EVENT 019

Dec. 6th, 2024 10:28 am
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A COOL WINTER'S GLOW
AS FROST'S BITE WORSENS
Winter in the Grove is always harsh. In the early days it seemed tolerable though- sure, Heimr was insistent on proper gear, but he always is. But there’s a sudden shift, a drop in the temperatures and heavier frost on the windows that last longer than the morning. Birdsong no longer echoes through the woods- maybe a few sad coos from the church, but little else. To see the plant infused animal spirits is suddenly much rarer, as is any sign of critters is scarce if at all present.

The lake is a bitter cold that’s sharp as knives, with only the faint glow from Terho’s windows showing any signs of warmth around the lake and cabin- even it’s Guardian finds it to be too much, preferring the tank prepared for him to sleep in as the chill sets in on his mind. The river is only barely better- though the edges are starting to freeze over, there’s still a bit of life left and Sinann’s presence is still felt. The divine fruits and berries, at least, are still untouched by frost… Though, it’s plain to see there’s not nearly as many fish as there are in warmer months. Even the Seaborn population seems to have taken a hit…

Winter is setting its claws into the forest painfully. Even as the fog pulls back so severely, something watches unseen from the trees. And every day the frost and snow worsen until everything is frozen over.
AS THE ICE CLAIMS WARMTH
The hope of the flowing water in the river doesn’t last long. Soon it’s all frozen over, and even Aurora is nowhere to be seen, which is impressive given her size. Moder takes the time for one last task before hunkering somewhere warm with her wolf, resting from the cold. Even Zahliya seems less active, staying in the church rather than atop that between his patrols, and sometimes the cold is so strong one may want to join them in napping somewhere safe. Zonari herself is not unaffected either, resting in the barn and not coming out.

The only sound of the Grove is yourself- your breaths, the crunch of your steps in the snow, the ruffle and shifting of your coat and clothes. It would be peaceful if not for how lonely it is, even with company.

Someone will have to fix that.
WE STILL HAVE EACH OTHER
At some point, every door gets a rapt knocking with Ydalir or Heimr waiting with warm eyes and a gentle smile.

“We figured it’s no good sittin’ alone in all this-”

“So we are holding a feast like no other! I will bring you all your favorites from home, in exchange for fruit from the trees and shells from the shore!”

And so they lead each resident room by room and household by household to the inn’s dining hall. The wood walls are wreathed in ribbons and warm lights, bows of holly and ribbons hanging from rafters and above windows while snowdrops are painted all along everything they could reach.

Ydalir’s mirror hangs over the fireplace, and as you bring the requested items, she pulls dishes from your home, comforting favorites that perhaps you haven’t seen in some time. She encourages everyone to share, to lay each piece out on the longest table and sit together. Enchantments mean everyone gets a taste, even those who logically shouldn’t, and as the wind and snow howls outside, music plays from a painted phonograph.

Staying isn’t necessary, but for now? Sit and be with the others. Share in your home comforts. The chill will be there tomorrow. We’re here today.
SPARK NOTES
CLICK TO EXPAND!
AS FROST'S BITE WORSENS
Winter is still hear and it's taking a much harsher turn now as the fog rolls back- animals are beginning to withdraw. The guardians are also being affected by the cold, starting to recede themselves... but something is watching.

AS THE ICE CLAIMS WARMTH
More guardians retreat inside to rest, and even the river is frozen over. The world is quiet. Too quiet.

WE STILL HAVE EACH OTHER
Before the cold can get any worse, the merchant siblings have invited everyone to a grand feast in the inn's dining hall, decorated appropriately. If you trade Ydalir shells and ingredients, she can retrieve a favorite dish of yours from home, and everyone is encouraged to share and spend the evening in good company and better food.

OOC
Merry Christmas! This is a check-in month, and also a lighter month for everyone's sake. Worry not, the horrors will resume soon.

UPDATES
❖ None yet!

EVENT 018

Nov. 1st, 2024 09:27 am
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LIKE BRANCHES ON A TREE
A WINTER WONDERLAND
For a brief time, the world seems brighter; the sun pokes through the clouds more, and the gloomy atmosphere of the constant overcast days lessens ever so slightly. The sky seems bigger, brighter… but, it is the end of autumn as we know it and with the change of leaves comes bitter frost. The change is practically overnight — one morning grants pretty frosted windows and pleasantly crunchy leaves underfoot, and the next the world is being softly blanketed in snow.

Heimr stands at the window of the General Store, and every time he sees someone not dressed for the weather, he immediately calls them in. No one leaves without a proper pair of winter shoes and a coat, and the more you try to decline, the more he adds. Hats. Scarves. Gloves. Snow pants. Just make it easy on the both of you. Although, if you do feel you need that for the weather, he’ll oblige … And at least everything is nice to look at alongside being high quality.

Those with the bone ring may hear childish giggling as they leave, see the flick of a fox tail out of the corner of their eyes — but Plum is content to stay in the shadows still.

Winter frost and the falling snow seem to spread everywhere — Callan’s lake already has ice forming a thin shell on top while Terho’s cabin is blanketed in white. The river water is crisp and clear as ever, but the cold is bone deep and the Guardian tires from it already. Even the beach seems washed over with the cold.

Winter is here, and the cutting chill already tells you one thing: this won’t be an easy one.
WHISPERS IN THE WOODS
As the weather worsens, the forest and fog seem to open in sprawling paths. Some are inviting, a warm feeling in the air and even plant life poking through the snow still, an early spring! Some are alluring, wind beckoning and urging you forward. Come home, it says. Come home.

Even if you know it’s a bad idea, others might not — will you really let Mamika wander into the woods alone? Not that it’s truly her. The forest isn’t above tricks to get what it wants, and will lure you down these paths with illusions and mirages, the sounds of voices you know and love calling for you, for help, for anything and anyone — and maybe that is a trick, but can you really risk it?

Regardless, once you’re on the path, there’s no going back. It leads to a dead end and the fog closes around you. You’re trapped, alone in the woods, and all eyes are on you.
A DIFFERENT “ME”
… But only for a few hours. After that, you’re free to go, unharmed and unscathed. It’s just that… are you really you? Your clothes are different. Your memories too. Maybe now you remember making a different choice at a major crossroad. Maybe you didn’t save them. Maybe you did. Maybe everything went wildly wrong, and maybe it actually went right. But you’re different now, despite remembering your life in the abandoned Grove and all the people here clearly.

As you wander back off the path into town, you know this is right. You’ve been trapped here for however long with the people here, and maybe you no longer love them like this, but you know them, know yourself, and know what’s happened.

You’re just from a different walk of life, now.
SPARK NOTES
CLICK TO EXPAND!
A WINTER WONDERLAND
Winter has come, and during the light snowstorms, Heimr is lovingly forcing everyone into winter clothing. The more you say no, the more clothing you get. Be warm or else!

WHISPERS IN THE WOODS
Mysterious pathways open up in the woods. Should you go into them as they tempt you with murmurs and whispers, you'll be trapped for a few hours by a fog wall you can't pass through.

A DIFFERENT “ME”
But don't worry, you'll come out fine in the end - just with a few memories, or maybe even your physical body, changed entirely. Everyone will still recognize you as "you", and you'll still recognize the others... but maybe you know something has changed. Or maybe you don't.

OOC
Everyone thank Aspen for this month's player plot! Enjoy playing your AUs (or not) and get ready for winter. OOC Plotting Lives Here if you'd like to plot anything out!

UPDATES
❖ None yet!

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A HEARTBEAT BENEATH THE STAIRS
As the season turns, and blood sinks into the ground of the Grove, as monsters with your face haunt the halls, waiting to pounce, something else is creeping into light. Distantly one might see a light in the forest at night, and the next it comes closer. And closer. Until in the treeline you can see it: a pitch black manor that looks as if it’s covered in ash. The trees act as its gates, rebuffing anyone who tries to investigate, and the air smells like rot. Something watches in the windows, but vanishes when you blink.

… But not even this dark manor can stand in the way of one very angry grandfather skeleton, who will, eventually, rattle his teeth and bones in a rallying cry and urge others to follow him, sword in hand. It’s time to storm the castle, and Mr. Bone-Jangles has had enough.

The air within the manor is frigid and biting, and the inside itself is as decrepit as you may expect. Lights and candles can light the way… but only for a few minutes. The wood creaks as if the building is breathing slowly, and sometimes you here a loud thum-thump, as if its unseen heart beats while you explore.

For an already imposing building, inside seems even larger and there’s almost no end in sight as it feels like the halls wind on forever and more and more rooms, from libraries to studies to bedrooms to- … is this room dedicated to WWE Wrestler Dwayne “The Rock” Johnson? … Needless to say, there’s a lot to work through, but Bone-Jangles urges you onward.

