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What: resurrection and readjusting
When: late winter
Where: the inn, the rec center
Warnings: amputation, death, suicide ideation is a strong possibility, dogs as a form of horror, more as they come up
You open your eyes.
It feels like youâve been here before, like youâre finally home. Today, the sun shines brightly, brilliantly, on the open forest clearing making up Aldricâs Grove. Vines wrap around old buildings, overgrowth covers ruins of what once were homes and shops, and weeds poke up through the cracks of foundations. Before you stands an inn, a well, and one hundred beautiful flowers peppered throughout the clearing. Be not fooled by their beauty, wanderer; should you stray too close, the flowers are happy to bite.
Fret not, however; should you seek escape from the carnivorous foliage, the inn is plenty safe from attacks. Perhaps you ought to get acquainted with others like you, lounging in the lobby with nowhere to go. Perhaps you should find yourself a room, a place to stay. After all, room and board is completely free of charge! Should you dig through the bedside table of your new room, youâll find only one thing within: A Polaroid photograph of yourself from years ago. You were younger, then â or, if age doesnât define you, you were different. Still, you remember posing for this photograph⌠donât you?
If the photo is too much for you, a trip to the river might offer respite. The oppressive fog wrapping around the grove and obscuring much of the distant forest some miles out wonât let you wander too far. Luckily, thereâs a stretch of river perfect for a round of fishing, playing in, or simply relaxing by. Mushrooms grow along the banks and on the trees, but remember to say âthank youâ to the forest if you take them. You wouldnât like the consequences otherwise.
cw: madness, hallucinations
You might have had luck avoiding the gnashing fangs of the flowers thus far, but they begin to get restless and aggressive the longer they go without feeding. They canât quite uproot themselves and chase you down, but they will stretch their stalks as far as they can, unfurl their petals and try to wrap sharp leaves around your legs and anything else within reach. If you arenât careful, their fangs will pierce your flesh, and they will drink from you until they drain you dry. Shout for help if they latch on. Surely someone will come to your aid.
âŚjust try not to look at them much. The flowers take passive abilities of anyone they feed from, and that means they possess powers of their own. Stare for a moment too long, and youâll begin to see your nightmares brought to life, feel a crawling down your back like one million insect feet, a grappling at your ankles as something tries to drag you under the metaphorical tides. Black tendrils sweep over your eyes, they grip the facades of buildings, they tear your friends to shreds and eat them whole. Focus. Focus on that voice telling you to snap out of it, on the people around you waving their hands in front of your eyes. It isnât real. Blink, shake your head, and clear your thoughts.
Or donât. âGive in,â a sultry voice murmurs, âLet me consume you.â
cw: auditory hallucinations, animal butchery
From the fenced-off, locked-up manor to the northwest of the Grove, a spill of magic begins to leak out from boarded-up windows. Itâs gradual at first before it suddenly bursts, and thatâs when everything starts to go haywire. The Manorâs heart aches, friend. Something in that house is oh-so-miserable with no way out⌠and it intends to make you feel its pain.
Every regret youâve ever had â every word left unspoken, every lie youâve told, everything you believe youâve done wrong â those feelings are brought to the surface and magnified. No matter where you look, what you do, or how much you try to distract yourself, those emotions will always bubble to the surface.
You might think wandering into the forest will help you flee from yourself for a time, but as soon as you cross the threshold, the path back to the clearing closes behind you in a rustle of leaves. The only way out is forward, it seems, but the forest wonât play fair. The path will shift unexpectedly, blocking your route, forcing you to backtrack, but never quite allowing escape. All the while, voices fill your mind, chasing after you no matter where you go. They are the murmurs of those you have wronged, the murmurs of a conscience slighted.
Seeking out a companion in the labyrinth will quell them, for a time. Should your heart weigh too heavy, confessing to your labyrinth-partner what youâre grappling with will absolve you of your guilt and leave you feeling clear-headed enough to escape. At that point, the forest, too, seems content to let you solve the maze without interference.
Should you escape fairly, without harming the labyrinth, youâll be rewarded: A freshly-hunted game animal from your homeland is dropped at your feet just as you step back into the clearing. Enjoy it, for you will not have the opportunity to get another. The forest only allows one round per person.
The residents of Aldricâs Grove have had a rough time here, but not everything has to be bad. On the night of the new moon, the Shopkeeper leaves his store for the night, and alongside the Trader â who normally sits outside the inn by her stall and her giant turtle â he constructs a bonfire some distance from the carnivorous plants. Nearby to it are tables with a feast set upon them, free for everyone to enjoy. Thereâs music playing from⌠somewhere. Donât think about it too hard. The wispy, sentient shadows that comprise the Shopkeeper and Trader are happy to dance with you, too, if you ask.
