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- !event,
- !tdm,
- arknights: gnosis,
- arknights: mizuki,
- arknights: shalem,
- baldur's gate iii: astarion ancunín,
- elsword: elsword,
- fate: bb,
- handead anthem: gara ukai,
- i'm the grim reaper: brook,
- jujutsu kaisen: toge inumaki,
- original: caoimhe ailbhe,
- original: felicity morais,
- original: rennuid tathviel
Event & TDM 003
You open your eyes.
It feels like you’ve been here before, like you’re finally home. Today, the sun shines brightly, brilliantly, on the open forest clearing making up Aldric’s Grove. Vines wrap around old buildings, overgrowth covers ruins of what once were homes and shops, and weeds poke up through the cracks of foundations. Before you stands an inn, a well, and one hundred beautiful flowers peppered throughout the clearing. Be not fooled by their beauty, wanderer; should you stray too close, the flowers are happy to bite.
Fret not, however; should you seek escape from the carnivorous foliage, the inn is plenty safe from attacks. Perhaps you ought to get acquainted with others like you, lounging in the lobby with nowhere to go. Perhaps you should find yourself a room, a place to stay. After all, room and board is completely free of charge! Should you dig through the bedside table of your new room, you’ll find only one thing within: A Polaroid photograph of yourself from years ago. You were younger, then — or, if age doesn’t define you, you were different. Still, you remember posing for this photograph… don’t you?
If the photo is too much for you, a trip to the river might offer respite. The oppressive fog wrapping around the grove and obscuring much of the distant forest some miles out won’t let you wander too far. Luckily, there’s a stretch of river perfect for a round of fishing, playing in, or simply relaxing by. Mushrooms grow along the banks and on the trees, but remember to say “thank you” to the forest if you take them. You wouldn’t like the consequences otherwise.
cw: madness, hallucinations
You might have had luck avoiding the gnashing fangs of the flowers thus far, but they begin to get restless and aggressive the longer they go without feeding. They can’t quite uproot themselves and chase you down, but they will stretch their stalks as far as they can, unfurl their petals and try to wrap sharp leaves around your legs and anything else within reach. If you aren’t careful, their fangs will pierce your flesh, and they will drink from you until they drain you dry. Shout for help if they latch on. Surely someone will come to your aid.
…just try not to look at them much. The flowers take passive abilities of anyone they feed from, and that means they possess powers of their own. Stare for a moment too long, and you’ll begin to see your nightmares brought to life, feel a crawling down your back like one million insect feet, a grappling at your ankles as something tries to drag you under the metaphorical tides. Black tendrils sweep over your eyes, they grip the facades of buildings, they tear your friends to shreds and eat them whole. Focus. Focus on that voice telling you to snap out of it, on the people around you waving their hands in front of your eyes. It isn’t real. Blink, shake your head, and clear your thoughts.
Or don’t. “Give in,” a sultry voice murmurs, “Let me consume you.”
cw: auditory hallucinations, animal butchery
From the fenced-off, locked-up manor to the northwest of the Grove, a spill of magic begins to leak out from boarded-up windows. It’s gradual at first before it suddenly bursts, and that’s when everything starts to go haywire. The Manor’s heart aches, friend. Something in that house is oh-so-miserable with no way out… and it intends to make you feel its pain.
Every regret you’ve ever had — every word left unspoken, every lie you’ve told, everything you believe you’ve done wrong — those feelings are brought to the surface and magnified. No matter where you look, what you do, or how much you try to distract yourself, those emotions will always bubble to the surface.
You might think wandering into the forest will help you flee from yourself for a time, but as soon as you cross the threshold, the path back to the clearing closes behind you in a rustle of leaves. The only way out is forward, it seems, but the forest won’t play fair. The path will shift unexpectedly, blocking your route, forcing you to backtrack, but never quite allowing escape. All the while, voices fill your mind, chasing after you no matter where you go. They are the murmurs of those you have wronged, the murmurs of a conscience slighted.