Wisps of color drift through. Are they your friends? Or something else?
A NIGHTMARE ON YOUR LIPS
And to those who have been locked away for days, perhaps weeks, nothing in this house feels real. Is it a dream? Is it a nightmare? The mere mention of a potential addition from your lips manifests another new room within the manor, but you cannot touch anything. Light hurts and makes you dizzy, while the night is painfully cold. How long has it been? How long will it be?

The burst of life is- new. Exciting. Distantly, you know these people, but the urges of death are whimsical and cruel. Part of you wants to guide them to the attic, where your souls are chained in full to a portrait of you. Break those portraits, and you're free, coming back to life outside, which is what you want, isn't it? Another part of you wants to chase them out, how dare they intrude upon your afterlife? Another yet thinks it’s time to play, but no longer remembers what ‘play’ is- so surely they can dodge the plates and books, right? Right!



And another yet wants the intruders dead. And if not by your hands, then by the demons guarding this world alongside you.
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WHO ARE THEY?
WAKE UP
Grey, overcast skies. A touch of autumn rain. The smell of crisp apples and fallen leaves, and the crunch of grass underfoot. Pumpkins growing along the path and out of the walls of the buildings and on the rooves and wait what—

You’re not sure how you got here, but does it really matter? There’s something more urgent happening. As you stare at the pumpkin growing out of the wall by your head, something small and coin-shaped bonks you right on the noggin. As you look up, you’ll realise that the rain is gradually becoming less and less wet, and more and more… candy.

It’s raining candy. Wrapped candy, mind — the sky doesn’t want any food safety issues! No razor blades in the chocolate this year! — but candy nonetheless. Chocolate coins, taffy, sour candies, you name it, all coming down gradually before an absolute deluge of goodies pour down upon Aldric’s Grove. Some of them include wrapped bags of microwave popcorn and, yes, the occasional toothbrush. If you’re lucky, you might get clocked in the head with a mini pumpkin!

…don’t be lucky. Maybe get inside and wait for the trick-or-treat storm to pass, and make some friends while you’re at it. Surely the people who’ve been here for a bit can explain this one? Surely…?
A BONE TO PICK
At midnight the day after the candy storm ends, a distant rattlin’ sound can be heard. From the forest surrounding the Grove comes the clickety-clack of dry bones as what appears to be a small army of skeletons assembles. At the head of the phalanx is none other than everyone’s favourite friendly skeletal spirit, Mr. Bone-Jangles. If anyone happens to be up at this late hour, he’ll wave hello and greet you… by plucking one of those pumpkins off the wall or out of the ground, breaking it open by ramming his skull into it, and handing you one half.

It’s full of candy, just like the skies were. Has anyone cleaned up the candy sitting on the ground from last night’s storm…? This is too much! Just as someone tries to tell him that there’s too much sugar here, he breaks open a second pumpkin, which contains fully-baked pumpkin pie that uses the shell of the pumpkin as the crust. Sigh.

This will be your entire month. Mr. Bone-Jangles will hand you sugar-filled pumpkins if he thinks you’re getting too sad or uncomfortable at any point, and his skeletal entourage follow behind him, loudly playing off-key music like the worst marching band you’ve ever heard. You’re not entirely sure how skeletons can play the trumpet — they don’t have lungs! — but it doesn’t really matter. It’s happening. You must deal with it. He’s not taking “no” for an answer.

Cheer up! Stop being depressed! Try Not Thinking About It™!
IT’S YOU, IT’S ME
Not everything can go smoothly, though. Not that one would call Mr. Bone-Jangles and his marching band of goobers smooth, but at least they aren’t an active threat to you. The same night he appears, so do others. Your “Other” — a doppelganger who looks just like you, thinks like you, acts like you, has powers like you do (or don’t). They know you. They want to be you.

The Others don’t make their appearance too obvious. They hide in the shadows, waiting for the opportune time to strike. Some might even wait until you’re talking to someone else to appear and cry out that’s not me! I’m right here! in an attempt to frame you. In almost every way, they’re the perfect “you” — especially should they get the drop on you and slash your throat, or gut you like a cod, or push you into the well where you’ll fall for an eternity before drowning all alone. Your Other will replace you seamlessly and, perhaps, they might turn their attention to your friends and loved ones next.

Yet, there’s always something “off” about them, no matter how perfect a replica. Perhaps your Other is more temperamental. Perhaps they don’t speak as well, or they speak far more intelligently than you ever did, or they’ve forgotten basic facts about their life. Perhaps your Other forgot that their dear friend’s birthday is coming up here soon. Or perhaps…

…the knife they brandish in broad daylight is a dead giveaway?
…IT’S US
If you don’t kill your Other first, they will certainly kill you. The Others aren’t too concerned about any corpses hanging out in broad daylight, easily discovered by the masses where they can try to investigate if it’s “you” or “them”. Their job is to kill you; the method and clean-up really don’t matter, and since they’re the only ones left, they can claim easily that you were the doppelganger all along.

Where does your spirit go when you die to an Other? Deep within the forest lies a mansion made of creaky old wood and worn-down stone, one which no one outside can currently get into. The spirits of those who died are trapped here, left to haunt these halls. It is, ostensibly, a normal-if-decrepit home inside. There are living rooms, there’s a foyer, there are plenty of bedrooms and bathrooms, there’s a humungous kitchen — and as you float through the home, sometimes, a sense of mischief overtakes you. You really want to throw that table at someone. You really want to jump out at someone and frighten the daylights out of them. It’s dark in here, and there are plenty of places to hide.

Sadly for your prankster’s heart, the living — no matter how hard they try, and you sure can hear them trying — have been unable to break in, and they won’t be able to. Yet, standing just outside the iron-wrought fence, a stalwart figure of chaos and bad ideas, holding a greatsword with both skeletal hands… stands Mr. Bone-Jangles.

It seems like a way inside might unveil itself after all.
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Welcome to Aldric's Grove, newbies! It's raining candy and the pumpkins are growing out of everything they can, no matter how nonsense it is. The people who've been here for a while probably know how to explain this one. Definitely.

A BONE TO PICK
An army of skeletons with instruments are here to cheer you up. Whenever you're Too Sad or Too Uncomfortable or Too Negative Emotion Here, they will chase you down and play music, and their leader will hand you a broken pumpkin full of sweets. Yaaay!

IT’S YOU, IT’S ME
The peace doesn't last long. Doppelgangers appear, seemingly from nowhere, with the intent to kill and replace you. They're almost-perfect copies, but there's always something off about them. They're perfectly killable, if you're smart about it.

…IT’S US
Those of you who die to your doppelgangers will leave a pretty corpse behind, and your spirits will be trapped in a (currently inaccessible) mansion in the forest until further notice. Your spirits will be quite tempted into mischievious ghost activities while you await your rescue.

OOC
Welcome to October's TDM! Reminder that all TDMs are game canon. This is the LAST TDM of the year; November & December won't have any due to the holiday season. We'll see you guys in January with a fresh new TDM, but feel free to continue playing on this one until then. OOC Plotting Lives Here if you'd like to plot anything out!

Living characters cannot currently get into the mansion to stage a rescue, but we encourage anyone who's "gone ghost" to float about in there. The rescue will be a mid-month event for our current playerbase at time of writing.

UPDATES
❖ None yet!

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A CREEPING FURY SETTING IN
WAKE UP
You don’t recall how you got here. Hell, you’re barely sure “why” you’re here in the first place. But the fact is, by the time you come to your senses, you’re already standing in line out in front of a tent with a big sign on it: FREE STUFF! FIRST COME FIRST SERVE!

Others who have been here longer are aware of you, of course. They watched you ambling around on autopilot for two hours before the sign went up, and then you suddenly hopped into the queue (and maybe even cut in line! the horror!) before the brain fog cleared. Where are you? Why are you in line? Do you even want free stuff? All of these questions can only be answered when you see what the free stuff is.

…it’s random junk. Random magical junk, mind, but when a woman made of solid shadows hands you a wand that apparently summons a small amount of pigeons “per day, until it breaks”, you take it. Or, perhaps, the item was a crystal ball that only shows you made-up scenes from a book. Or it’s a hand-fan that blows only warm air, or a pen that writes all of your letters backwards despite the fact you yourself aren’t doing that… anything quirky and stupid is within the realm of possibility, and Ydalir is trying so hard to get rid of her failed magical experiments. Please. Please take these. Her tent is overstocked and she needs to start anew.

