedy a portal to almost every room in the house. These tangled pathways are lit by a great number of ever-burning candles, as well as the shimmering blue light that streams in from the ornate stained glass that covers the entire upper ceiling - images chronicling historical events of strange alien worlds you've never seen. Every now and then, the glass itself will shift, animating the tale and ushering it on to the next chapter of the story.

    Of the many doors in this hall, very few are unlocked - and those still closed are sealed with something far more powerful than what mere physical force can break.


    Image Image Image Image
    THE HEARTH ROOM
    Nestled deep within the heart of the house, the Hearth Room is a warm and enclosed inner sanctum, once reserved for the Keeper's most candid contemplations. It is entered by travelling down a long spiral staircase, leading to a cozy space decorated with comfortable chairs, and a variety of small shelves that once contained a variety of favourite trinkets and books before everything but the "rebellious" items were put away for safe keeping. The far wall hosts a hearth that stands nearly six feet tall, the top of which opens up into a series of gears and pipes that channel its heat to other areas in the house. Other clockwork lines the walls in places, its ultimate purposes unknown.


    Image Image Image Image
    THE MASTER BEDROOM
    The most notable feature of the Master Bedroom is its size - that is, the beds and furniture are over twelve feet tall and proportioned to match, seemingly built to host giants. Those that have spent time within for their durance will not recall it being so large - seemingly the size difference is just another trick of the house. On the bright side, being so small makes the bedroom a vast territory of flowing silk tapestries and pristine blankets - the central bed itself could be used to host nearly two dozen people, other luxurious couches and pillows aside. Though the windows appear to lead to an outside world, they are tragically just an illusion - the landscapes behind them change on a regular basis, displaying beautiful scenery from all over the multiverse.


    Image Image Image Image
    THE DINING HALL
    The proportions of this room even more askew than those of the bedroom, the central table of the Dining Hall is at least three times the height of the average person, making the journey from the floor to the top a little more than arduous. If one can manage to scale the oversized seating and make their way to the surface, one is met with a full landscape of different food items, all of very impractical size but still very edible. Mason changes the food available on a daily basis, all of which is finely prepared, but the only drink he ever seems to make available is wine. The paintings that cover most of the walls, depicting detailed scenes of feasting and revelry, do not move, but still seem strangely alive.


    Image Image Image Image
    THE LOUNGE
    Once used for the Keeper's extravagant, personal parties, the Lounge seems just slightly larger than average in scale, making the many cushions and couches more than enough to rest on. The lighting shifts between shades of purple and blue. Living trees grow from the floor in decorative intervals, and flickering candles light the various tables. The roof appears to be a vibrant night sky, displaying alien constellations and nebulas that shift over the day.


    Image Image Image Image
    THE LIBRARY
    A matchless compendium of knowledge, the Library is a collection of information and lore gathered from across the entire multiverse. Most of it is in foreign tongues that cannot be read, or in some cases even comprehended, and it is organized into seven different wings based on content. That is, most of the time - occasionally an eighth wing will materialize from the corner of one's eye, filled with ancient books and swathed in delicate, shimmery cobwebs. Its appearances cannot be predicted, and most often vanish before they can be explored.


    Image Image Image Image
    THE INNER GARDENS
    What is called the Inner Gardens is really more like an indoor forest. The deceptively modest circular entrance way leads into a huge, naturalistic garden that bursts with trees and plant life from all over the cosmos. The areas closest to the entrance are set up in appropriately artistic arrangements, whereas the thicker areas further back become more like a lush jungle. There are several ponds as well as one larger lake near the entrance, with an artful waterfall plunging into its depths. While the gardens are actually within the house, the sky appears to reflect day and night, and the flora reacts accordingly, the night cycle filled with phosphorous lights of dazzling colours.


    Image Image Image Image
    THE STUDIO
    Despite the drab colours of is actual architecture, the Studio is filled with supplies fit for creating just about any traditional piece of art you could hope for. Tables and drawers are littered with paints and other tools. There is a cabinet in the back filled with a seemingly unlimited supply of canvases. There are several pieces of art in varying levels of progress in here - the most notable of which is a large, partially abstract painting of a woman, and what appears to be an actual woman standing stone still, covered in body paint. She even appears to be alive - but completely unresponsive.


    Image Image Image Image
    THE GAMES ROOM
    With a notably more busy and less elegant decor than the other areas, the Games Room is a treasure trove of personal entertainment both electronic and otherwise. A number of old fashioned arcade machines line its mirrored walls, and towards its back end is shelve after heaping shelve of board games and cards. While it suffers the same problem as the library in that most of the games are written in unreadable languages or concepts, at the very least it offers a pool table, a poker table with cards and chips, and a large generic gaming table towards the back. There is also another locked door.

