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September Mini - Ghost of the Past
The Visitor's Center
Just where the sands of Tawny Beach begin to fade into soil, grass, and cobbled roads, there is a new building. Much like the House of Cards, it seems to have appeared from nowhere overnight. A large and round structure of tastefully stacked stone, it seems to fit perfectly in between the town and the marina, with an exterior door facing each side and at both entrances. It reads, "VISITOR'S CENTER," in bold letters.
In mailboxes throughout town, there are flyers, advertising "offworlder visitation" running from September 6th to 19th. "Make appointment today!" it advertises cheerfully.
Regardless of which side you enter, the same receptionist sits at the desk on either side--- a pretty-faced young man with braided black hair, wearing dozens of pieces of delicate golden jewelry. He is working hard on some sort of paperwork or taking some phone call when you come in, but he quickly sets it aside to welcome you. "Hello! Welcome to the visitor's center! Would you like to make an appointment?"
Your host artfully dances around questions regarding the place, its abrupt construction, its purpose, and what your appointment actually entails, assuring you it's "self-explanatory." He'll gladly inform you that "people you know" are here for a visit, but won't say who or why or for how long. But you'll sign up for your appointment anyway, for one reason or another. Perhaps you don't even really know.
At the time of your appointment, you are sat down in a tasteful meeting space of your choosing (the options are listed below) and your guest is brought in. But it is not who you expect. In fact, in all likelihood, you do not know this person at all. But don't worry, they've been briefed, and they'll pass the information along to you if asked.
You see, you are not here to meet someone from your own past, at least not at first---- you're here to meet someone close to one of your friends or neighbors. And they're here to speak about that person to you.
Take as long as you need. The Visitor's Center does not close.
In mailboxes throughout town, there are flyers, advertising "offworlder visitation" running from September 6th to 19th. "Make appointment today!" it advertises cheerfully.
Regardless of which side you enter, the same receptionist sits at the desk on either side--- a pretty-faced young man with braided black hair, wearing dozens of pieces of delicate golden jewelry. He is working hard on some sort of paperwork or taking some phone call when you come in, but he quickly sets it aside to welcome you. "Hello! Welcome to the visitor's center! Would you like to make an appointment?"
Your host artfully dances around questions regarding the place, its abrupt construction, its purpose, and what your appointment actually entails, assuring you it's "self-explanatory." He'll gladly inform you that "people you know" are here for a visit, but won't say who or why or for how long. But you'll sign up for your appointment anyway, for one reason or another. Perhaps you don't even really know.
At the time of your appointment, you are sat down in a tasteful meeting space of your choosing (the options are listed below) and your guest is brought in. But it is not who you expect. In fact, in all likelihood, you do not know this person at all. But don't worry, they've been briefed, and they'll pass the information along to you if asked.
You see, you are not here to meet someone from your own past, at least not at first---- you're here to meet someone close to one of your friends or neighbors. And they're here to speak about that person to you.
Take as long as you need. The Visitor's Center does not close.
How It Works
Visitors.
Each offworlder on the island can have up to 2 "ghosts of their past." This is not meant to be literal, as these so-called ghosts will generally be no more dead than any other offworlder. Your ghost can be anyone who "haunts" you in some way, which can mean whatever makes sense to you. It does not necessarily need to be someone with a negative opinion of you--- it can be someone who loves you very much! This person can be from any point in your timeline, including after the incident that brought you to Pumpkin Hollow. It can also be a past version of yourself. Regardless, your own visitor is not actually the person you are here to meet. Your visitor will be meeting with one of your friends or loved ones from the island, and you will be meeting with someone else's "ghost."
When speaking to a "ghost", you will notice a few things about them. The first is that they do have a sense of where they are and what they're doing---- they know that they're here temporarily, and that they've been asked to speak about or on behalf of someone they know. They're aware of who the person is that they've come to speak about as well, and they seem to have all of their memories intact aside from being a little fuzzy on the actual process of getting here. The second is that in most cases, they seem to have regular needs like any living person. The upper floors of the visitor's center have hostel-like sleeping areas, bathrooms, a cafe, everything a person might need. The third is that they seem to be weirdly forthcoming when asked questions. Perhaps you're not familiar enough with the individual to notice such things at first, but it becomes evident that they're pretty open about the person they're there to speak about even when they don't seem to want to be.
Want to speak to your own visitor? That can be arranged--- but your ghost must speak to someone else first. But not to worry, there's plenty of time. (Despite the IC dates, OOCly this can be backtagged as long as desired!)
Each offworlder on the island can have up to 2 "ghosts of their past." This is not meant to be literal, as these so-called ghosts will generally be no more dead than any other offworlder. Your ghost can be anyone who "haunts" you in some way, which can mean whatever makes sense to you. It does not necessarily need to be someone with a negative opinion of you--- it can be someone who loves you very much! This person can be from any point in your timeline, including after the incident that brought you to Pumpkin Hollow. It can also be a past version of yourself. Regardless, your own visitor is not actually the person you are here to meet. Your visitor will be meeting with one of your friends or loved ones from the island, and you will be meeting with someone else's "ghost."