And to those of you who are new here, she’ll offer a friendly greeting and wave, and ask you how your head is feeling after that strange wandering session earlier. Don’t feel pressured to answer; the line needs to keep moving, after all.
HOUNDS ON YOUR HEELS
At some point as the summer fades into autumn, something in the air changes. The surrounding woods and its foggy walls have felt tenser than usual, like something is waiting for you to slip and fall into jaws just waiting to snap shut around your flesh — but nothing happens. Not initially, at least. But keen eyes will soon see a plethora of fairies, long sleeves dangling over razor-sharp claws like a praying mantis’s arms, hair tied back in loose buns, all wearing masks with a single watchful eye painted upon them. As your gazes meet, they giggle and disperse.

And then there are more. And as more gather, watching the paths you take, the houses and buildings erected, the way you move through the gardens, they begin to screech like cicadas. Like alarms.

It could be the lumbering, moss-covered frog that leaps towards you from the lake, large enough to match a car. It could be the wood and stone-crusted bear, spears and arrows collected in its haunches like decoration and not the injuries they clearly are, standing taller than anything you’ve ever seen. It could be the long, winding dragon with lichen dripping off of it, coiling through the trees. Regardless, the fairies are calling to your location and one of them is going to answer.

They chase with an almost single-minded perseverance, with claws and sticky tongues and fangs — stealth is the key, so long as the fairies don’t rat you out again. Though they can be fought, they cannot die in a way that matters — just as easily as flesh tears, it will stitch itself back together and hold a grudge.

Every broken twig is a signal to your location. Every brush of wind in the trees and the grass could be the monsters stalking after you.

It’s time to play: Hide and Seek.
‘TIL THERE’S NOTHING LEFT
cw: supernatural parasitism & energy/life-force draining
… And where do those captured go, when all is said and done? None of the Seekers actually kill them after all — they may carry their unfortunate victims within their mouths if they are large enough to do so, but as soon as one is captured, they leave.

Though it’s risky to try and track them through the woods, those who try or stay awake during their capture will find themselves taken down a winding path in the fog. One can also bribe a fairy or two to help — or at least not rat you out. A shiny object or food — berries, honey, the fresh-killed heart of that songbird on the branch, all work fine to win its favor for a time. Eventually, they’ll find themselves up a path to a gargantuan tree covered in glowing boils — it’s something that manages to dwarf even the whale-sized moose that may wander by wordlessly, impassive to your plights as moose are wont to do.

Sickly motes of light waft through the air and gently-glowing flowers bloom all around the land, moss glistens against the bark and dirt and perhaps if this place was not so warped by evil, it could have been beautiful once. Coiled around the tree is a vine where the captured are tied to, and they will feel…

Tired. Compliant. Don’t you wish to sleep? The tree needs you. Don’t struggle. Don’t resist. Sleep, and dream no more…

Keen eyes will see the skeletons of former victims further up the vines. As the tree feeds on its captives’ life force, fairies and the Seekers stand guard, only going out to fetch more victims. Do you make the attempt? Or will you come back with reinforcements?
DON’T LOOK BACK
… But regardless of the hostility from the forest, the game must come to an end eventually. And in return for surviving, upon whatever throne he sits upon, the Black Sun offers the world a bit of power as the victims recover — those who perish to the monsters will awaken within their beds, unable to remember anything for a total 24 hours and with floral growths blooming around their scars — but after the initial panic, those who can will confirm that there is no Corruption in these wounds. They may fade, or they may not. Those who survive the month will only carry whatever injuries and weariness they gained over time.

Come morning light, the area of the river will give off a bright glow. Investigation will yield a lot of pain in the eyes, like looking directly at the sun, but eventually it dies down and residents of the Grove can properly have a look at the river again. Those that do may find themselves pleasantly surprised. While clouds shield the skies most of the time, over the river there is a gentle, warm sunlight and blue skies. The abundance of riverside foliage has grown, with new species available for those who can recognize such things — and the water, crisp and clearer than ever, holds more types of fish and amphibians as well. Besides the apple tree — Sinann’s gift for freedom long ago, and Moder’s blackberry bush — new is fruit available. The apple tree is flanked by a peach tree and an orange tree, while the other side of the riverbank houses… …A durian tree.

Some Guardians are grateful. Callan is Callan.

Perhaps best of all though is that Sinann itself has grown in size and in power: in fact, as you approach, it floats above the water to give a greeting.

“Thank you once more for your help.”
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Welcome to Aldric's Grove! New and old residents alike are being gifted free, joke magic items from Ydalir's tent while she does her autumn cleaning. Please take these, she's desperate.

HOUNDS ON YOUR HEELS
Little insect-faeries watch your every move. Suddenly, from the barrier, you're being attacked by various monsters trying to capture you and drag you off. Better run. Better hide.

‘TIL THERE’S NOTHING LEFT
If you're caught, you'll be dragged to become food for a large tree that drains your life force directly. If you aren't rescued in time, you'll die slowly and peacefully.

DON’T LOOK BACK
Those of you who die will come back the next day with temporary amnesia lasting 24 hours. It'll clear up after, and all of your memories will come back as if with magic. But, in the end, you've won the game, and that means ample rewards: More fruit trees, and the River Guardian growing more powerful after all this time.

OOC
Welcome to September's TDM! Reminder that all TDMs are game canon. OOC Plotting Lives Here if you'd like to plot anything out! We have several toplevel comments below for randomizing any result you want this month, including the magic items from Ydalir if you're having a hard time making something up.

UPDATES
❖ None yet!

EVENT 015

Aug. 2nd, 2024 09:35 am
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BUY MORE CRYSTALS
COME RAIN OR EVEN MORE RAIN
Today, progress has been made in the Grove. The sun shines brightly on the cleaned-up remains of what used to be the “Burned Town”, now lovingly just called “north” for lack of a better term. At night, a small handful of stars finally shine in skies that have been empty for millennia, and birds sing loudly throughout, overjoyed now that they’ve felt the stirring of the long-dead Sky Guardian. All is peaceful. All is right with the world.

…and then there’s the sound of familiar, watery laughter from the Lake Guardian himself, having returned to the Grove for whatever reason he could possibly have, standing by the well and performing a jaunty dance on his scrawny legs. He spins around the well once, twice… and then the skies darken and the clouds swell, and suddenly it’s raining buckets, soaking you and everyone else to the bone immediately.

“It’s a gift for freeing me!!” Callan shouts joyously, unaware of the fact that gifts are usually nice things and not biblical floods. “Enjoy it!!”

Well, it seems like this will be the rest of your month. The rains don’t abate at all, but they do come with one gift that actually seems worthwhile: Any plant that stays out in the rain for long enough will suddenly spring out of the earth at gargantuan size. Enjoy your giant crops — they’re still edible! — and your flowers the size of pillows, everyone.
FURNITURE STRIKES BACK
If staying out in the rain isn’t exactly your thing (who could blame you, really?), you might consider heading back inside and spending some nights in. It’s been a while since everyone had a break without being exposed to water for way too long, and what better way to spend a night than curled up in bed in a nest of blankets?

As you drift off to sleep to the serene sounds of the river flooding, there’s a sudden loud bang, like someone slammed a door. You open your eyes and don’t see a thing… so back to bed you go, only to hear it again. This time, as you lurch out of bed and desperately try to figure out who the hell is slamming doors this late, you’ll see your door opening and slamming itself. Opening again, and slamming. Soon after, the windows follow, and as you rub your eyes, your bed suddenly bucks and throws you to the floor.

Cool. Phenomenal. What just happened?

Perhaps you go to the inn couch to try sleeping there, but alas, the old couch has had enough of you and will summarily flip you back onto the floor, losing its cushions in the process. If you turn your anger toward the furniture, it will — strangely — attack you right back, chasing you down on bizarrely-animated legs that furniture simply should not have. The coffee table might bite, or the cabinets might start flinging cups at you.

If you are patient, however, and if you clean the furniture off — wash the pillows, scrub that mustard stain out of the cushions, sew up a hole your dog chewed into the mattress — it will stop throwing a tantrum. Finally, you can use furniture for its intended purpose.
GET (GEM)STONED
A bit of raw chaos in Aldric’s Grove is not uncommon; perhaps furniture unionizing and non-stop downpours are the least of your concerns in quite some time. After all, you’re not trapped anywhere. You aren’t underwater, you aren’t playing in some twisted life-or-death game, no one is making the passage of time here any worse than usual…

Of course, if chaos is preferable to true horror, you can always have more of it. On your bedside table or under your pillow, you’ll find a drawstring bag containing a small handful of polished gemstones. As you hold them in your palm or between your fingers and inspect them under the light, you’ll feel something within you stirring.

