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- !event,
- !tdm,
- elsword: add,
- elsword: elsword,
- final fantasy vii remake: aerith gainsbo,
- final fantasy xv: noctis lucis caelum,
- my hero academia: izuku midoriya,
- nier automata: 9s,
- original: felicity morais,
- original: hyacinth,
- original: rennuid tathviel,
- spy x family: yor forger,
- summertime rendering: shinpei ajiro
TDM 001
Whatever you remember last, something interrupts - be it a fight, a test, a walk, or death itself. All you can recall is a childlike voice (or was it voices?) asking, "Do you want to play with me?" before everything stopped. Your eyelids feel heavy, and the surrounding air is chilled. When you wake up, you and the others find yourselves standing in a makeshift plaza on a foggy morning. In the very center is a well. The water within is cold and clear as can be.
Surrounding the clearing is a ring of what looks to be the foundations of buildings never finished, save for two rather large ones and a smaller one. Only the small building has any light shining from the windows. One is labeled as an inn but has no name, and the other is an imposing, large manor with a red dog quietly scratching at the door. Given the indents on the wood, he's been at it for a very long time. Beyond the buildings is the start of a forest, though it quickly fills up with a fog so thick you can't see through it at all.
The smaller building is simply signed as a general store. A thick figure stands in the doorway, layered in brown and dark red cloaks that cover most of his body, save for brown worker's gloves and his pants. Two blue lights shine from the shadows where his face would be, and they shift as they watch you... before he turns around and takes his seat at the counter of the store. It's open, but he doesn't seem too thrilled.
There's a gap in the fog in the south east corner of it all, and you can hear the flow of water if approached. Trying to force your way through the fog lets you move forward four feet before you hit an invisible wall, while trying to go up- be it flight or climbing- sees you thwarted twenty feet above the canopy with a similar experience. Those above will see only the tree tops and a dense, heavy fog, and a cloudy, cold sun-lit sky. Through your explorations, you can find the start of a gate almost opposite across the clearing of the river, with a somehow familiar sign hanging from it:
Welcome to Aldric's Grove.
The inn is just as empty as the rest of the grove, save for the shopkeeper. Four rooms on the first floor are locked, and won't budge even under force, and their keys are missing from the clerk's counter. On the bright side, there are remaining keys, free to claim - keys to the store rooms, too. The kitchen is large, as one might expect from an inn, but the kitchenware seems a touch out of date, by anyone's standards. The pantry has enough to feed the lot of you for a time, fresh food and vegetables and dried or cured meats, alongside spices and herbs. One could bake if they were so inclined.
There's a lounge room as well, just before the stairs. All the furniture was pushed to the wall for what can be presumed to be cleaning, if the empty bucket and dry mop is anything to go by. In the center of the far wall is an empty fireplace, but there's no firewood to be found.
Upstairs are more rooms, accessible only with keys. It's not perfect, but it's at least a place to stay. There's a bed for two, a small table by the window, a dresser and closet, a very small stove and a private bathroom to each, but everything seems bare... at a glance.
The worst of it is that you know the layout. You've been here before- or... no, that can't be right. Surely you would remember a place like this. Right?
"What you take from the river, you must return." That's what the Shopkeeper says, if you stop by the store before going to the river.
The water rushing over rocks can be heard even from the distance of the grove itself, but upon approach it only seems louder. From what can be seen, the fog has only receded enough to grant access to 30 yards of the river and it's matching banks- after that, only fog and unusually thick bramble patches remain and block off passage on land or water. At it's deepest, the water is four feet deep and the current seems gentle. Fish can be seen swimming through the water, and objects glitter beneath the sand and mud.
Along the riverbanks, scales, small bones and teeth and strange coins marked with canines litter the ground. Keen eyes will note that some of the bones and teeth are that of animals, and some are that of humans. Some, however, are impossible to identify.
Stepping into the water feels relaxing. It's cold yet inviting. The fish swirl around your ankles before darting away, and just for a moment, everything seems like it will be okay.
On the other hand, when trying to cut through the brambles, there's a low rumble from the surrounding woods. Persist, and a vine coils around your ankle, dragging you into the water. That feels less relaxing, most likely.
At some point, there's an unusual sound- earth moving on it's own, old trees parting from their nesting place and rearranging themselves behind the fog. And as the din dies down, the fog parts, showing a thick tunnel of trees and leaves. It might look like something out of a fairy tale, if not for the sickening noises of the bark and wood creaking and writhing slowly. Whether you want to go or not, however, you will find yourself compelled to walk down the road eventually.
The road seems like a brief fifteen minute hike and a near three hour trek at the same time, but when you come to the end, you find yourself still in the woods, still circled by fog, but not the same as the grove. Once enough people are there, the path closes behind you. Keen eyes may spot hollowed out logs, trees with holes beneath the roots or high up above the branches, and large patches of very tall grass. Within the center is a cage with a pinecone shaped button on two opposing sides. Before you can finish taking it all in, however, a soft, cheerful whisper of a voice speaks:
"Let's play! If you win, I'll give you something special. Promise! Here, I'll explain the rules:"
1. Robbers must hide within the arena, and not get caught. Upon being found by the jailer, they have the opportunity to flee. But if they get caught, they get brought to jail.
