Spellbind Mods (
spellbindmods) wrote in
spellgrinders2017-10-21 05:59 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
( TDM | #5 )


The foreign moon has come as close to the hub island as it possibly can, and the nocturnal deer aren't the only things acting up at this point. Those with intact spiritual intuition or with the power of emotional understanding will have felt the heaviness in the air, and as the days have dragged on that thickness has only intensified. Tonight that thickness might be explained by the heavy fog that's settled in on the island. However, that doesn't mean it's all that's making the night unsettling. All across the island, spirits are taking shape. They're humanoid in nature and completely devoid of sound -- like holographic projections with the audio broken. They flashstep around at times, and other instances they'll walk around like a normal person. Their mouths move and yet no sound escapes. They tangibility is as erratic as their movements. In one moment they have control over their solid mass, despite being translucent, but other times they can walk through walls or pass right through flesh. Their clothes are indicative of a somewhat modern time period, and sometimes they're indistinguishable from other coven members outside of their blue, sepia-toned hue. Another inconsistency is that their demeanor and actions are as varied as any modern society's. Some of these spirits are confused and angry. Some are trying to go about life as best they can. One might be able to pick up a sword and swing it, while another might want to braid your hair. Ages, strengths, dispositions...they match the state of the person as they once were. But where do new, potential coven members come into this equation.
B ▢ No matter whether your character is spirit-y or 100% as they were, the spirits in question are still going to interact with them. For this prompt, they've run into a kind spirit. Whether this is a child spirit tying to round them up into a game of tag or an adult spirit who is trying to communicate with them in some way, this spirit will be neutral or welcoming to their presence, as well as to the presence of other coven members. C ▢ Other spirits may not be so friendly. While their demeanor will mirror the type of person they were when they were alive, the spirits run on very simple and exaggerated emotions. A person with a gruff demeanor in their life will exist as an aggravated spirit. A person with violent tendencies when alive will exhibit as a malevolent ghost. This is the type of spirit you happen to have encountered. How will this interaction turn out? |
Brie's been pretty busy trying to fix the wild boar problem that the island has been having, which the results? It's hard to tell if they're paying off, yet. She's somehow smuggled out some Elto bones and tried to use them as something of an electric fence system around the boar-dense areas. The boars who are alive seem to be reacting well! Others, however, are not.
E ▢ These boars and spirits happen to be attracted to several shrines located on the island. While the religious affiliations of these shrines are unknown and vastly differ from one another, the spirits seem to be drawn towards them. If your character happens to be exploring the island and finds one of these unique locations...good luck with that hoard of spirits and/or boar zombies. F ▢ Boar zombie tusks should be avoided at all costs, but there's also another threat they pose: their bite. Instead of turning characters into the undead, their bites or their saliva results in something of an instant poisoning. Characters touched by their mouths will die temporarily, just without the whole gaudy spectacle of death. Everything will stay exactly as normal, except they too will be turned spirited. This counts for new characters and old characters -- so if you don't want your character to go ghost, you should avoid their gnashing teeth at all costs. |
Despite the creepy air the island holds right now, let's say you want to do something...normal. No boars, no spirits. Just some good ol' fashioned test driving. You have a few options, though they still may be tinged with the spirit of...spirits.
H ▢ There's also the issue of NPCs preparing for new characters -- which they did! There's the beginning of a welcome party set up, though it's obviously abandoned. With all the craziness going on, the base camp is thrown into chaos. If your character makes it here from wherever they spawned (or if they spawned here in the first place), they may be confused by the chaos. Asking questions might be good, especially since there's still so many to ask outside of dead people suddenly coming back from the grave. 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! |
no subject
The Fuhrer fell two years ago, for me.
[ that seems like a good place to start, and the most relevant to roy's perspective -- or, at least, from what the elrics know of roy, now. going through the gate and whatnot is irrelevant for the time being, and would only freak the teenagers out. ]
A great deal has changed, in Amestris, in Central. The last thing I remember was being in Ishval, with Lieutenant Hawkeye, to monitor the reconstruction and rebuilding effort. You, and Edward, were in Resembool, or somewhere thereabouts . . . actually, I believe you were setting off on a journey of your own, to Xing, from the last letters I received.
[ he pauses. ]
You also look remarkably different, from what I remember. I no longer have to look up at you.
[ alphonse is smart. roy doesn't need to spell it out, for him. ]
no subject
Being ahead of his brother in the timeline has worked against Al on this front. Back home he'd had the chance to meet with his father, to uncover the truth about the Promised Day, to make actual plans to stop it. Then, courtesy of Qri, he found himself stuck with the coven and unable to follow through on anything. It's been the scariest kind of frustrating.
To know that in spite of his time here, everything could still work out... It's almost too good to be true, and while Mustang isn't one to coddle them, there was that whole story with Hughes. At first Al gives him a long, searching look; not disbelieving, exactly, but unsure and seeking any sign things aren't as they seem. It doesn't take long, however, for logic to kick in and remind him that if Amestris had been wiped out then Mustang wouldn't be alive to stand there and confidently tell his story.
Al brings a hand up to his head and makes a noise that probably sounds distressed, but really, it's just overwhelming relief. He had faith in the others and he isn't so arrogant as to think he was necessary for victory, but actual confirmation is so much better than hope alone. The homunculi were defeated. Amestris is healing. He and Ed finally succeeded on their mission and have moved on to living real lives.]
The country's okay... [Stunned, like saying it out loud will make it easier to believe. Give him a minute here, he has a lot of feelings.] That's-- I was really worried.
[Like that isn't obvious. Somewhere in the back of his mind there's the tiniest hint of doubt--the question of alternate timelines vs. differing points in the same one--but for now he squashes that thought and focuses on the good. When he speaks again he's significantly more composed.]
Thank you, Colonel.
[It seems like the right thing to say.]