Perhaps you’re holding rose quartz, the gemstone that symbolizes unconditional love, and you suddenly feel empty and loveless. Perhaps it’s amethyst, the gemstone attributed to calm emotions, and yet you’re feeling the most anxious you’ve ever felt in your entire life. Whatever the gem may be, its meaning is now inverted, and you get to suffer the effects of it.

Luckily, this curse — a gift from, who else, the Fallen Sun — can be broken quite easily. Simply clutch the gemstone in your palm and perform an act that embodies its true meaning, and everything will be back to normal. You’ll be holding a mundane rock to do whatever you want with, including throw it into the forest in hopes that it hits the Fallen Sun in his big, stupid head.
I CAN SEE CLEARLY NOW
When the rains stop at the month’s end, the clear skies yet again show the stars, and it’s a beautiful sight to behold. It’s no galaxy, even with every light in the Grove off so you can see them all — but it’s special nonetheless, especially to those who have been here under an empty sky for so long. The moon itself feels like it casts joy down upon everyone, and a sense of overwhelming peace settles like a blanket over the entire settlement.

Should you visit Ydalir or Heimr at all, they will both encourage you to spend a night camping out, providing you blankets to lie out in the grass with. While it isn’t much, Ydalir has pulled an old telescope from her mirror for those of you who want to nerd out a bit. Snacks, tea, and hot chocolate will be provided to anyone staying out for the night, too. For better or for worse, you’re all here together, so why not bask in a moment of peace?
SPARK NOTES
CLICK TO EXPAND!
COME RAIN OR EVEN MORE RAIN
Callan is giving gifts as all Guardians do. His gift... is a whole tempest. Luckily, the plants will get massive from this. Enjoy your giant produce and flowers!

FURNITURE STRIKES BACK
What could go wrong if the furniture went on strike? Surely it won't toss you out of bed or buck you onto the floor or try to bite you. ...oh, well, if that's the case, you might want to give it some TLC so that it stops.

GET (GEM)STONED
The Fallen Sun's "gift" to the residents is a lovingly-customized bag of rocks. Each stone represents some kind of meaning, but that meaning will be inverted and make you feel the opposite effect from it. To break the curse, all you need to do is clutch the gemstone and perform an act that it originally embodies.

I CAN SEE CLEARLY NOW
Finally, the rains clear up, and Heimr and Ydalir are encouraging everyone to stare at the night sky. It's beautiful with those few stars in it, isn't it?

OOC
How is it already August?? We don't know either. OOC Plotting Lives Here if you'd like to plot anything out! If you need rocks randomly assigned to you for the gemstone portion, head there and drop us a comment, we will give you rocks.

UPDATES
❖ None yet!

sticksandbonesmods: (Default)
[personal profile] sticksandbonesmods
THE OCEAN IS ONLY SCARY IF YOU THINK ABOUT IT
WAKE UP
You open your eyes to a peaceful, beautiful forest. Whatever you were dreaming about — be it something happy, something sad, or something nightmarish — seems secondary to the bright wash of greenery and the comforting, cooling breeze that washes over you. It rustles the leaves of the canopy overhead, disturbing a small nest of two-headed birds who chirp as the sticks for their nests are blown away. A hop, hop, hop later, and they return to continue their building, unbothered by your gaze.

As you walk around, you will find that Aldric’s Grove feels… empty. You pop your head into the inn only to find a fine layer of dust on the furniture, and an ever-burning fireplace refusing to be put out. The General Store is unmanned, the door locked, and the lights inside completely out. The house to the south is abandoned, and a building labelled as a clinic sports no patients. The most life you’ll find lies in the church, where the pigeons see you and swarm at your feet, cooing and asking for breadcrumbs.

Flowers bloom, a deer with a halo of horns skips through the clearing, and a small lizard shaped like a leaf climbs the well. You spend several hours alone… and then from the woods to the east comes a giant capybara and a monstrous moose two stories tall. Upon each of them, they carry a hoard of people coming back from what is clearly a summer vacation, if the inner tubes, swimwear, and overwhelming stench of sunscreen are anything to go by.

Maybe the people dismounting the two animals will be nice enough to greet you and tour you around. It’s the least they can do, since you were excluded from the vacation activities.
NOT A MOMENT OF PEACE
It’s still early in the month when a cacophony occurs; an enormous crocodile with too many eyes, known simply as “The Behemoth” suddenly rushes out of the river in a panic as some kind of blue, veinlike latticework covers the surface of it, nearly trapping her within it. It spreads across the entire length of the river from east to west, creeping onto the shoreline up to the church and across the back of the home to the south. When touched, it stings bad enough to paralyse the nervous system, and after making contact for too long while you’re unable to move? Death is imminent, unless someone saves you.

The Behemoth certainly doesn’t try to, too occupied plonking around on land to look for something to do while she can’t go into the water. She won’t attack anyone, but she’s normally searching for a meal, if you don’t mind sharing a snack. As for the other supernatural creatures in the Grove…

Ever since that latticework covered the river, the moose monster — Moder — and the gargoyle that sits on the church’s roof — Zahliya — have only stared and scrutinized. One wrong move, one fight with another resident of the Grove, means either of them are getting up to deal with the problem. It seems that they’re waiting for someone here to show the wrong hand, suspicious of everyone — including those who have been here for over a year at this point. And the second one toe is out of line? Either of them are willing and ready to kill.

Though the suspicion of the Guardians doesn’t wear off and won’t any time soon, the blue gunk covering the river disappears at the end of the first week of July, and it’s anyone’s guess what’ll happen for the rest of the month.
UNDER THE SEA
cw: thalassophobia
What happens is pretty simple if you don’t think about it: Another week passes in peace, and then a disembodied voice somewhere in the woods says, “You guys still smell like seawater and sand, and it’s putting me off of my lunch,” and if you’re new and haven’t gone to the beach yet and have no idea what the voice is talking about… too bad, you’re being lumped in with the crowd. Being lumped in also includes, well… a burst of magic, the sound of fingers snapping, and a loud splash of water. When you next open your eyes…

You’re underwater in some kind of reinforced metal base, one thousand meters under the sea, and something is slamming against the outside of it in an attempt to get in and — presumably — eat you alive. If anyone finds the on-board torpedoes in the command room in time, you might be able to kill the creature before it breaks through the hull and kills everyone inside. And with that hopefully taken care of…

Welcome to your new home for the next two weeks. Your only objective is to survive. There are several rooms here dedicated to underwater research, a bedroom with enough uncomfortable single-person beds for everyone (sadly glued to the floor, too), and a “cafeteria” type room that you can eat in. While the seabase comes equipped with supplies — torpedoes, enough rations to last for everyone but not enough for big eaters to eat big, diving suits and oxygen tanks, and underwater planter boxes growing strange fruits — it may take some effort on your part to ensure that survival is guaranteed. After all, the hungry leviathans know exactly where you are, whether you go outside of the base or not. Water, of course, may pose an issue; there’s no way to filter the seawater here, so the bottled water you have is all you’ll get.

Should you venture out, make sure you’re equipped with the proper gear first. Those of you who cannot swim should probably stay indoors, as there are no fancy vehicles to take you anywhere. Those of you capable of going out may consider braving the danger in search of additional supplies… or perhaps you’re just curious about the ecosystem. You’ll be here for two weeks, after all, there must be something to do. Travel far enough from the base and you’ll find the skeletal remains of something far larger than the Grove itself… and if you’re not careful, a monstrous, snakelike thing who wants you for dinner.

Try not to lead it back to the base for the others to deal with. Who knows how kindly people will take to that?
AN OMINOUS RETURN
As always, when one of the Forest’s “games” ends and you’re returned to the surface when the magic wears off, there’s a reward waiting for you. This reward isn’t as obvious, however. The fog wall is, for the most part, rolled pretty far back. The folks that have been here before may expect to see it revealing more of the trees, or showing off some new area that hasn’t been accessible yet, but the Grove remains quiet upon return. The Guardians, too, have little to say. Normally, they’d be a little more overjoyed at your return… alas.

No, the “reward” for surviving — or blowing up the base immediately and dying, either way — is that the fog wall obscuring the lake ever so slowly rolls back. From within it, something jumps out, a dark black shape, and disappears into the forest.



Perhaps you’ll see whatever it is another time.
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Welcome to the empty Aldric's Grove! ...oh, here come the people, back from summer vacation! Hey hello.

NOT A MOMENT OF PEACE
The river and shoreline near it are messed up for a week. The Guardians are suspicious of everyone here. The Behemoth is taking big steppies around the Grove asking nicely for food. A week passes, and the Guardians are still suspicious of everyone. Yaaaay.