    Memories

    Jul. 21st, 2013 11:00 pm
    yourkeepers: (Default)
    ASSUMED MEMORIES

    When your character first awakens, it’s as if their slavery is all they’ve ever known, besides that one lingering memory of freedom. They will not remember their name, age, or world of origin - they are waking up without any context for their own identity. They won’t even remember things as standard as the well known cultural standards of their people, or laws, or the names of their former homes. The only thing they will have to guide them will be their own, internal compass. Because that is the only thing left of who they were before.

    Even without any history or knowledge of where they come from, characters will behave according to their canon personalities. It will be instinctual to do so, even if they can’t remember why they are inclined to act that way. For example, if your character has a violent fear of fire thanks to a particular childhood incident, even without memory of the accident that caused the phobia, they will still react to the stimulus with intense fear. The cause of it may feel like a block in their head, or a notable absence - they won’t know why, but they will feel that it’s natural they think or behave that way.

    The same goes for their morality and preferences. They won’t remember what’s normal for their culture, specifically, but they will remember what they personally like or believe. For example, a character from modern America will not remember that their country was governed by a democracy, but they will remember the base structure of that sort of government as something that feels functional and rational - but only if that’s what they believed in the first place. A staunch anarchist will continue to feel as if the ideals of anarchy are the right ones, even if they grew up in America, because it is what they instinctively remember as being correct.

    For reference’s sake, here are a couple lists of things your characters will and won’t remember.

    Your character WILL remember:
  • skills, such as cooking, fighting, driving, or mathematics.
  • an instinctive sense of their own preferences without the restrictions of cultural context, such as base sexual identity, what kind of foods they like, etc.
  • basic needs such as eating, sleeping, sex, etc.
  • they will react to phobias and other fears as normal, even if they don’t remember why.


  • Your character WON’T remember:
  • their name: your character will never be able to remember their name or anyone else’s even if a regained memory would logically have said names spoken within it.
  • cultural context such as the name of their planet or civilization, legal and societal standards such as law or marriage (i.e. a homosexual won’t remember that heterosexual marriage is a standard, though they may have the faint feeling that their are a minority in their preference).
  • any sort of pop culture references.


  • All of these can be remembered via memory regains, of course, except for names. Names can not be remembered on account of they are no longer yours.

    FIRST MEMORY

    A character’s first memory is what frees them of their enchantment, allowing them to partially escape the physical and mental boundaries of their slavery. As memories go it should be something fairly potent - as their first independent memory, it will have the opportunity to sway their way of thinking. It should be a memory powerful enough to wake them and spur them onward.

    CATEGORIES

    While the most obvious sort of memory regain to have are recollections of specific events, Changed allows for a variety of memory classifications for some variety. The basic ones are as follows:

    Events: This is the standard ‘you remember one particular scene or instance' sort of memory. Any information that can be gleaned from what can be seen and heard comes along with it, but extended context does not. For example, a memory of being in prison would not include why you were in prison, though it may come with some sense of it having been a long or short time.

    Concepts: These are not specific instances so much as larger ideas. Good examples are things like ‘the Christian religion’, ‘the rebellion’, or ‘country music.’ While these ideas may occasionally overlap with other information, context that isn’t about the very specific subject will be very foggy or absent altogether.

    Relationships: Regaining a relationship means that you will clearly remember everything about the way you feel for another person, and about how they used to feel for you. This doesn’t give you any information about that person’s history, but it does mean that you will recall a rough outline of all your emotional highs and lows you’ve had together, your former relationship status, and way of behaving around each other.

    Groups: Remembering groups is similar to remembering a relationship, except for about a larger amount of people with all the details filed off. For example, a character might remember ‘my book club’, which would involve being able to recognize anybody who had been a part of that group and the vague generalities of the group’s dynamic and role in your life. Of course, in exchange for quantity of people, the individual relationships are still lost.

    Memories will be regained during events and other plot opportunities. They can also be lost again with death.
    yourkeepers: (Default)
    THE CAPTURE

    You weren’t always like this. As the fog leaves your mind and true wakefulness grips you, you’ll remember, fleetingly, being something more.

    You were free, once. You had a life, you had a home, and you had a name. Whoever you were, you were chosen by one of the True Fae of Arcadia, a race of god-like supernatural beings that preside over the entire multiverse, unmatched in beauty and cruelty. Born of magics more powerful than anything found in the lesser planes, they have the ability to claim what they desire from any world within their reach. Your world.

    No one else saw them come. Maybe you did, but you can’t remember. They entered your life without a sound and took you just as discreetly. They stole you away from everything you knew, and you couldn’t even scream. You were forgotten.