When speaking to a "ghost", you will notice a few things about them. The first is that they do have a sense of where they are and what they're doing---- they know that they're here temporarily, and that they've been asked to speak about or on behalf of someone they know. They're aware of who the person is that they've come to speak about as well, and they seem to have all of their memories intact aside from being a little fuzzy on the actual process of getting here. The second is that in most cases, they seem to have regular needs like any living person. The upper floors of the visitor's center have hostel-like sleeping areas, bathrooms, a cafe, everything a person might need. The third is that they seem to be weirdly forthcoming when asked questions. Perhaps you're not familiar enough with the individual to notice such things at first, but it becomes evident that they're pretty open about the person they're there to speak about even when they don't seem to want to be.
Want to speak to your own visitor? That can be arranged--- but your ghost must speak to someone else first. But not to worry, there's plenty of time. (Despite the IC dates, OOCly this can be backtagged as long as desired!)
Locations.
There are plenty of places to meet with visitors within the Visitor's Center. If you'd prefer a more public meeting space, some lounge areas have been set up on the beach, or the cafe or recreation area within the center are all available. The beach meeting spaces consist of clusters of folding beach chairs or picnic blankets, and while swimming season is largely over, the view from the beach continues to be stunning this month. The cafe is a quaint bistro on the rooftop of the center with a round serving station in the middle and outdoor tables around the outer walls, which feels both spacious and intimate at the same time somehow. And the recreation room is an interior space on the second floor full of spaces for communal games, some of which are too modern to be there. (Not electronics, but definitely Cards Against Humanity.)
If you'd prefer a more private space, there are a number of tasteful meeting rooms, including those with tables as if for a more formal meeting or those with couches or chairs. One of the latter sort even has a fireplace!
However, visitors are not able to go further afield than the beach. If they attempt to go into town, their feet will plant themselves firmly to the ground outside. They will not be able to be pushed or lifted to get around this, and anyone who attempts to force it will be summarily accosted by the staff and their appointment will end immediately. They may not be eligible for another.
There are plenty of places to meet with visitors within the Visitor's Center. If you'd prefer a more public meeting space, some lounge areas have been set up on the beach, or the cafe or recreation area within the center are all available. The beach meeting spaces consist of clusters of folding beach chairs or picnic blankets, and while swimming season is largely over, the view from the beach continues to be stunning this month. The cafe is a quaint bistro on the rooftop of the center with a round serving station in the middle and outdoor tables around the outer walls, which feels both spacious and intimate at the same time somehow. And the recreation room is an interior space on the second floor full of spaces for communal games, some of which are too modern to be there. (Not electronics, but definitely Cards Against Humanity.)
If you'd prefer a more private space, there are a number of tasteful meeting rooms, including those with tables as if for a more formal meeting or those with couches or chairs. One of the latter sort even has a fireplace!
However, visitors are not able to go further afield than the beach. If they attempt to go into town, their feet will plant themselves firmly to the ground outside. They will not be able to be pushed or lifted to get around this, and anyone who attempts to force it will be summarily accosted by the staff and their appointment will end immediately. They may not be eligible for another.
Rules.
As far as OOC rules go, there are a few perks and limitations worth knowing. Any "ghosts" that you write are eligible for AC bonuses for the characters they are attached to. If you are writing a ghost for another player's character, you may decide where the AC bonus goes, but please make a note on your activity check indicating what you're doing. You may write your ghost from your existing journal (with or without a unique icon for that ghost, just as long as you make it clear), or create an independent journal for the character. As mentioned before, you can absolutely play a ghost for someone else. If you would like to have a non-member friend drop by to play your ghost, you may absolutely do so if you clear it with a mod, preferably by having said friend send the mod journal a PM. Be aware that if you recruit an outside player to write a ghost for you, you are responsible for their behavior, and any AC-length threads on their end will not be eligible for transfer because that will just kill Drake probably.
Characters appearing from Ghosts of the Past can also appear in the Villain's Lounge or be apped in later as permanent characters (but not both, as the two are mutually exclusive) and will have some unique lore from entering the game this way!
Ghosts are not capable of lying and will generally feel more compelled to be forthcoming when speaking to anyone OTHER than the person they're here to represent. However, they cannot be forced to meet with anyone they do not want to see or to answer questions they adamantly do not wish to answer. The compulsions are relatively subtle. They also do not have to volunteer information they weren't asked for if they don't want to. None of these compulsions are present if they speak to the person they are there to see. Their memories are generally accurate to whatever point you bring them from, meaning that they can be whatever you want.