UNDER THE SEA
And then, everyone was trapped underwater in a seabase, made to survive the horrors of the open deep sea. Watch out for leviathans! And try not to eat and drink all of the rations immediately; that's all you'll get.

AN OMINOUS RETURN
Your reward for playing in yet another of the Forest's games is the fog wall over the lake rolling back. Of course, what jumped out of it and ran off into the woods could either be your greatest boon, or your biggest nuisance. It all depends on you.

OOC
Happy summer! This is a reminder that TDMs are considered game canon. For your threads, feel free to make up your own leviathans/weird fish/whatever you want for spice, or just steal from Subnautica, it's all good. OOC Plotting Lives Here if you'd like to plot anything out!

UPDATES
❖ None yet!

sticksandbonesmods: (cosmic serpent.)
[personal profile] sticksandbonesmods
Who: The Cosmic Serpent and You
What: :)
When: Towards the end of their time on the beach. But not before they leave!
Where: The beach!
Warnings: implied something got eaten by a dragonshark

At some point in the summer night, the tide does not come in and flood the caves. The sky is clear, unclouded with only the moonlight gleaming in the dark. In the distance there is a loud rumbling noise, and those familiar with the sounds of the coast can tell a lot of water is moving, churning even, towards the Cosmic Serpent's cove.

Before anything can be done, however, something shoots across the sky. The Cosmic Serpent itself seems to swim through the air as if it is the sea it was born in, glowing always with it's gold and silver and nebula-like hues. Water drips from it's body and showers the shore and the forest beneath it in a colorful rain that does not stop even after the the Serpent has flown from view, though once it is gone the colors seem to fade.

Those caught in the rain will notice that the rain water feels cool and soothing. Those suffering corruption will feel it fading, however, as if it is washing away the suffering. Maybe even some of you will find yourself cured entirely.

The rain continues through the night, and at some point past midnight the tide finally seems to come. Good luck!

EVENT 013

Jun. 4th, 2024 01:17 pm
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[personal profile] sticksandbonesmods
LET'S GO TO THE BEACH, BEACH
EVERY DAY IS SUN-DAY
Summer arrives in the Grove as one might expect: With bright sunlight and sweltering temperatures, not to mention the humidity. It’s hot, it’s sticky, and not even the river feels cold enough to cool anyone down. In times like this, the local moose monster thinks to herself: “I could assist. I could open a permanent path to the seaside for the Children of Man, one that does not require those silly glasses. Children of Man love the sea.” Unfortunately, no one can tell Moder no, and so she groups all of you up and leads you into the woods, parting the fog wall with her own magic as she carves a path forward. It’s a three-day-long journey that feels as though only three hours have passed by the time she stops walking. At the top of the cliffside to the northeast of Aldric’s Grove, the Forest Guardian uses her gargantuan hooves to uproot a redwood, knocking it into the sand below to serve as a broad bridge. This, she binds with vines so that it doesn’t spin and throw anyone to the ground fifty feet down, and then carefully ushers each of you across.

As the last of you steps down the bridge and Moder follows after, there’s a rumble in the earth, and the few of you on the log get scooped by two large handibles as Moder suddenly launches herself off of it and to the ground below just in time for said log to creak, splinter, and suddenly snap back to a standing position up on the cliff face, as if it wasn’t uprooted in the first place. Time, they say, fixes all things, but usually not fallen redwood pines.

Suddenly, the fog wall grows darker on the cliffside, obscuring even the true paths to those that can see them — though anyone stuck on the other side will be able to get down here just fine due to it only being a one-sided blockade. A blockade meant to keep all of you, Moder included, out of the Grove and trapped on the beach. A childish-but-familiar (to most of you) voice can be heard yelling, but it’s distant, as if the Fallen Sun doesn’t want to get much closer: “IF YOU WANT TO BE ON THE BEACH NEXT TO THE NASTIES IN THE SEA THEN BE MY GUEST!! STAY THERE AND ROT FOREVER WHILE YOU’RE AT IT!!” And then there’s a chorus of grumbling and “ew” and “gross” before the Fallen Sun stops talking and disappears from the area entirely.

Welcome to the seaside, Aldric’s Grove. It seems you’ll be here for quite some time while Moder tries to fix what just happened.
RESTING BEACH FACE
The golden sands and crystalline blue waters of the sea welcome you in the meantime. While Heimr and Ydalir are also stuck here with you, they will, at least, be able to provide the usual amenities — Heimr has brought everyone beach fits, including swimwear and either a boho or surfer style casual outfit, and Ydalir can use her mirror to grab items you might want from your houses or inn rooms to play with. She supposes she can grab you your normal wardrobes, too, even though that’s not really in the spirit of beach.

Umbrellas, lounge chairs, and a volleyball net are all set up on the coast here, giving you ample room to both play and relax. The palm trees will drop the occasional coconut for you to eat or, say, throw at the person next to you, but one should exercise caution: Some coconuts are actually crabs that will pinch you if they’re picked up or thrown at mach speed into the nearest person. Under the brush crawl mango mice, and jellybeans float happily within the tidepools. Go far enough toward the cove to the west, near the cliff face where the Cosmic Serpent slumbers far out into the sea, and you may get accosted by the mobster lobsters. You’re in the wrong neighbourhood, kid, why don’tcha skedaddle?

Far in the distance, over the vast ocean, is a layer of white mist over the sea. Or, perhaps it’s another fog wall…? It’s difficult to tell from here, but the mist never dissipates and always lingers. Should you bravely swim out to it, you cannot pass through it nor see past it, though unlike the black fog back home, it doesn’t hurt to touch. It merely forces you back.

Enjoy the sun and soak up some vitamin D. While escape still isn’t possible, at least this place is peaceful.
THAT’S A-MORAY
…well, kind of.

The thing about Aldric’s Grove and the outlying seaside is that nothing is ever peaceful and cute for too long, and nothing ever goes exactly the way you want it to. To the east, riding the line between sand and sea, is a long, tunnelling cave that dips into the earth. It’s full of glowing corals and crystals and fish that should, theoretically, not be able to float through the air like it’s water — but stranger things have happened here, so surely the fruit sharks aren’t the real danger. No, the real danger is that every high tide, that cave floods completely, leaving no room for air or for escape. Luckily, high tide only tends to come at night…

…but during all hours of the day, something far in the distance sings songs. It’s a chorus, beautiful and hypnotizing, and if one were to look out toward stones that jut from the distant sea, they’ll spot them: a choir of gorgeous sirens resting upon the jagged rocks. They’re so, so happy to sing with you, should you stray closer — but getting too close means getting grabbed and dragged under. The sirens do not care if you drown on the way to a sandbar far from the Grove itself, but should you survive, you might want to scream for help. Their dinnertime is in a few hours, you see.

Somewhere far, far away from the shore, you can hear something roaring, too. Something large. Something imposing… something you should probably ignore.
SHIP HAPPENS
If one traverses the aforementioned cave before high tide rolls in, making it to the other side and crossing the threshold will spit one out on the docks, where there are cabanas for you to live in temporarily. Or permanently, if you really want to leave the forest behind. The pier boasts numerous empty stalls from a civilization long-gone; off by one of those piers is an old ship in a state of disrepair, and though it looks like it could function in the future, where would you even go if you fixed it?

The two merchants have their own spaces here — past the line of cabanas is an old, run-down building that looks like it was meant to be a seaside souvenir shop before the world as you once knew it ended, and this is where Heimr chooses to set up a temporary General Store. He’ll need some help cleaning all the old junk and coconut crabs out, if you feel like giving him a hand. Fatherly love points will be given to any and all who help, and once finished, a friendly spirit in the form of a dragonfruit dragon will help keep things stocked, as Plum does back at the Grove. Ydalir’s tent lies right outside of the temporary General Store, although her giant tortoise spends a great deal of time wandering off to go play in the shallows.

Each cabana is equipped with a small kitchen, a small living space including a pull-out couch and a bed suitable for two, and a bathroom with a standing shower and sink. There’s an outdoor seating area and firepit next to each, too. Sadly, there are only ten of these, so some sharing may be required, unless you want to sleep outside.

Happy summer, everybody. Don’t forget the sunscreen!
SPARK NOTES
CLICK TO EXPAND!
EVERY DAY IS SUN-DAY
Moder has led everyone to the beach for a day out. Unfortunately, "a day out" is actually going to be "an entire month out that you didn't ask for" thanks to the Fallen Sun. Oops.

RESTING BEACH FACE
While everyone is stuck on the beach, at least the usual amenities are available. Watch out for the coconut crabs, who are actually coconuts, and the mobster lobsters who want nothing more than to pinch your ankles until you get off of their turf. Enjoy volleyball and lounging under the sun in the meantime, though.