    Because when they took you, your Keeper left something behind in your place - they call it a Fetch, but what it really is is a perfect copy of you. In body and in mind, it is indistinguishable in every way, flawless enough to fool everyone you ever loved, but really a soulless creature spun of intricate fae magic. As you were pulled deep into the Hedge they were left to take your place, to live out the rest of your days for you so that you would not be missed.

    Swallowed by Arcadia and made the slave of your new fae master, you were changed to suit their needs. Sometimes the transformation is fast and painless, other times it is a slow and agonizing trial full of punishments and resistance. But in the end, all changelings end up the same - the brainwashed tools of their Keeper, changed in body and mind you became little more than the plaything of a god. You forgot what you were before, and you slept.

    The only difference between you and others is that, one day, you woke up again.


    THE AWAKENING

    One day you remembered, and that memory was the first key to your freedom. It happens suddenly - pushing aside the familiar songs of your unwilling role, you remembered something of who you were before. It makes your mind question, it draws you out. And as your mind begins to reclaim itself, so does you body.

    It’s not the same. Still twisted by what you’ve become, you’ve just barely escaped the bondage of your servitude. But you’re still trapped. You’ve found yourself in a maze of corridors, the halls of your Keeper’s home. Even awakened, you’re forbidden to leave, contained in the inner rooms of the house.

    The person you once were screams for escape, and maybe some day you will.

    NPCs

    Jul. 16th, 2013 09:47 pm
    yourkeepers: (Default)
    YOUR KEEPER

    For most, your Keeper will only ever be a ghost, a series of images at the edge of your thoughts. In the vague recollections of their servants, they come in a vast number of different forms. Sometimes as large and opposing, other times as gentle and unspeakably desirable - their true identity seems to shift and change as much as those recalling them. However, there are a few things that you remember.

    You remember a body as white and featureless as empty light. You remember them concealed in flowing dark fabric with patterns that could not be comprehended. You remember them being nothing and everything all at the same time.

    Most importantly, you remember wanting to do nothing more but please them, and to bend yourself to their will.

    Many changelings would only experience them briefly, as they passively enjoyed their belongings. Others, loyal servants and pets, would have more intimate relationships, but leave memories that are as uncertain as they are daunting. Their voice, ever changing, whispers in your thoughts and sings in your dreams.

    You hate them, or maybe you love them, but you are theirs.

    Fae Magic

    Jun. 23rd, 2013 01:37 am
    yourkeepers: (Default)
    Upon waking, every changeling will have abilities related to the role they served as a slave. All canon powers will be gone, unless they apply to that service, in which case they will be twisted to suit their new role.

    For example, Axel from Kingdom Hearts transformed into a candle flame will still have limited access to his fire magic. Superman transformed into a shield, however, will lose his flight, strength, and laser eyes in favour of keeping only his bulletproof skin.
    Characters who are taken with little or not supernatural abilities will gain entirely new abilities based on what they've become. The types of abilities will vary depending on that changeling's Seeming. Generally speaking, they will follow these trends:

    Possessions: Gain abilities related to their role as an object. Even if a traditionally mundane item, most Possessions will be enchanted somehow to better serve their owner. Their powers may be based on the nature of their form or on their natural enchantments. For example, even for something as mundane as a bed, their enchanted power may be causing others to fall asleep, which may carry over to their Changeling form.

    Beasts: Gain powers related to their animal form, usually manifesting beast like strength, endurance, speed, or the manifestation of additional limbs. For example, a spider may still have the ability to make webbing in their Changeling form.

    Servants: Gain the most varied assortments of abilities, they depend entirely on their role and the duties they’ve been expected to carry out and the type of fae they’ve been corrupted into. A dancer used for entertainment may have exceptional grace and speed whereas a Servant used as a cook may have a small selection of cooking related charms.


    CONTRACTS

    As a creature with fae magic in their blood, Changelings share the gentry’s natural affinity for the creation of supernaturally binding pacts. Simply put, they will find themselves able to make deals with others, but ones that come with magical reinforcement, such that either they are promises that are impossible to break or that doing so results in terrible consequences.

    For example, Character A has made a magical pact with Character B that they will not speak of a certain piece of information they have discovered. Since this contract is enforced by fae magic, when Character A decides to spill the information, they might find themselves mysteriously unable to speak, or as a consequence may find that after speaking the words that they have become mute.
     
    The nature of these pacts are flexible and the nature of a contract will be up to the players and characters involved. When in doubt, contact a mod to ask for assistance.