If you're visiting with your own ghost, please be aware that threads between two characters played by the same person are never eligible for AC and this is still the case in this instance.
As far as OOC rules go, there are a few perks and limitations worth knowing. Any "ghosts" that you write are eligible for AC bonuses for the characters they are attached to. If you are writing a ghost for another player's character, you may decide where the AC bonus goes, but please make a note on your activity check indicating what you're doing. You may write your ghost from your existing journal (with or without a unique icon for that ghost, just as long as you make it clear), or create an independent journal for the character. As mentioned before, you can absolutely play a ghost for someone else. If you would like to have a non-member friend drop by to play your ghost, you may absolutely do so if you clear it with a mod, preferably by having said friend send the mod journal a PM. Be aware that if you recruit an outside player to write a ghost for you, you are responsible for their behavior, and any AC-length threads on their end will not be eligible for transfer because that will just kill Drake probably.
Characters appearing from Ghosts of the Past can also appear in the Villain's Lounge or be apped in later as permanent characters (but not both, as the two are mutually exclusive) and will have some unique lore from entering the game this way!
Ghosts are not capable of lying and will generally feel more compelled to be forthcoming when speaking to anyone OTHER than the person they're here to represent. However, they cannot be forced to meet with anyone they do not want to see or to answer questions they adamantly do not wish to answer. The compulsions are relatively subtle. They also do not have to volunteer information they weren't asked for if they don't want to. None of these compulsions are present if they speak to the person they are there to see. Their memories are generally accurate to whatever point you bring them from, meaning that they can be whatever you want.
If you're visiting with your own ghost, please be aware that threads between two characters played by the same person are never eligible for AC and this is still the case in this instance.
Staff.
Last but not least, there's a chance that you may encounter the staff of the Visitor's Center around. There are two men and two women--- Daanon, Caspian, Reyelle, and Nephera, respectively. Those here in February may recognize them from Merrymeet. They look fairly normal, generally appearing as humans (or an elf, in Nephera's case), but in reality they are the members of the Court of Betrayal. Whenever they speak about their "Manager," they are referring to Eligos. However, this is not immediately obvious, especially to those not familiar with these particular demons. If you know, you know! [ I will be keeping my demon thread load super light, so please feel free to handwave interactions with them as you see fit! If you want a demon thread, please reach out to me for plotting. -Rose ]
Last but not least, there's a chance that you may encounter the staff of the Visitor's Center around. There are two men and two women--- Daanon, Caspian, Reyelle, and Nephera, respectively. Those here in February may recognize them from Merrymeet. They look fairly normal, generally appearing as humans (or an elf, in Nephera's case), but in reality they are the members of the Court of Betrayal. Whenever they speak about their "Manager," they are referring to Eligos. However, this is not immediately obvious, especially to those not familiar with these particular demons. If you know, you know! [ I will be keeping my demon thread load super light, so please feel free to handwave interactions with them as you see fit! If you want a demon thread, please reach out to me for plotting. -Rose ]
CODE BY MARWOOD
Jonathan Sims' Ghosts
Sasha James, Former Archival Assistant
Considering the way things ended for her, she's well due for a vacation, as far as she's concerned. The stipulations weren't even all that difficult to meet: answer some questions about her former boss, don't leave the Visitor's Center, and enjoy the amenities. And enjoy those amenities she does - she's found a nice book, a bay window facing Jack's Marina, and a cup of coffee to keep herself occupied. It's a shame she can't go wander the town for a while - it's cute, sort of charmingly haunted-Victorian-looking, but at least she can admire it from afar, right?
She doesn't seem particularly bothered when she catches someone approaching in her periphery, and she offers half a smile, not looking over quite yet, and lifts a hand to prompt them to wait.
"One second, let me just mark my spot, and..."
The page is dog-eared before the book is closed and set aside. Once she's made sure not to drop it on the floor, and grab her coffee, she offers a smile up to the new face.
"Alright, there we go. Got my full, undivided attention now." She offers a hand to shake. "Sasha James! Good to meet you."
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They are, as often is the case, vibrating. Cobalt Scar's labels flop merrily.
"My very great pleasure too meet you, Comrade James! Concerns about the potential influence of hostile managerial entities notwithstanding!"
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This person is vibrating. They are literally, truly vibrating in place, like they are full of bees. Their jacket is... fluffy? At least on some parts. Down below, in a sort of baffled once-over that she just can't help, she finds boots in the shape of paws.
She tries to hurry and wrap up her deeply perplexed look in the short few seconds that they bow for, and gives a quick nod. Okay, so Marrow Isle is... interesting! It's an incredibly interesting place. What a way to start!
"Concerns about the...?" She starts to ask, and she's not even sure how to go about doing so. Sorry, Jean, she's still sort of reeling. "Hey, yeah, no, I mean, I think any of the managers here are... fine? Or, they seem pretty normal, at least. Did they say something to you on the way in, or...?"