Seeking out a companion in the labyrinth will quell them, for a time. Should your heart weigh too heavy, confessing to your labyrinth-partner what you’re grappling with will absolve you of your guilt and leave you feeling clear-headed enough to escape. At that point, the forest, too, seems content to let you solve the maze without interference.
Should you escape fairly, without harming the labyrinth, you’ll be rewarded: A freshly-hunted game animal from your homeland is dropped at your feet just as you step back into the clearing. Enjoy it, for you will not have the opportunity to get another. The forest only allows one round per person.
The residents of Aldric’s Grove have had a rough time here, but not everything has to be bad. On the night of the new moon, the Shopkeeper leaves his store for the night, and alongside the Trader — who normally sits outside the inn by her stall and her giant turtle — he constructs a bonfire some distance from the carnivorous plants. Nearby to it are tables with a feast set upon them, free for everyone to enjoy. There’s music playing from… somewhere. Don’t think about it too hard. The wispy, sentient shadows that comprise the Shopkeeper and Trader are happy to dance with you, too, if you ask.
Enjoy your night, friends. You’ve made it to the end of the month, and you deserve a break.
CLICK TO EXPAND!
❖ Several patches of the murderous flowers seem to have been electrocuted, lit on fire or cut.
no subject
( the trader is almost inclined to wave her off, but instead she gestures to a stool beside goldie, and fusses with a kettle instead. though... she does pause. )
I'm simply a tradeswoman, child. But I keep my promises- and my treasures- safe. Nothing shall take that which you give me, for as long as you have me keep it.
no subject
I have... These cursed items... I cannot lift the curse from them, to be able to do so - requires such magnitude of power.
[ Like Holy Grail wish granting magic power. ]
I do not want to hold them, I fear if something happens to me. They would get in the hands of others who do not understand what they can do... They give abilities yes, but the payment to use them is not worth the use...
[ She grips at the bag of holding. ]
I have two - would you take them? Hide them? Keep them away forever? Will they truly be safe with you?
no subject
I swear this to you, Caoimhe. That which you bestow upon me to guard will never be found until you and I both want them to. They cannot be stolen. And those who try will be punished.
oh no i love her
Okay..
[ Caoimhe reaches into her back then, slipping her hands out of the others. So long as they were done holding them. They dig into her bag, and out comes a finely wrapped item that she shares with the other. ]
Please do not touch it with your bare hands, less you chance the curse activating on you.
[ 1. Torque of the First Spider: This torque grants you a climb speed equal to your move speed, you are unhindered by webs, and have darkvision to 60 if you do not already have it, or 120 if you do.
Curse Information: In order to turn your body into a suitable host, worthy of a soul to carry. It will begin to morph your physical features into that of a spider. Slowly over time you will become ravenous and need to consume meat - only meat.
2. Watcher's bracelet: understand all languages, benefit from observant feat. You also can summon a tentacle, but i forgot to write that down so I dont know excatly the stats/info of it.
Curse Information: In order to turn your mind into a suitable host, you will begin to hallucinate and begin acting in the alignment of evil. When holding this item, you begin to grow more and more mad - in a heinous sort of way.
If trader has the capacity to magically learn about items the lore given would be: Long ago there beings called the Ten. The Ten were powerful enemies that followed the hands of the Beast. In his instruction, they were to fight on the realms and help him gain domain over all the planes. The Beast made promise to each of the Ten, and granted them power. Their power was so great, none could fell them. As such their body, powers, and soul were separated into 3 parts. Their soul contained in a cage, and their powers were then transferred into these objects. These objects becamed curse, by default of the powers surging within. Their bodies then were destroyed after weakening the Ten. The curse afflicted into each item, began to warp these them and make it so when handled by an creature. It would turn the body into that of something soul could slip into. Over time, the soul of the Ten, would be able to successfully harness their power fully. ]
Please keep these away from everyone... If you can one day destroy them, I would even have you do this.
[ She places each item somewhere so the trader could handle them. They also have substantial amount of cloth, so as to not attach itself to the trader in anyway. ]
no subject
I will see it done.