    ONEIROMANCY

    The magical art of dream walking, over time and experience, Changelings will find themselves of a special sort of lucid dreaming that enables themselves to move about the dreamscape and into each other’s minds. Skill at this will vary, and at a base level it will be difficult for them to effect much change. However, if a Changeling were to increase in power, they would find themselves capable of weaving together their own dreams and nightmares, and affecting the dreams of others.

    The dreamscape is a vast web of dreams, linked together by emotional connections and associations. With experience, one can learn to travel from dream to dream by following these paths. In the context of Changed, characters will only be able to access the dreams of other Changelings.

    This concept will be opened up on as it's explored in gameplay. If you'd like your character to explore these dreams, please contact a mod.

    WYRD
     
    Wyrd, simply put, is the raw magical energy that a changeling, or fae, has access to. From the start, it should be assumed that all player characters will start with a base Wyrd of 1. This simply means that they have the average amount of magical energy, and are about on par with everyone else. Regardless of one's abilities or potential before entering Arcadia, within the setting everyone will be roughly around the same degree of strength in whatever their specialty may be.
     
    However, along the way, there will be occasional opportunities for changeling to increase the strength of their Wyrd - but while their powers will become more potent in relation, this gift does not come without risks. Every level above the base Wyrd of 1 will take your character further and further from their mortal mindset.
     
    For Example:
    Wyrd 1: The standard mindset of the average changeling.
    Wyrd 2: Regained mortal memories will become faded, but still present. Interpersonal empathy with other changelings notably reduced.
    Wyrd 3: Mortal memories come and go, sometimes only faded, but sometimes with pieces missing all together. Mortal emotions such as sympathy, remorse, and regret will become difficult to experience or parse in others, unless significantly provoked. 
    Wyrd 4: A changeling at this level will not recall a life before becoming a fae, and will read to others more as a fae than a mortal. Motivations at this point become almost entirely selfish and inhuman, though appeals from beings that they once valued may have a chance of stirring faded memories. A character at Wyrd 4 will become a partial NPC - while they will mostly be given free reign, their actions will be partially under moderator control.
    Wyrd 5: This changeling has forgotten what it is to be mortal. While they might acknowledge that they were once something else, they will consider it a meaningless footnote in their new fae identity. Actions will be dictated entirely by their faeish whims. This character can only be played as a full NPC - either turned over to the moderators, or played with specific instruction.
     
    Realistically speaking, of course, the types of fae that become Keepers would have something approximating a Wyrd 10+.

    Seemings

    Apr. 21st, 2013 08:05 pm
    yourkeepers: (Default)
    POSSESSIONS

    Changeling who have had their physical form stolen from them entirely, possessions have been transformed into various tools and unmoving objects in a fae’s home. Everything from seemingly mundane objects like furniture to impressive showpieces masterwork swords and books of obscure knowledge can be spun from a mortal soul - often these objects will be enchanted, blessed with fae magic powered by the soul of the changeling inside, designed to help them fufil their task.

    Sapped of all autonomy while enslaved in this form, possessions spend their durance entranced by their role. A sword only knows joy in being wielded, a book only knows being read. A fire only remembers unknown decades of burning. Sometimes their master may call on them to flicker more brightly or turn their pages, but with so many belongings to enjoy such a thing is rare.

    However, when awakened, possessions take on an odd disjointment in form. While their transformed body will continue serving its purpose, their spirit will take a separate form that may walk free. Though this humanoid form is twisted to represent the object it truly is, it may move and think on its own again. But even as this spirit lives like flesh and blood, its true body is just as vulnerable.


    BEASTS

    Beasts are the captives that had been given the form of an animal or other creature for their durance, serving as anything from a pet, to a guard, to a beast of burden. Upon waking, their bodies take on a strange sort of duality. In Arcadia, things aren't as simple as shifting ones shape - beasts are represented by both their bestial and humanoid forms at all times, and which another person sees them as depends on how they choose to present themselves. Beasts can flicker from a man to a wolf in an instant, and just as easily back again. However, despite this flexibility of image, even when in their humanoid form, they are forever stained by aspects of their true animal shape.

    These bestial markings can vary, whether they be talons, fangs, feathers, or just an unnaturally wild appearance. Some may be as blatant as horns or hooves, others as subtle as the slit eyes of a cat. Beasts can also choose to accentuate these qualities if it suits them, lengthening claws for a confrontation or bolstering wings for flight. The abilities that beasts manifest are almost always physical, representing the strength of the creatures they have become.


    SERVANTS

    The closest to themselves, servants provide services more typical to the average slave, and retain the essence of their physical form. That is, besides one small caveat. Like everything else in Arcadia, they have been tainted by faerie magic, and over their stay they have taken on aspects of the fae themselves. The flavour of fae varies greatly, as does the power they may come to possess, but the majority can be sorted into one of four key areas.