Enjoy your night, friends. Youâve made it to the end of the month, and you deserve a break.
Good morning, stranger. No matter what was happening within the last few minutes of your life, it's not happening anymore. All you recall about the transition from there to this sleepy, abandoned grove in the middle of the foggy woods is a collective of childish voices whispering in your mind, Do you want to play with me? And it did not care what the answer was. The manor, ever inaccessible, has not a single light within the windows, but the general store and the inn both seem to have some life- you may just miss the child watching through the manor attic as you approach the other locations.
Also notable is what looks to be a street stall manned by a shadow cloaked in red and a giant turtle. The warm glow of lights and the sourceless jovial music is also inviting. The woman herself, however, can only stare with her eye-lights a gray shade that seems unfitting. Even when she shakes off her dismay, there's something shaky in her voice as she speaks later.
Though there's an abundance of flowers, something about them seems wrong. Maybe it's the fact that some of them are the size of sports balls. Or the roots are starting to emerge through the dirt, sprawling across the grove's floor like a mess of cords. Or maybe it's the fact that the red dog keeps snarling and trying to dig through them. When you investigate, some of the flowers have leaves and petals sharp as knives. They do not grab you... yet. Do be careful, because they will if you let your guard down.
The entire place is strange and odd. But you are not alone. Be it those beside you, freshly awakened, or the residents already here. Welcome to Aldric's Grove.
At some point, the grove is more... open. With how closed in the clearing is, with it's dreary cloudy sky and the fog all around, it always felt small. But now? Now it's... strange. It's open. And perhaps that is when you realize, you can enter the woods. It's letting you in perhaps more than one might expect, but ultimately there is still no escape. But as you venture forth, some of the trees, you note, are oddly shaped. The trunk twists or warps into uneven lumps, or maybe a branch looks more like an arm than it should. And then you find them.
Someone you know, warped and wooden, leaves growing from them like any normal tree. Were they fighting? Were they fleeing? Did they freeze in surprise? All you can tell is that no one escaped. But why are they here? Where did they come from? Press your ear against their chest and you can hear the flow of water. Or... maybe it's... no, no, it must be water. Do you dare try and cut through the bark? Try and uproot the tree? And now that you see the faces, it feels like every single tree in the area is looking right at you. Watching.
Waiting.
Something in the air giggles.
While the forest invites you to see the horrors of the forest, a more clear cut path through the fog also extends it's invitation. The narrow path through the fog may be easier than open air, now that you know what lies beyond. Eventually the fog dissipates and leaves you in a one-tree forest; every tree is the same species and, though it may not be true, feels as if they're exactly the same. Same height. Same width. Same space apart, from all angles. Even as the fog surrounds you, it feels like an endless pattern of wood, and you are the outlier. At least you are not alone.
The only other thing breaking the pattern is a gray, whispy figure made of smoke sitting at a raw log table, a deck of cards before it. The smoke breaks to offer a grin with too many teeth, and it gestures to the cards.
Round of cards? You pick the game. Win, and I'll give you something nice.
... At least there's no moosetaur ready to break your neck at a moment's notice this time, at least, but if you do cheat a hail of acorns and other tree nuts falls upon you. Hard. Bruisingly so, even. The figure does not stop smiling all the while. You can challenge the figure to any card game played with a standard deck of cards alone, or with up to two other players- so one to three players against the smoke total. Refusal to play is met with an easy smile... but the three-day loss of one of your senses.
Several weeks ago- ... or... was it days? Time is strange here, foggy and unclear- there was a ruckus at the river. And then it had closed, cutting the survivors off from their main source of food. Now, the path to the river is open and upon entry, it's much different. The thorns and giant brambles are gone, the open space unblocked by the fog is wider, and a larger abundance of fish can be seen, none recognizable... except. Huh. That sure is a holographic turtle. And golden fish that glow like the sun...
The water is cold and clear. The riverbanks are full of flowers and clovers. Scales and bones and medalions still wash up on the shore or can be fished out from between the cracks, but the teeth seem to be gone at least. Compared to the watchful, hateful, despairing air of the forest, the river is welcoming. Above the water, it feels like there's not a cloud in the sky. Nothing can reach you here.
Growing around the river is also some fruit trees- apples, primarily. If you take one, it's the brightest red you've ever seen on a fruit, and should you bite into it, it's perhaps the most delicious thing you've had in a long while. Idly, there is a soft voice flowing through the water and the air, gentle enough to go unnoticed.
thank you.