THAT’S A-MORAY
The cave floods during high-tide, the sirens want you to come out and sing with them and drown, and something roars in the distance. The ocean is full of untold horrors for your viewing pleasures.

SHIP HAPPENS
The docks is where most of the actual living will happen. Heimr needs help cleaning out an old souvenir shop to make into a General Store, an old ship on the pier might be able to be repaired, and there are ten total cabanas between all of you. Better find a roommate!

OOC
Friends it is summer, please use sunscreen IRL if you go to any beaches that may or may not contain sirens. For the event specifically, OOC Plotting Lives Here if you'd like to plot anything out!

UPDATES
❖ None yet!

sticksandbonesmods: (Default)
[personal profile] sticksandbonesmods
IT'S GONNA BE MAY
WAKE UP
You open your eyes, and with a jolt, find yourself within the clearing of a miniscule town surrounded by trees and thick, black fog. Despite the ominous backdrop, nature seems to be thriving — it’s a pleasantly chill spring day, as far as anyone can tell, and everything is vibrant and blooming… even some of the animals. At some point, a friendly old dog with red fur approaches, carrying a basket in his jaws. Inside are blackberries and apples other fruits. Did he find this himself? Or did someone give them to him to bring to new arrivals? Regardless, he very clearly hopes that you’ll share.

A giant golden brown turtle sits by a tent, napping in the sunlight. Two statues sit in the courtyard by an old well — a haloed woman marked as the Goddess of the Sun, Beiwe, and a gentle woman looking adoringly at her counterpart, marked as the Goddess of the Moon, Ourania. If you pay your respects, the air feels gentle and warm in the day, and like a fresh cool breeze at night.

As you explore more, perhaps the bloomed animals will approach — a mossy squirrel, or a frog who happens to also be a lilypad. It’s charming, almost. Whimsical and kind.

Shame that the wall of fog looms ever on, watching. Waiting.
SHINING, SHIMMERING, SPLENDID
cw: hallucinations, compulsions, near-death experiences

For a while, spring seems gentle, almost. Peaceful. The previous month may have been full of jokes, but things are actually safe. Of course, that can’t last forever. Every night, a purple, shimmering mist floods the town. It does not breach the doors and windows, even if left open, but looking at it is… enticing.

Should you give in, the mist is cool and gentle, swaying around you like smoke. The longer you stay in, the more your eyes feel blissfully heavy. Soon, you find yourself surrounded by loved ones, in a place that brings you joy — a childhood home, a vacation spot, some place warm and safe and dear to your heart. Everyone is playing and having so much fun. Join them! Join them!

Of course, by the time you do jump into the fun, you’ll find yourself awakened with a start, just about to fall into danger. Perhaps you climbed a tree and were about to leap to the ground from too high up. Or maybe you stuck your head in the river and your lungs were about to empty. Regardless, the happy dream shatters with imminent danger, and perhaps you’d better hope that someone else is nearby to help you. … Especially since with each night you give in, the more enticing the mist is the next night.
DANCE THE NIGHT AWAY
At some point, the mist is forcibly dissipated and instead the moon shines brightly, almost like a spotlight. Investigation will reveal an absurdly large capybara that seems more like a vehicle than an animal, even with the jasmine flowers hanging off of it, siting down with the ‘door’ accessible to anyone willing to climb in.

“Come with me, and I will bring you to a night of festivities.” is all that it says when asked. And it knows that you will — you’re all curious as kittens, after all. Once the last person takes a fuzzy seat within the capybara, it slowly stands up and begins walking through the woods, and for the first time, everything seems peaceful. Normal, even. Why, there’s not even a monster or misshapen, grabby tree! Just a moonlit forest, and fireflies in the distance.

Eventually it brings you to a small but beautiful cabin, crouching down to let everyone out again. Outside is a layer of marble surrounded by pillars decorated with sheer fabrics and an abundance of lilies and calendula, jasmine and marigolds, hydrangeas and gladiolus. A buffet table has also been spread out, and within the cabin are changing rooms with a multitude of ornate gowns and suits, alongside sitting rooms and other potential necessities — though you get the feeling that you should still be on your best behavior here.

Gentle music plays from an unknown source. The capybara is resting, until it’s time to leave come sunrise. For one night, everything is at peace. You may as well enjoy it, and dance to your heart’s content.
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Welcome to Aldric's Grove! The fog wall is a little creepy, but worry not: A dog has brought you a snack, and the plant-bearing wildlife are pretty friendly. If you've been here for a while, no worry: You, too, are getting a basket of treats from the dog.

SHINING, SHIMMERING, SPLENDID
A purple mist fills the Grove at night, and stepping into it makes you experience a euphoric dream... shortly before you wake up because you nearly walked into death. Be careful, because the mists are addicting, and you may not have an easy time avoiding their temptation the following nights.

DANCE THE NIGHT AWAY
For one night, the mists clear up and peace settles over the forest. A giant capybara gleefully takes everyone to the site of a grand dance, where the clothing and food are all free, and the music swells with joy. Dance your hearts out until dawn breaks, and then the capybara will take you back home.

OOC
Happy May! This is a reminder that TDMs are game canon. Enjoy your dreams, enjoy your prom night, enjoy the capybara. OOC Plotting Lives Here if you'd like to plot anything out!

UPDATES
❖ None yet!

sticksandbonesmods: (Default)
[personal profile] sticksandbonesmods
Who: The Grove
What: Something is happening!
When: Time is Fake you know that
Where: The General Store
Warnings: :)

It's a normal day, isn't it? Or as normal as it can be in Aldric's Grove while a mischievous and loving skeleton is pranking literally everyone. The Goddess's statues rest in the center by the well. Flowers are blooming. Plantimals are also blooming, and getting into things they shouldn't, and playing. Biblically accurate animals are grazing peacefully or resting in trees.

It might even be pleasant.




Up until a large crash from the General Store. Maybe you should check it out.

EVENT 011

Apr. 5th, 2024 10:27 am
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[personal profile] sticksandbonesmods
LIFE HAS MANY DOORS, ED-BOY
A DOORWAY OF CONFUSION
The residents of Aldric’s Grove have been down in the dumps recently, haven’t they? Whose fault could that be? Is it the fault of Wolfwood, who started the catastrophic bonfire? The Forest, who took over the body of Elsword and set him to the slaughter? Perhaps it’s the fault of Vash, who disappeared and came back with a corpse, or Beat, who went berserker-mode on everybody. Maybe it’s Gnosis’ general mopey energy spreading like a plague, or the fact that Luca has had the bar closed up for so long, or Pure Vanilla’s forays into his past. Why are you all so depressed, wonders a spirit in the forest, a spirit who has watched you for a long time. Why are you all staying indoors and not talking to each other?

This spirit knows what to do to cheer everybody up. A fun little prank, an event that will spark joy and lead you to somewhere vast and unknowable. Yes… the spirit has been here before, always observing you, even if you don’t often see it. It is the same spirit who hosted that masquerade all the way back in October before diving feet-first into a sinkhole. It is… a walking skeleton by the name of Mr. Bone-Jangles, and he is casting a spell.

At midnight, the sound of rattling bones rings out across the Grove, alongside a chime that sounds like the bell that hangs over the General Store’s door, and then a distinctly warped sound like trying to listen to music underwater. Were you to look outside your windows, you’ll spot a skeleton dressed like a cashier dancing around the well and the two statues next to it, movin’ and groovin’ to the beat of his own drum. Should you try to get outside through a door or a window, however…

You’ll wind up somewhere else. Not where you expected that door to lead, certainly. Your bedroom door might take you to your bathroom, or to your neighbour’s room, or to Ydalir’s tent. Your window might have plopped you right into the church, or the clinic, or one of the many weight-lifting rooms in the rec center. Should you try to leave the new location you’ve found yourself in, you’ll be in a similar spot — these doors also don’t go where they’re supposed to. The doorways have been scrambled, but at least — once they’ve been walked through — their randomized location is permanently set. If the inn doors lead to the bar, they’ll continue to lead to the bar.

Should you manage, by some miracle, to make it outside? Mr. Bone-Jangles will simply wave his phalanges at you and disappear into a puff of smoke.

This enchantment, or perhaps “prank” will last for the month. Good luck, Aldric’s Grove! Merry April Fool’s Month!
SAVINGS, SAVINGS, SAVINGS!
One door in the Grove, and only one, will lead you to a completely new space. A space named Alpha Mart, designated by the golden sign. It is, for all intents and purposes, a fairly advanced (by Grove standards) grocery store, and it carries… products of the uncanny and unusual. Once you’re inside, you can’t leave via the door you came from — it’s up to you to find a different exit, because that entrance door will simply plop you back inside.