    Fairest: Creatures of light, Fairest are known for their supernatural grace and beauty. The most noble and glamourous of fae, they are the image of the traditional sidhe or elven fairy, as well as things like pixies or sprites. Most of their magical skills involve manipulation and persuasion using their bewitching visage or feats of unearthly grace.

    Darklings: As a counter to the Fairest’s light, the Darklings are creatures of shadows. Often blessed with exceptional stealth, nimbleness, and cunning, they are primarily known for their ability to hide both themselves and valuable secrets. Most of their fairy tricks involve subterfuge, trickery, and the ability to research and retain vast quantities of strange information for their fae masters. Some also have an affinity with the dead.

    Ogres: Captured and abused by monsters, Ogres have become monsters themselves. Known for their large sizes and feats of vicious physical strength, their will to be anything but a brute is often worn down by the cruelty of their keepers. Most of their skills involve great physical strength and endurance.

    Wizened: Often snatched from their homes for no particular reason beyond terrible luck, Wizened are the small, hardened workers of the changeling world. Trained to have nimble hands for skilled labour, their statures are frequently small and twisted. Employed as anything from a soldier to a cook, most of their magic involves enhanced skill at whatever they have been set to work doing.

    FAQ

    Apr. 21st, 2013 06:38 pm
    yourkeepers: (Default)
    What's the IC/OOC time ratio like?

    1 IC day : 3 OOC days. These three days are roughly split into day, evening, and night.

    What is Changeling: the Lost?

    Changeling is a tabletop/LARP game written by White Wolf. It is basically a clever blending of various fae-related myths. It is very distinct from it's previous incarnation Changeling: the Dreaming, so don't get them confused. Typically gameplay takes place after the changelings have escaped back to their home world, but Changed will be a durance-based arc, meaning it takes place while they are still enslaved in Arcadia.

    Changeling expansion Equinox Road says blah blah blah-

    Don't care. Important to remember is that Changed is inspired by Changeling: the Lost and isn't actually intended to be played according to the book. Honestly, I haven't even read the entirety of the original sourcebook. You are free to use the books as personal inspiration, though.

    I want to be a Treeblood.

    Okay, but nobody is going to use the Changeling kith names because those classifications are pretty irrelevant in this game. Seemings have been simplified down to Possessions, Beasts, and Servants as far as Changed is concerned - of course, if the description of a particular kith in the books appeal to you, feel free to use them as inspiration and find a place they fit in Changed's structure.

    What is this game rated in terms of content?

    Changed will potentially contain a full range of adult subject matter, including violence, psychological and body horror, slavery and abuse related themes, and open sexuality. Wherever possible proper warnings will be given, but playing in this game will be acknowledging the likely presence of these themes. That said, please use proper OOC consent when it comes to springing these things on people.

    Can your character be killed?

    Yes. However, after being killed, the fae magic that binds them will gradually reform their bodies - after all, their master didn’t want his belongings being destroyed, and imbuing something with a soul makes it so much more durable. However, every time they die they will lose memories. The first time they will lose one, the second time they will lose two, and so on from there. If they ever drop to zero remaining memories they will forget themselves, fall back asleep, and be removed from the game. This character cannot be apped again, and as such all final deaths require mod permission.

    Is there a network in Changed?

    No, and there never will be. All the characters are living in pretty close quarters, after all, and there isn't anybody out there who feels the need to give everyone smartphones. There WILL be the opportunity to acquire magical nick knacks that will allow for limited one on one conversation at a distance, but those will be rare.

    But I like networks. :(

    They can be fun, but sadly they are not appropriate for this game. However, instead of a network we will have an action spam/mingling comm. Its entire purpose will be for open threads much like network posts, except its all in person action. It will also be used for stuff like posting notes on walls, leaving graffiti, and other nonsense like that. The goal is to capture the same casual tagging style as a network without the distance.

    Do characters still have to eat?

    Yes - they won't actually die without it, but they will weaken the same way they would if they were being starved to death, until they can barely move or function. Continuing to consume fae food is an important part of living in Faerie. Thankfully, at least at the start, food will be being provided courtesy of Mason, in the hopes of staving off rebellion. However, fae food is magical and consumed without producing waste.

    So, fun fact: your character no longer poops.


    POSSESSIONS

    What kind of changeling character is considered to be a Possession?

    Any character that has been turned into an object in the household collection - usually something that would have no sense of personal prerogative without having awakened. This also includes elemental forms, like being transformed into water, fire, wind, etc. If your character is the water running through a fountain, said water will stay in the fountain unless moved even if the water's spiritual self image is running around being a person.

    So, you mean it when you say I can play a table lamp?