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By tradition I declare: damn OCs and their one-liners
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Wrap?
Wrap!
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"...Sasha?"
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"Martin!" She's absolutely beaming as she hurries over the short distance, unable to help herself but lift her hands to smooth out the arm holes of his vest playfully, looking thoroughly delighted. "Oh my God, look at you! I love this vintage thing you've got going on! Are you here to visit, too?"
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Wildcard - Dick Slutsky
He sits at his table, scowling off into the distance, not even noticing the beautiful girl who he should know sitting not too far away.
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With that scowl, she almost has to squint at him harder to recognize him. The second recognition finally hit her, though, she's out of her chair in a flurry, rushing over to him, dodging and weaving among other visitors to try to get to him as quickly as she can.
"Tim!? Tim!"
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I don't have a shocked icon but like, he's looking at her like she's the sun
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wrap?
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Sasha lifts the book, and reads aloud from the title. "Tidesong, by Celine Ceiffereau? It's a sort of of cute little seafaring romance thing. Rival pirate queens, some politics I don't really get, some ocean magic? It's kind of kitschy, but it's sweet. I'm about halfway through it, if you want a go when I've wrapped it up?"
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Tim Stoker, former Archival Assistant
When approached, he straightens up from the shot he was preparing. "That time already, yeah? Alright. Let's get it over with. We doing this here, then?"
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It's by pure circumstance, while looking for another contact, that Jon finds him. He'd seen Sasha and chatted for a while, but assumed that she was the only one who'd shown up on his behalf. When he spots Tim, though, his blood runs cold.
God, he hopes Tim is here for Martin.
He's locked eyes, though, and it's too late to hurry himself away. Instead, he swallows roughly, and tries to straighten his posture. It only works so well; no matter how he tries, his nerves weigh on his features.
"I---" He starts, but his words catch in his throat. Try again. "Hello, Tim. I... I wasn't expecting you to be here."
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"Hey boss. Having fun playing dress-up, are we?"
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cw: punchies, hand injury
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"Wherever, dude."
Then he looks up at Tim again and seems to snap back to reality with a bright, cheery grin and his full attention.
"Hi! Who're you?"
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Tim snorts and offers Jeff a cue. "Tim Stoker. You here about Jon, or just chilling?"
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cw: vague implications of suicidal ideation
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John has been watching the guy for a few moments before being noticed, and he’s…not what he expected for someone close to Sims. Then again, John himself isn’t the kind of guy you would expect to hang out with him, either, so…
Crossing over to the table, John shifts to grab a cue and a block of chalk to prep it for a shot.
“Rack ‘em up, and…I guess tell me how you met Sims?”
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"How I met him? Man, that was forever ago. Way before I actually knew the guy. He worked in research with me at the Magnus Institute. He seemed fine back then. I didn't know him well, but we were on a few projects together here and there. You know. Work acquaintances. When he suddenly got promoted to Head Archivist for whatever insane reason, he pulled me as an archival assistant, and he turned into a fucking monster."
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CW: references to PTSD
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For now, however, there's a little nugget in a fucking werewolf business suit appearing at Tim's elbow, vibrating at high speeds. Their pupils are leaving afterimages.
"Comrade Stoker! Comrade Sims sent me -" they've produced a notebook, Tim, they are armed with a notebook and a pencil, "- and it's my very great pleasure to meet you!"
Somehow they write something in the notebook. Lord only knows if it's legible at this frequency.
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Sasha mentioned Jean, and Tim recognizes them immediately by the intense vibrating. He didn't realize she was being so literal. Why are they doing that?
"Uh, hi, yeah, Sasha mentioned you as well. You must be Jean." He offers a handshake, wondering if his arm will be vibrated from his socket.
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Jon Follow-Up
Immediately After Certain Visits
"- Comrade Jon! My apologies -" they scrub harder at their eyes. "I was going to seek you out, I - I met the person you'd asked me to meet, Comrade James - I'm sorry, one moment, I'm fine..."
They are not fine, the thin welling of tears in their eyes is not a flood, but every time they wipe it away it renews itself.
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It finally clicks together as he runs through it. Only one person who he'd ever known ith that name could speak to his person as Gebura did to Jean's own.
Sasha.
"Wh--- it's alright, Jean, you're alright," He tries to assure them, just as caught off guard as they are. He opens the door for them, holding it and only following them out once they've left the building. He follows along dutifully, as well; as much as he might like to go home after all of that, he's got a favor to fulfill. (Though, perhaps now isn't the right time.)
"Did something happen? Do you--- need a moment to sit?" Jon offers. The occasional bench where Marina meets the main street of town would suffice, he thinks. "If you need a bit, it can surely wait until you've had some time---"
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Wrap?
Wrap!
Post-Teasle
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