What kind of products are here, one might ask? Well, the produce section contains the, erm, expected yet unexpected fruits and veggies, which at times seem to be alive and have minds of their own; the carrots will stop mid-yoga session to run away from you, the beetroots will try to bite, the raspberries have tiny eyes, and the tomatoes act much like lemmings, throwing themselves off of the displays at your feet. Nets in a tall, warped basket near the produce section can be used to catch anything that moves, and once caught, they’ll rest like normal food items would in your cart or basket or hands or pockets. All of these are perfectly edible despite the moral implications!

Head on to aisle fifteen, where the snacks are, and you may be pleasantly surprised by the great savings (100% Off!) on blueberry-flavoured pretzel bites, 100% salt peanuts, fried sunflower petal chips, and cookies shaped like Moder’s head. The deli section is a delight of chocolate-flavoured cheeses and lunchmeats with your faces printed on them. Even though some displays clip out of reality, rest assured, you’ll be fine to walk through those spots. The hard-working staff of skeletons are working on cleaning it up. Speaking of cleaning up, do you need something to wash your sins away with? How about some Plausible Deniability?

The walk-in freezers nearby are pleasantly deep and chilly, and should you walk through them, you might find yourself spat out somewhere else. …still within the Alpha Mart, of course. You didn’t think you could leave through a twisting maze of soda bottles, did you? Come on.
FUN 100% GUARANTEED OR YOUR SHELLS BACK!
cw in first image link: eyes, trypophobia

After making it through the freezer aisle and its twisting, cold maze of products, you’ll arrive at the, uh… um… the eyeball space! Anyway, let’s quickly move on from there.

Quite a ways out of the eyeball space, where the walls blink at you and follow your every move, is something of a playground indoors, featuring both your run-of-the-mill slides and waterslides where the water is dish soap and the swimming pool at the bottom is white chocolate. Try not to get any in your mouth; it doesn’t taste great! Inner tubes are provided by a skeleton staff member wearing a speedo, who also functions as a lifeguard should you drown in chocolate. Your grocery products can safely be set in a cubby nearby for “purchasing” later. Or you can use them between slide sessions. They are free, after all.

When you’re done with the slides, heading through a side door will lead you into a different section of the Alpha Mart, where the products continue to be bizarre and sometimes-sentient. Anything and everything you can imagine is here, unless it makes sense, in which case it’s completely absent from the store. At the tail end is the checkouts, where Mr. Bone-Jangles stands in his cashier uniform, miming a tired retail worker. He’ll send you through with your products after you pretend to pay him and will refuse actual attempts to pay, and then the exit door to the Alpha Mart will be revealed on the back wall. If you walk through it…

It spits you out in the middle of the Grove, and your silly “purchased” products are gone. If you want to go back in, you’re going to have to find the door again. The entrance should be in the same location it just was, at least.

…or maybe, after all of that, you need to wash the chocolate off and take a nap.
SPARK NOTES
CLICK TO EXPAND!
A DOORWAY OF CONFUSION
A skeleton has made the doorways stop working properly. Your doors and windows and other entryways now lead to random locations within the Grove. At least once they're locked in place, they don't change. Try not to walk in on your friends changing!

SAVINGS, SAVINGS, SAVINGS!
Welcome to Alpha Mart! There are sentient produce items and other weird products. You're going to be here a while, considering the way out is nowhere to be found. Enjoy shopping! Remember to eat the 100% Salt Peanuts while you're here!

FUN 100% GUARANTEED OR YOUR SHELLS BACK!
This isn't just a grocery store. It also contains slides, chocolate pools, and ten thousand other things that are vaguely horrifying and weird. The way out is through the checkouts. It's a shame that you can't take your products into the Grove with you.

OOC
Happy April Fool’s, Sticks & Bones! Casual modly reminder that we’re allowing you to make up whatever you want for this event due to the nonsense nature of it. Disclaimer: Neither of the mods have been to the Meow Wolf this event is based on. We’re sorry for inconsistencies but something something copyright free use don’t sue us thanks. OOC Plotting Lives Here if you'd like to plot out nonsense alongside actual plot-important things, or just see an update of the recent lore from last month. Have fun!

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WOULD YOU STILL LOVE ME IF I WAS A WORM?
WAKE UP
Nothing ever stays the same in this place. The people who came here before you know that, and have known that, and are used to that. When you and the other new arrivals start to stumble out of the fog wall and the surrounding woods, it’s an expected thing. They see you. They knew you’d be here eventually. Perhaps someone will be kind enough to explain how you got here, and why you have such a splitting headache, and why you feel so paranoid. Perhaps the sudden sense of foreboding and doom is too much to handle. It feels unnatural. It feels like the emotions aren’t your own. And when a butterfly with eyespots almost too realistic lands on your hand, it’s nearly impossible not to scream.

“Don’t touch the fog wall.” That’s what you’re told, and whether it reaches you through the fog-induced paranoid haze or not is left up to your will and your will alone. That sense wears off within half an hour, at least, though there are still more questions than answers in this place.

For instance: What is that in the river, that monstrous crocodile with too many eyes that seems to be stalking everybody who comes too close? “The Behemoth”, they call it, and it only wants as much to do with you as you want to do with it. Come too close, and it backs up to continue watching you from afar. Attack it, and it fights back, unkillable and gargantuan in strength. Offer it meat, and it cautiously takes the food from your hand before diving into the river’s depths.

Alternatively, you might wonder what that stone creature on the church’s roof is, or what the story behind the shadow-people are, or why there’s a two-story tall, many-limbed moose monster wandering around that no one seems bothered by. Where is this?

This is Aldric’s Grove. And for better or for worse, it’s your new home.
CAT-TASTROPHE
cw: forced animal transformations

Although time blends together in this place and makes it difficult to tell the exact date, it’s easy enough to tell that it’s early in March when everybody wakes up feeling and looking… different.

You recall going to bed in your usual body. You recall, as you fell asleep, hearing a childish voice whisper in your ear, “I’m booooored. Let’s race!” You almost certainly do not recall being an animal no bigger than a large dog, almost unable to leave your bedroom because door handles are difficult to open with paws or claws or anything else. It’s lucky that the windows are easy enough to nudge open with snouts and beaks so that you can leave your bedroom and see what, exactly, is going on.

You aren’t the only animal. Everyone here is, too, creatures of different shapes and kinds, though all of them hail from Earth itself. The Guardians and shadowy merchant siblings are just as miffed as you are about this. “Here we go again,” they say, just as the last of you arrives at the Grove’s centre — and then it all goes dark. When you next open your eyes, you’re deep within the woods, where colourful flag markers on trees and a winding, long path indicates a race.

A long race. One that will last at least eight hours, assuming you use your time appropriately and don’t take too many naps in the trees along the path. Fret not: To ensure everyone participates in the race as expected, the Creature in the woods has sent an entourage of monsters after you, with too many eyes and gnashing fangs and claws the size of tree trunks. They’ll chase you down and try to eat you if they get their talons on you.

Use your time wisely, unless you want to meet an untimely demise.
BURIAL OF ANCIENTS
The Creature is a big fan of participation awards. Whether you won the race against your peers, came in second or third or fifteenth, or died during the challenge, it matters little when the fog starts to pull back. That’s your reward for being forced to participate in a race you didn’t want to be part of in the first place, aside from the regular reward of going back to your normal body: you get to explore, and you get to explore a lot.

To the east and west where the river bends, the fog is no longer a blockade impeding progress. You can travel far in either direction by river raft, chart unknown territory, and get lost in the woods for as long as you desire. Though it will take three days to travel to the new “end point” in either direction, an offering of shells and fruits can be given to the River Guardian to be granted a travel boon that will decrease your travel time from three days to one. You’ll still have to camp out along the shoreline, but asking for that boon will ensure you aren’t gone too long.

Taking the river to the west leads you through an ever-darkening forest, marked on the banks and trees by blue-glowing mushrooms. The canopy here is so thick that the sun doesn’t shine through, making it twice as difficult to tell how much time has passed — and to see where you’re headed in general. At the end of the journey, the black fog wall comes back into view, as the river begins to widen into the beginnings of a lake. A lake, which you cannot yet reach, as you dock the raft and hop onto the shore.

Following the path leads you to a wide-open clearing with more of those glowing fungi and a strong smell of moss. In the centre of it lies a humungous skeleton half-embedded in the soil, so enormous in stature that one wonders how such a creature ever roamed this land. The inside of its skull alone is enough to build a moderately-sized house within, and have a lovely view of the lake behind the fog wall to go with it.