    Yes! Or rather, you can play a person who has been transformed into a table lamp, and is now what you could call the "wandering spirit of the table lamp."

    Does this mean they are in two places at once?

    Yep. If your character's true form is a table lamp, this means the table lamp that is their actual, transformed physical body is present at the same time that their spiritual self-image is. This also means that their spiritual self-image is capable of picking up the table lamp version of themself and walking around with it.

    That's pretty messed up.

    I'm sure your character will feel the same way.

    Can the physical object form of my character move around and do things now that my character is awake?

    No, the object will continue to be stationary and/or follow its existing programming. Your character may be able to influence it in subtle ways, especially after regaining more memories, but there will be no walking candelabra in this game. Only walking candelabra ghosts.

    What happens if a Possession's spiritual form is damaged?

    Pretty normal stuff. The spirit will behave as if they've been injured like a regular person, complete with blood, wounds, and physical pain - the only difference is that they will not actually die unless their physical form is destroyed as well.

    So, you can destroy the physical form of Possessions then?

    You can. If the spiritual form is still around, then the destruction of its physical form will cause them great pain or unconsciousness until the object has time to repair itself. Since all Possessions are magical in nature, with enough time they will repair, even if the spiritual form is suffering. They are also more durable than average because of this.

    However, if both the physical form and the spiritual form are destroyed at the same time, the character will die for real and lose memories as normal.

    Can the object form of a Possession have been inherently magical even before the changeling in question awakened?

    Yup! In almost every case, actually, the object will have been enchanted in such a manner that it would have functioned for anyone using it, even before the changeling became active. These are the powers that are often transferred over to the changeling's inherent abilities.


    BEASTS

    Can I be a dragon?

    Yes! Beasts can be turned into both normal earthly animals as well as mythological ones.

    What if my character is an alien/from somewhere that isn't earth? Can they be an animal from that culture's planet/mythology as well?

    Also yes! But in the case of alternate culture's mythology there has to be actual precedent in your canon for them being a concept that exists in fact or fiction and not just something you made up.

    What do you mean that beast are both forms at the same time?

    This is some fae magical weirdness similar to the Possession's dual form. A changeling turned into a wolf doesn't ever really stop being a wolf - but the will restored by their memories allows them to reclaim a spiritual form of who they used to be. In a way, they are both at the same time, and which side they are presenting can change on a moment's notice. The spiritual form will still have some more subtle animal features though, like slitted eyes, or long ears, or claws.

    Can their body die/be destroyed?

    Yes - it is theoretically easier to kill Servants and Beasts than Possessions, but since the enslavement of your character’s soul is the important part, they will be unable to die completely and will be reformed by the fae magic binding them. Of course, like all the others, death causes increasingly dramatic memory loss which could result in them losing themselves completely. Also importantly, all injuries gained in either form will transfer between transformations.


    SERVANTS

    Can servant character have worked closely with their fae master?

    Yes, but upon awakening the details of their servitude will be pretty fuzzy, like a dream. They will remember the things they were forced to do, but they won’t remember the play by play of daily life - how long they were actually enslaved will be unclear.

    Is their body their real body, or is a spiritual one like with Beasts and Possessions?

    Their body is actually the genuine article! It’s been transformed into the body of a fae, at least in part, but it is the only body they have.

    Can their body die/be destroyed?

    Yes - it is theoretically easier to kill Servants and Beasts than Possessions, but since the enslavement of your character’s soul is the important part, they will be unable to die completely and will be reformed by the fae magic binding them. Of course, like all the others, death causes increasingly dramatic memory loss which could result in them losing themselves completely.


    THE CAPTURE

    So what happened exactly?

    A fae from Arcadia, a plain of existence higher and more unknowable than anything your character has witnessed before, has slipped into their world just long enough to kidnap your character away to their fae palace.

    Why?

    No one really knows why this is such a common fae hobby, but in this case it's because your Keeper in particular is a compulsive collector of rare things, including people.

    What is this Fetch stuff you're talking about?

    A Fetch is a clone of your character that is left in their place when they're stolen. No one else from their universe will notice the exchange, even if they were all standing around the moment it happened. A Fetch is capable of doing everything your character can do, including looking and behaving the exact same way. The only difference is that they aren't you - they are a magical construct.

    This is Changed's way of explaining how characters can come from different points in the timeline without messing things up. It isn't just handwaved timespace nonsense - characters that are taken have literally been replaced with copies that will do everything they would have done in their canon if they hadn't been removed.

    But my character had important stuff only they could do!

    Welp, their Fetch can do it too! And they will. Anything going on in a character's individual universe is just children's play to fae like this.