2. Prisoners cannot free themselves, but free players can by pushing both of the buttons on the cage. This will give everyone a three minute immunity to run and hide again.
3. Players must move every five minutes, or they get caught immediately.
"The game will end if everyone gets caught or if at least one person stays free at the end of the hour."
The voice doesn't elaborate what happens if everyone gets caught- if you lose. Instead, it's jailer steps forward from the shadows, staring at everyone with a featureless face. It resembles a moose-faced centaur made of rusted metal and wood, yet what should be creaky, slow steps are light and agile. You have five minutes to hide. But when it bursts into a run, searching forcefully through grass, leaving cracks in the earth beneath its hooves as it starts to run, there's an unsettling feeling in your stomach: what happens if you get caught at all?
In order to win as a group, 10 threads featuring a successful escape- be it from the monster or from the cage- must be submitted by the end of the month. You may only submit one thread per character, but two characters can use the same thread. If you want to get caught and suffer consequences, or try to fight the monster, please use the "FIGHT OR FLIGHT" comment beneath the submission toplevel. Should the characters win the game, they will get a prize after all submissions have been accounted for!
CLICK TO EXPAND!
❖ A portion of the arena of the game- alongside the hiding spots in that area- are on fire, or destroyed by fire. Kjell forgot they were in the forest when fleeing the jailer.
❖ One of the cutting boards in the inn kitchen is cleaved in half, and the counter has deep gouges in it. Yor was cutting bread.
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If these are anywhere near properly buried, 9S sure will gather some data from observation, then...put them back how he found them. He doesn't really know about graves since he's looted his own corpses that just get left out there.
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Maybe if he tries hard enough he can uncover a horrified emotion about this. His face is sort of starting to reflect that, so. Uh. Good on ya, forest.
Are they like. Buried in sediment and must be unburied, or are they just in loose soil, or. What's the soil situation. How many corpses did he unknowingly walk across in his many escapades out here.
cw: live burial, mass graves
It's about as proper a burial as any other mass grave of still-living victims from different eras could be. Most of the humanoid remains seem to be positioned as if they were trying to now and then there's one curled up in on themselves, as if it had resigned themselves to their fate. The animal remains are a little harder to discern. Another thing of note is that all of them look as if something was dragging them back down.
Also of note is that none of the skeletons are missing pieces; these are not the source of the bones and teeth scattered and harvested for trading with the Shopkeeper.
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So here's the fun/awful part since there's proper deep burial here, they aren't liable to know what exactly has been found unless they do a little digging. Pod can indicate where an item of interest is, and 9S in all his advancement can tell that there's a lot of something organic down there, so these guys may be able to extrapolate the rest.
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Anyway we're gonna ignore the part of the lore where the elgang committed genocide on the harpies and just let Elsword have his rage.
onto the point of the thread: Do they
Do they have to dig.... Can they not
(Me looking at the discord: I guess they can not, they can go bother NPCs)
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The Shopkeeper greets them and sounds not unhappy for once. It's immediately gone once they bring up the river burial ground. He'll tell them that the river isn't evil. But something sealed within it is- one of the Woods' minions, set to makin' sure people didn't escape by boat. He's not sure how long that thing's been in there.
He'll be able to relay the state of the buried dead. Says he saw it happen once, and the mud and dirt closed up too fast to save the poor sap.
So they get all that horrid information without the trauma!
no subject
Also does he uh. Want medallions? What are they even for...
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The medallions, alongside the other things they can get from the river- the bones, teeth and scales- are for purchasing things from him and the Trader when she's available. If there's somethin' they want to buy, he'll take 'em, but otherwise keep them for now.
no subject
What an honest merchant... But he did just give them information, and little in any world has higher value to a Scanner, so he's still going to leave one there on the counter.
Especially since they murdered his good mood and everything.
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It sounds like he hasn't laughed in centuries.
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He's standing there like 🧍♂️ the whole time sorry he's not very helpful here bc his first thought is just "well why don't we murder it". But again, not saying that.
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Anyways. He'll ruffle 9S's hair, before nodding and sitting back. Anything else y'need, or are you gonna go continue digging things up? If you do, see if you can bring Rusty. The pup needs some enrichment.
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That- that's the key to Aldric's office. If they ever get inside the manor, they'll be able to use it there. But- he didn't think anyone would ever find it.
no subject
They found it outside. It was just kinda there.
Uh
So the manor huh how do they get into that—
no subject
break intoinvestigate. Mr. Shopkeeper's so helpful.But also what is a Rusty... Guess who has never experienced domesticated dogs because they're long extinct.
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For 9S: Rusty is the dog that's trying to get into the manor. The Shopkeeper's tried for years to lure the dog away from there, since he's only hurtin' himself trying to get in, but. Well. Nothing's worked. He can be a bit skittish with new folk, but everyone's treated him kindly- he may warm up to you faster.
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Rusty likes cuddles, playing fetch, and swimming. He also collects teddy bears - not to chew on them, he just would lay them in his doggy bed and snuggle them when he was napping.
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Anyway has anyone tried digging UNDERNEATH the mansion's foundation and going up from below and/or crashing through it like a monster, Elsword is capable of both of these things.
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That's a no on both parts, essentially.
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Remember, boys, mind your manners.