If you approach the lake’s edge, you can hear a soft song from within, beautiful and hypnotizing. It makes you want to walk into the fog wall. It makes you want to enter the water and drown in its depths. And if you don’t, if you get control of yourself, hundreds of sickly black hands slam into the wall again and again, desperately trying to reach you.



The next time you come out this far, all three Guardians are here, arguing with the thing in the lake in a language you can’t comprehend.
SHIMMERING COSMOS
To the east, another three days out (or only one if you ask for that boon), is a forest of sequoias that reach into the very heavens, and moose tracks the size of your inn rooms. Out here, there are no glowing fungi to guide your way, only the distant sound of the ocean and the smell of salt. The closer you get, the stronger both of those become.

At the end of the river where the fog wall yet again impedes progress, you hear a waterfall. It’s overwhelmingly loud, nearly impossible to talk over, but if anyone is with you, you’ll have to manage somehow. Behind the fog — only a scant few feet away — is the edge of a cliff, and a sheer drop into the sea. In the far distance looms the silhouette of a lighthouse, unreachable, and in the sea itself just barely visible behind that black wall, within a spiralling whirlpool…

…is the sleeping, peaceful figure of a serpent, scales glittering with stars. It doesn’t respond to if you call out to it. Perhaps it can’t hear you. Perhaps it doesn’t care. It is the stars fallen from the sky and the cosmos you haven’t seen since you’ve been here, immune to your plight, because what is a mortal but an ant to a God?

Even though the Cosmic Serpent can’t be reached, a sense of calm washes over you the longer you stay close to the sea. Before you head back home, why not take a nap against one of those tree trunks? Just be careful you aren’t asleep too long. A “nap” to you might seem like a small coma to everyone waiting for you to come back to the Grove.
SPARK NOTES
CLICK TO EXPAND!
WAKE UP
Welcome to Aldric's Grove. New arrivals walk out of the fog wall feeling paranoid because they touched the fog wall. There's a biblically-accurate crocodile in the river. Surely this is fine.

CAT-TASTROPHE
Everybody gets transformed into an Earth animal and thrown into a long race in which they'll be chased by monsters the entire time. Sounds fun, right? ...no?

BURIAL OF ANCIENTS
To the west is a dark forest marked with glowing mushrooms. Travel far enough out via river raft and you'll reach the edge of the lake and find the ancient bones of a humongous creature. Getting too close to the lake and listening to the thing behind it singing makes you want to walk into the fog wall and drown in the lake. If you don't do this, hands slam against the fog wall, trying to reach you. Sometimes the Guardians wander out here to shout at the thing in the lake.

SHIMMERING COSMOS
To the east is a forest of sequoias, with moose tracks between the trees the size of an inn room. The further you go, the closer you get to the cliffside, where you can hear a roaring waterfall just beyond the fog wall. Through the fog is the sleeping form of the Cosmic Serpent, and the lighthouse in the far distance.

OOC
Happy March! TDMs are considered game canon. If you'd like to plot with people for this event, head over to OOC plotting. We encourage exploration considering the sheer volume of setting updates this time, so if there's anything you want to explore in more depth, hit up this log's investigations toplevel.

UPDATES
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Who: Livio, Wolfwood, Elsword, Mizuki, Add, Heimr
What: heimrquest
When: several days after the bar is built, late in the evening
Where:
???????
Warnings:
mentioned child death, mentions of plague, paranoia, supernatural-driven insanity, survivor's guilt, death, possession, impersonation, body horror. more will be added as needed.
find me, and walk beside me )

EVENT 009

Feb. 1st, 2024 10:46 am
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RULER OF MY HEART
HOW SWEET IT IS
As time ticks on in that strange, wobbly way it does in this place — where the nights feel like they last days, and the days feel like they’re only a few hours long — the fog, ever so gradually, rolls back in, until it’s that oppressive black wall it normally is. It means no more trips into the greater forest for the time being, though the surrounding ring of treeline around the Grove and the burned town to the north remains readily accessible.

The woods, now awake and alert, sends its regards with the occasional roar of a beast in the far distance, and the occasional biblically-accurate deer wandering into the Grove proper to nibble on grasses starting to spring up through the snow. Speaking of things springing up through the snow, there are some new trees near the riverbank, sporting perfectly normal lemons that are growing perfectly normal eyeballs. It’s fine, they’re edible, although they don’t seem to be native. Hmm.

All is peaceful thus far, until you open your dresser drawer. Suddenly, a little  creature flies out at you, or cries out angrily because you woke it up. Perhaps, that creature climbs on you instead, shuffling into your pocket to snuggle up. Or, maybe you lay down for a nap, and your pillow feels just a touch lumpier than normal, and when you move your head, something squeals at you. No matter where you find them, even if they’re being a nuisance and eating your shoelaces, these creatures are harmless: they’re merely cold, and you, a Warm Thing, will now be their space heater.
I REALLY LIKE YOU
One of Ydalir’s secret passions is cooking. You would not know this, because she doesn’t have the ability to eat, but that doesn’t mean she lost the ability to cook. A holiday is coming, you see, and it’s tradition for everyone to partake in cute chocolates and have candlelit dinners! (She will not be providing the dinners, that’s on you.)

What feels like early on in the month, Ydalir will approach everybody with a box of chocolates customized for each person with their favourite flavours. For those of you who don’t eat human food, don’t worry: These are safe for consumption for vampires and robots alike.

Like with most things here, though, things are not as they seem. Eating one of these chocolates suddenly makes you feel very, very cuddly, like suddenly you wouldn’t care who you snuggled up to right now so long as you were comfortable. With the candy in your system, you feel affectionate to anyone who you come across, even if you may not have liked them previously.

As it turns out, mixing magic with cooking makes a potion. Ydalir swears up and down she didn’t mean it, but enjoy your cuddle-chocolates anyway!
LET’S STAY TOGETHER
Sometimes, when you touch another person, your mind goes elsewhere. This isn’t a result of the chocolates, but rather some other force at work. If you see two people asleep somewhere — the ground, the couch, the kitchen counter — it’s best to leave them where they are, unless you want to risk passing out with them and seeing what they see. They’ll wake up in a little while.

What those who get dragged into their own minds see depends on the person, and what lies within their heart. These “heartspaces” are made up of core memories to the participants — important locations, emotional states given form, meaningful items, or anything else, really. When in contact with another person, these heartspaces will combine into one, perfectly interactable and wanderable at your leisure. Touching objects within these spaces will play a core memory before your eyes, or even change the scenery a bit, depending on whose heart it is you’re messing with.

Perhaps now is a good time for bonding and learning about one another, in the comfort and privacy of your own minds. After all, you won’t exit the heartspaces for quite a bit.
PAIN IN MY HEART
…just try not to break anything while you're there.

It might be an accident. Maybe you walk backwards into a table containing a framed photograph, and that photo falls and the glass breaks, the picture inside the frame ruined. Maybe you broke that cheaply-made but still-important toy while fiddling with it. Or, perhaps, it wasn’t an accident at all: You broke that thing on purpose, you punched through that wall, you set that fire.

Whatever broke the thing in question doesn’t matter in the end. What matters is that the memory associated with it begins to fade away like smoke on the wind. Fixing the broken object will bring that memory back, but failing to fix it before you wake up from the dream will have that memory gone forever.

Although, there are some pretty bad memories out there… if the memory broken was terrible, or if the item in question showed someone a dark secret you didn’t want them to know… shouldn’t it stay gone?
SPARK NOTES
CLICK TO EXPAND!
HOW SWEET IT IS
The fog is back. The creatures are clinging to you because they're cold. The eyeball lemons are, uh... lemon...y. Enjoy your completely normal slice of nature.

I REALLY LIKE YOU
Ydalir has made everybody chocolates! They're delicious and induce feelings of affection and a deep need to cuddle others. Surely this won't go terribly awry. Also, she's very sorry.

LET’S STAY TOGETHER
Sometimes, touching someone else takes you to a combined mental space made up of the important things to you and the person you touched. You can touch things within the space to play memories, or explore the environment together. Outside, you're just asleep on the floor somewhere probably, so hopefully no one trips over you.

PAIN IN MY HEART
Be careful in the heartspaces. Anything you break will take a relevant memory with it. If you can find a way to repair it, the memory will come back. Although, sometimes memories need to stay gone, don't they? Maybe leaving it broken is okay?

OOC
Happy February! The mod team will not apologise for the amount of pink in this event log. If you'd like to plot with people for this event, head over to OOC plotting. We will allow you to make up various plantanimal creatures for this event, they don't have to be like the images linked as examples. Have fun, enjoy creatures, they're here to stay. Reminder this month will have Heimrquest, so if you want to sign up, please do so on the OOC plotting post.

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