    What if my character's friends can see souls/auras/know the truth of a person or whatever?

    They still won't know the difference. Even if the soul isn't there, it will look and behave as if it is.

    What if my character's canon already involves fae? Would they know anything about this?

    Even fae from their setting won't know if THIS Arcadia. This is a tier above anything going on in any individual canon, including their resident fae (as similar as they might be!) and any other sort of deity or supreme being.

    Can Changeling the Lost characters be apped?

    Yes, but they can't have already been a changeling. They aren't just going to get captured twice. So really, it amounts more to a custom OC that just happens to have a changeling concept already.

    Does my character remember being transformed/brainwashed?

    Only vaguely. It's a very distant feeling thing. More intense memories may come up later, though. The details of this are flexible, but ultimately not super important to the rest of the plot.

    Can my character have tried to escape at some point during their slavery?

    Yes. They obviously failed though, and they won't remember having tried to do such a thing. Not yet.



    CHARACTERS AND APPLICATIONS

    What kind of characters do you accept?

    Changed accepts original universe characters from any sort of medium you like, as well as OCs. Canon AUs are allowed, which includes things like Davesprite from Homestuck as a canon AU of Dave, Leon as a canon AU of Squall, or Ultimate Spiderman as an AU of 616 Spiderman. Player made AUs will not be accepted.

    There will be some leeway in terms of un-fleshed out canon AUs. For example, if there is an established AU universe in your canon that features all the characters but not all the characters were seen in detail in its appearance, we will accept headcanons for AU versions of characters without specific screen time based on reasonable extrapolations.

    What is considered a canon AU?

    There's been a few points of confusion with this, so it needs some clarification. A canon AU is considered an entirely separate universe that has the same characters, but is broadly different (IE Marvel 616 vs Ultimates) OR a literal alternate universe version or character that is caused by canon, in universe actions in a setting. That is to say, a future version of a character coming to the past and getting stuck there would be considered a canon AU.

    However, AU's created by a simple change of timeline (IE character makes choice A instead of choice B) in which both character could not exist in the same universe are not acceptable. This includes apping both the young and old version of a character. Only one version of characters like this can be apped.

    Why not? They have different personalities!

    Because, in this setting, only one instance of that universe exists. Only one instance of that character exists. If they were stolen as a youth, they wouldn't be present to be stolen again in the future. Similarly, despite two different paths in a game being equally "canon", whichever one is applied for first will be considered the true one so far as Changed is concerned.

    There is only one "real" instance of most universes in this game, unless they are somehow special in that regard.

    Are there any age limits on characters?

    No, characters of all ages are acceptable.

    How much canon does a character need to be playable?

    Very little. The only time a character may be rejected for lack of canon is if they are just being introduced in current canon and it seems like there’s a good chance much more information will be revealed about them in the future, to avoid having people get jossed. Beyond that, if your extrapolations and headcanons are reasonable, it will probably be okay.

    I got rejected and I don’t know why!

    If you are rejected and really want to know why, you may reply to the rejection email asking for clarification. We may or may not end up having the time to explain our reasoning, but the form email will explain whether it your app simply needs improvement or whether you should look into a whole new concept entirely.

    If a character is dropped can they be apped again?

    In short, yes. In long, yes, but since Changed is not a game where characters can casually drift in and out of Arcadia based on their player’s whims, there may be some housekeeping to take care of if you’d like to apply for a previously played character. After a character has been played once, setting wise there is only one instance of them in game. They do not disappear from the house - they simply return to sleep. Which means that if you want the character to have a different changeling form than what their first player chose, you will need to contact a mod to figure out how this change came about in a continuity sense. We will do our best to figure out something that works.

    Wait, so, if I play a character for one week and then drop them I'll have ruined it for someone else?!

    No, actually - I wasn't sure about how this would work until the game started, but it turned out it was impractical to add every dropped character to the Previously Played list. So, instead, characters who didn't end up doing much before dropping will not be added to the list, and in the future their first appearance will just be ambiguated/handwaved so that they will not be mistaken for the new incarnation. Characters concepts will only be added to that list if the character ended up being fairly notable in their stay, and if handwaving them would be a disservice.

    Who decides how notable they are?

    I attempt to, but if you feel like I've made a mistake, either by adding someone to the list or by not adding them, please let me know! I can't always tell how important a character is from my position, and I don't want to write anybody off unfairly.

    Can they retain memories from when they were played before?

    If it’s the same player reapping, then yes. If it’s a different player, they also have an option to remember some things from before they fell asleep again, though for the sake of easy continuity these memories will be much more muddled and dreamlike in the case of a new player.

    If a Possession character is dropped, does their object form remain in playable areas of the house?

