Spellbind Mods (
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spellgrinders2017-09-23 07:53 pm
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( TDM | #4 )


You blink and that's all it takes. At first the picture doesn't come in clear, like you're waiting for a screen to fully load -- more aptly, it's like you're waiting for a camera to focus so you can find image clarity. Before you happened to rapidly close your eyes and open them, your life was normal...well, normal for you, anyway. Fighting an alien, making a quesadilla, dying. And then that blurry picture suddenly takes over. There's a lot to take in here -- you feel weird, your surroundings are weird. Everything is just weird. For starters, there's that new piece of jewelry inserted in the space above your chest. That certainly wasn't there before you opened your eyes.
If this new little signet catches their interest, fiddling with it will result in a bit of a neural vibration in everyone else with telepathy. Nothing painful; it's actually quite pleasant. But if they do decide to play with this new jewelry, they're likely to find some seasoned telepaths (aka old coven members) in their brain space, wondering that's up. A2 ▢ Alternatively, new coven members are notorious for being bad at telepathy from the jump. Their panicked reation to this journey or confused mental state may send out some network messages that maybe they didn't realize they were sending out. Or, maybe what's pushing them over the edge are all the other voices already doing exactly that in their brain. B ▢ Unlike the previous coven members who found themselves on the hub, new recruits won't find as many supplies randomly in the forest they're suddenly in. However, like old coven members, they will come across some wild boars that aren't too happy to see the humans have returned to their stomping ground. Your character may also come across a boar with babies in tow, which means that they're even more likely to be aggressive. If your character has useful magic within them somewhere, now may be a good time to discover how to use it...? C ▢ Whether you've braved a boar encounter or avoided one entirely, there's a lot to do and see in the forest, as well as other areas of the hub! Well, "do" is debatable. But! Coven members before them have discovered some pretty nifty locations that can be stumbled upon, from a phallic fertility shrine to tree homes and passageways. |

If you eventually make it out of the forest and aren't devoured by a boar, you'll eventually come upon your new base camp. Someone (Genette) will be there with your introductory letter and a brief description of magic you now have. If you didn't discover it earlier...surprise! One thing of comfort might be that you aren't alone in this journey. There are other coven members here, fresh back from a journey to another world. If your character wants to get the lay of the land or understand what's going on a little better, they may want to hit up some of these folk for information. There's a large, gold, floating caravan hanging around next to a bonfire, and there's a back gate open that reveals something of a space pocket containing lots of different things. Luckily for new characters, the Palai from the previous world didn't want them to go hungry...which also means they'll be inundated with shrimp to eat. Hopefully they like shellfish!
E ▢ This will also be the place where they're given their first provisions. In a woven knapsack, they'll find a bag of cooked shrimp, a set of clothes (you pick the style) that may not fit, a toothbrush, and three other random objects -- dealer's choice! It's very likely that your character got something useful in there, but it's also likely you got something that your character would never use in a million years, or that doesn't fit. Time to start trading! F ▢ Finally, there's always the chance for your character to explore the big mansion next to the beach area. Actually, they may be asked to lend a hand. Everyone is tasked with unloading supplies from the caravan to the front foyer of the mansion, and there are quite a few trips to be mad. Or, alternatively, your character can slack off and play in the game room that they have. How good is your character at pool? |

If you're much more of a loner and don't want to follow the flow of things, there are of course other locations that you should probably check out. Travel to your heart's content and find something new...but there are two other points of interest you may want to discover.
H ▢ Your character may want to claim a beach house while they're at it. Some characters have disappeared from the coven over time, and some of these few may have left their belongings before departing. This makes it hard to tell what huts are free and which need to be cleared out. Might as well play roulette and see if you picked one that doesn't have an owner or not. (For the sake of the prompt, you might want to choose the former, just saying). I ▢ Wildcard prompt. Go nuts and utilize your own creativity within the setting. This can mean striking out on your own or utilizing a certain location in a different way. The world is your oyster! |
three
Drop some sweet rhymes. Telepathically, of course.]
Voices,
Telepathic words, makin' our choices.
Callin' to the herd, quiet rejoices,
Movin' little bird, now we toys is.
Rhythm,
Changin' our thoughts with 'em,
We shift the logarithm,
As if we sippin' zythum.
Flow,
Don't let yourself go,
Find your own say-so
Can't say 'yes' without 'no.'
Song,
Help us come along,
Division bell's a gong,
Is it right or wrong?
Voices, rhythm, flow, song.
Choices, with 'em, go, wrong.
no subject
where he sits outside the big house, he's smiling to himself. better than trying to block out any random voices. god, how he'd love to have his tables and get to make this somewhere where it could be recorded. maybe he'll have to find this person later, when he finally gets his hands on those again, and make it so.]
no subject
Nice beats, dude.
no subject
[either way, Dave's impressed. plus, talking to one person has the same effect as music - calms it down.]
no subject
There's a weird telepathic panic-thought of surprise, fear, horror, and, weirdly, shame and self-hatred—before Dirk manages to clamp down on it and just goes totally dead. It's the telepathic equivalent of a call going dial tone. If you'd like to make a call, please hang up and try again. If you need help, hang up and then dial the operator.
Dirk will try to speak after, oh, thirty to forty-five seconds pass. Does Dave speak before that time passes?]
no subject
Uh, dude? You there?
[the words are tinged with an honest confusion, unsure as to where that panic came from. if he said something wrong, did something to make the other guy go off. weird.]
no subject
Yeah fucking right. Not even his interest in irony can sustain that illusion. He still puts a stopper on the emotional bleedover.]
Sorry.
[a much shorter pause than last time]
I didn't know you were back.
no subject
[the confusion doesn't ebb, but something smooths over when Dave thinks, reaches through the memories of fights and time and there's a rational explanation for this easy at hand. maybe this guy will get it, maybe not.]
Another me came and popped up here, okay. He's not me - okay, he is but he's not me and I don't know what he knows. Not all the way. It's a time thing.
He leave recently?
no subject
Another chance to get it right.
Another chance not to fuck him up.
His telepathy is relatively calm, steady, but there's a distinct carefulness to it. He's scared of hurting another Dave. He's scared he shouldn't go near Dave at all.]
Time bullshit, got it.
[Another pause, and then,]
This is Dirk. Uh, your alternate universe Bro.
[So. So, if Dave wants nothing to do with him, he knows who it is. If Dave doesn't want to get near someone this destructive, then...
Then at least this time Dirk knows enough to leave Dave that space before he does too much damage.]