...bring may flowers, as the rhymes go. None are so brutal as the tantrum the Woods threw upon it's defeat in the game, no lightning visibly striking the ground or targeting you when you have to step outside... in fact, most of the afflictions from the game all those nights ago have seemed to have faded, save for lingering plant friends who truly intend to overstay their welcome. And with the rain, new life springs forth: the small flowers that littered the ground sporadically grow in number, and some in size. It's a pleasant sight, even if... hm. You may not be an expert in flowers but some of these don't seem Forest-Native. And if you are an expert in flowers, then some of these definitely aren't. Alongside the wood anemone, wild geranium, and blue wood aster, there are sunflowers, poppies and jasmine flowers and more - keen eyes can also spot the sprouts of wild strawberries.
Oddly enough, Rusty seems to disapprove of some of these flowers. Because he is just digging them up when he finds them, huffing angrily when he's done. His choice almost seems random, but as time passes there are plenty of holes scattered throughout the grove. Watch your step.
Another oddity is that some of these flowers are larger than they should be. And some of those large flowers, when you reach out to touch them in your inspections, touch back - leaves or viney tendrils gently wrapping around your fingers. When you jerk your hand back, blood drips from your fingers from where the edge of the plant had turned razor sharp for just a moment as you withdrew, but the flower returns to normal. Notably, this doesn't happen with every normal or odd flower though...
Occasionally, one can hear heavy footsteps through the hallways of the inn at night, slow and steady, pausing just before a door. And then moving onto the next. Whatever the source is, it makes no effort to come in- but in the morning, every door to a room that houses someone is marked: a semi-hollow circle at the bottom with an outer barrier that holds back several diamonds, painted in red. ... It's not blood, at least, that is immediately obvious. Should you try to remove the mark, it reappears the next day, freshly painted. The magically inclined, however, can tell that this is a sigil to protect your room.
And of course no one is just going to let a heavy-footed stranger wander the halls at night after they had to fend off a wood-and-metal moosetaur. So those who step out at night to investigate will find... the Shopkeeper, carrying a bucket of rather foul-smelling paint. When questioned, he simply tells you to go back to sleep. And you do.
However, during the day, the Shopkeeper seems even more tired than usual. Why, you might even catch him dozing at his counter. Who knew shadowy whisps in the shape of men needed to sleep too? ... You might have to wake him up for your purchases, though. Unless you want to try something.
On a dry day, the Shopkeeper can be seen hauling out a large wooden table- almost like a half of a felled tree. Once that's done and settled, stumpy chairs join the table, and then? Paper, reeds, twigs and wicker are laid out. Paints and little carving tools, too. Eventually, he sits down and starts to make something. When questioned, he gestures for you to have a seat.
"We're makin' lanterns," Is what he says eventually, as he guides you in what to do. "The Trader out in the woods has more things that can help, but she can't navigate the woods without a guide. So we're makin' them for her."
As you construct your lanterns, working together or playing around, he watches almost fondly before resuming his work. Gradually, as each lantern gets finished, he either takes them to hang, or instructs you to hang them up either outside or in a window- wherever they can be seen from the outside. Though he hadn't provided a light source, once the lantern is hung it begins to glow. Once the final light is strung up, the Shopkeeper steps into his store and then comes out with a strange horn, blowing into it. The sound is loud, deep and bellowing, but he only plays once. And then he waits...
And waits.
And waits.
Until finally, in the distance, the sound of a similar horn echoes back.
It's a typical foggy morning when the clamor begins, with heavy steps and loud laughter and dozens of items rattling together. Through the fog, a dim light can be seen before a rather... large red and brown turtle slowly lumbers through. On it's back sits a shadowy woman cloaked in a vivid scarlet and gold, hood wrapped as if it's draped from a horned headpiece sits, and behind her a large pack of everything and anything sits tied down. As soon as the turtle settles in the center of the grove by the well, she slides off, already bringing the pack down with her to set up a stall. Her good mood flickers when she sees you.
"So you are the reasons he called me back! Here I thought he was just being sentimental. But! A new meeting is always something beauiful, no? Come, come, help an old woman out. Or better yet, tell that old stiff I'm here-" The Shopkeeper almost definitely knows already. "-He can do the heavy lifting."
The stall unfolds quickly, like a tent full of light and warmth. Her wares include metals and tools, candies and fruits- and behind her, a strange mirror. It isn't for sale but you can't help but think of home when you look at it, no matter how familiar or unfamiliar it is. The turtle settles onto the ground, eyes fluttering closed before he settles into a deep nap. The Trader seems to dance around as she flits from display to display, before she settles before you. You think if she had a face, she'd be smiling wildly.
Welcome to the Trader's stop.
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!