    It may or may not, depending on the nature of their form and the will of the player dropping them. When in doubt, consult a mod.

    How do you feel about playing two characters from the same canon and/or muncesting?

    As long as you aren't apping characters that are lovers or best friends or something, the mods are fine with apping more than one character from the same canon. This, of course, is always up to mod judgment - but in most cases it'll probably be okay.

    As for muncesting, we give zero fucks about that. It's completely okay for your characters to talk to each other and have a relationship, and you can feel free to thread that out or handwave it as you wish. Just as long as you aren't being super obnoxious about the elaborate interpersonal dynamics of your own two characters, we're cool.

    On that note, how many characters can a player have?

    Two is the limit at first. A player may be allowed a third character, but if only they are already exceeding expectations with their two existing characters. Not just meeting expectations, note. Exceeding. Which means that if you're really active with both your characters already you can have a third one, but just making AC isn't enough.


    SEXY QUESTIONS

    Can my character have been a sexual companion/slave as a servant, or anything else with a sexual theme?

    Yes, your character could have been used for sex. Of course, this content is to be handled with appropriate maturity and respect. Failure to do so is adequate reason to have your character removed from the game.

    Is roleplaying sex allowed?

    Yes! You can feel free to roleplay sex, full glory, right on the comm. The only thing we ask is that you give adequate warning and tag content accordingly.

    Is Changed a sex game?

    No, it's just a normal game that's chill with sexual content. Occasionally there may be pointedly sexual themes. Basically, we are well aware of the fact that Changed's premise is potent fetish fuel for a lot of people and there ain't nothin' wrong with that!

    Sexual content, however, will always be optional. You may feel free to partake as much or as little as you see fit.

    Okay so I'm playing a Beast character with a dog form just how much dog knotting is going to be going on here?

    As much or as little as you want. All we ask is that if you decide to play around with that kind of thing that you not shove it in everyone's faces and tag accordingly.

    Can I be a rank creeper about it?

    No.

    Rules

    Apr. 21st, 2013 06:26 pm
    yourkeepers: (Default)
    1. Don't be an asshole.
    I mean it you guys. This is the first and most important rule, and people can and will be subject to disciplinary action and/or booting from the game for failing to adhere to it. This covers, but is not limited to:
    • Being rude, condescending, or disrespectful to other players on an out of character level.
    • Propagating rumours and shit talk on anon comms.
    • Being consistently ornery and uncooperative in interactions with the mods.
    2. Be active!
    That is to say, pass activity check. In fact, on an average month you should be doing more than the bare minimum - there is no numbered rubric for what this requires, but generally speaking you are expected to be a realistic degree of available to other players, special circumstances aside. Continuing to just barely slip by on activity for months on end is considered breaking this rule, and it is up to mod judgment at that point whether or not the character will be dropped.

    3. Don't godmode or powerplay.
    For anybody who doesn't know, this means to take undue narrative control over other people's characters, or to unrelentingly portray your character as impossible to defeat. This is a cooperative storytelling game, and so therefore you must cooperate with other players.

    4. Don't metagame, and respect the OOC/IC line.
    Just because you know things about other characters or the game setting doesn't mean your character does. Furthermore, what happens IC is IC, and in character conflicts should not get dragged into OOC conflicts, or vice versa. See rule 1.

    5. Don't break the fourth wall.
    Fourthwalling means to have your character recognize another character's canon. Since this is a memory loss game, I think it's safe to say that - for the most part - your character's recollection of the Harry Potter novels can be one of the things that stays tucked away. Exceptions can be made for characters that are pointedly very familiar with media pop culture as an important aspect of their personality, but both the mods and the players of the characters you'd like to fourthwall must be consulted first. The default assumption is always no.

    6. Put stuff where it's supposed to be.
    Put posts in the right comm. Put complaints in people's HMD instead of publicly on the anoncomms. Put your hiatuses on the hiatus page. Put your drops on the drop page. Use the correct forms when a form is given. Follow the instructions. Abiding by this rule makes things less chaotic and horrible for everyone.

    7. Use it or lose it.
    When you are given permission to do a plot, the assumption is that you will put it into action within the next week or two. It's understandable that life may happen and you may have to delay your execution further than that, but if you do, you must ask for mod permission again. Whether or not a plot is viable may change based on other events, and so permission for most plots can and will expire if you fail to act on them.

    Similarly, in terms of plot acquire via events or Random Happenings logs, if you become unable to tag or follow through with the plot the mods withhold the right to go as far as retconning in order to hand the plot off to someone else. We try to be understanding, but if circumstances make you unable to move the plot forward at a reasonable pace it may be in the rest of the game's best interest to hand off the responsibility for that particular thread to someone else.