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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
no subject
So much for the at ease -- as soon as he hears Trautman's rank, Radar reflexively snaps to attention. There's a bit of flailing and fumbling as he tries to figure out whether to salute or shake the colonel's hand; he grabs Trautman's hand with his left hand, salutes with his right, makes like he's going to shake his hand again with his right hand, then gives up and awkwardly clears his throat, folding both hands behind his back.
"Uh, yes sir, Colonel, sir. Nice to meet you too. I'm Corporal Radar O'Reilly, MASH 4077. Johnny -- you mean Mr. Rambo?"
That's the only Johnny he can think of who used to be in Special Forces.
no subject
And he’s glad that any military youth as genuine as this boy got found by a man like John before the world could ruin him.
“Yes, that’s right.” He confirms. “John and I served in Vietnam together.”
He pauses, showing Radar the deck of cards in his hand.
“And, now and again, we liked to play a few hands of poker—the MASH units were less common in our war, but I never met a military doctor that didn’t know how to bluff a layman blind—up for a game? We won’t bet, but uh…if I win more hands, maybe you can tell me about how John is doing these days. What his life is like in this place.”
no subject
Sometimes I wonder if that's all I'm gonna get. War, war, war.
He focuses on the cards to shove the thoughts away. "Yeah, of course, sir," he says. "...Maybe if I win more, you can tell me about Mr. Rambo?"
Honestly, he'll tell the colonel about how John's doing anyway. He's positive any CO would want to know how his men are doing.
CW: references to addiction, very mild allusions to child abuse
Gesturing to the nearby table, Sam takes a seat, unboxes the cards, and starts shuffling.
"Let's see...I know all the basics: grew up in Arizona on a horse ranch, mother passed when he was young, alcoholic father--pretty happy when he got drafted, at first. Got him the hell out of the house, if you know what I mean."
no subject
He heard a couple guys in basic talk like that. He's overheard a little bit from John, too, when things get loud -- enough to put a couple pieces together. Even Radar, with a mom and an uncle who love him dearly, tried to look on the bright side when his draft notice came: maybe this would be his chance to really become a man. So yeah, of course if you've got a home you'd do anything to get away from, you don't have to look too hard to find that bright side.
"Did he talk too much about the ranch?"
CW: Child abuse
He frowns as he starts to deal between the two of them.
"He talked a lot more about the reservation--John's mother was Navajo. His father was pretty intolerant of too many reminders of her, so when Johnny spent more time with her people, the son of a bitch took it out on his son. Helga Rambo didn't really have any family, but some of the old men where she grew up took Johnny under their wing. Taught him stories, how to be a man...and how to fight. He learned archery from them, not me--saved his life, too. Seems his father tried to kill him one night, and John put that bow 'n arrow to good use. I consider it a cosmic mistake that the real Mr. Rambo survived his wounds...but a blessing that John did as well."
no subject
It's not like he doesn't know. But it's not a half-formed thought anymore; it's a picture in his head. He's thinking of Mr. Rambo at his own age, or younger even, like the kids from the villages or the orphanage, and his dad bearing down on him like a soldier with a gun. His own dad.
Suddenly it makes a whole lot of sense why John's so protective of him and Edgar.
"I can't believe his dad did that to him." Small. "That's..."
There's no word big enough for what it is.
"That's horrible."
no subject
He's got new respect for Radar. To take his service in stride, but still be so tender-hearted that he's still horrified by those more intimate cruelties--that's real strength.
"That's words you probably don't want to say, so I'll do it for you to make us both feel better." Sam assures him gently. "It's fucked up, it's complete horseshit, and it's unforgivable. What's more, it's very easy for those kinds of terrible things to kill the good in a person. Strip them of their humanity...make them hard and mean."
Picking up his own hand, Trautman glances at his cards, then up at Radar. The game is an afterthought, but he'll be ready to deal when Radar's ready to decide if he wants to discard any of his hand.
"Once in a while, though, a person comes along who doesn't get spoiled by that kind of suffering. All that pain and betrayal and hurt? It just makes them softer, gentler...kinder. The more they hurt, the more they suffer--the more they love, the more they care. It can make these broken people very kind, very caring...very sweet."
Sam pauses, and his smile is unabashedly fond.
"Unless you're John Rambo--in which case, all that caring and goodness? It didn't make him sweet or soft: it made him very, very dangerous. And just from this short time I've been around you, Radar...well, I feel a great swell of pity for anyone that so much as breathes wrong in your particular direction."
no subject
"I dunno if I want anybody fighting for me like that," he admits, very low. "I mean I'm real glad he's looking out for me, I am, I swear, but -- I seen what happens when guys say they're gonna fight a battle for someone else. They get hurt bad and then I gotta help make sure they don't die. It'd be easier if they just didn't, you know? If nobody did."
He feels so awful even saying that when Mr. Rambo's been so good to him. He can't look Colonel Trautman in the eye, but he doesn't really know where he can look, so he just stares fixedly at his two remaining cards hoping they'll turn into something better.
"And, and anyway, the monsters here aren't so bad. You don't always have to fight 'em, you know? You can just... be gentle. And they won't hurt you."
He thinks about that evening he ran into Dolly all the time. Being gentle saved my life. Can't that be enough for once? Radar's no good at fighting, he doesn't know if he ever will be, and sometimes he gets so tired of wishing he could be better because at least then people wouldn't keep thinking he can't defend himself from anything.
no subject
"Trust me, nobody knows that better than Rambo." Sam assures him gently, dealing Radar fresh cards. "He's...he can't change what he is, and that's a full blooded combat soldier. The fight is something he's always going to be good at, built for--but gentle is what he wants. The thing he's never had, y'know? But he's also never really had anyone willing to go that far for him. He found that during the war, friends that cared that deeply. Being capable of so much violence for those he cares about--it's the best way he knows to show how much he loves. To your face, behind your back? Gentle, kind, loving...and at your back, completely without mercy."
He can't help but smile a little, remembering John walking out of that office...
"In fact, even then he can do the right thing--the man carried a machine gun in to face someone that left him for dead to save his own skin, and what did John do? Shot the place up--but he didn't hurt that coward. No, he just scared him so bad he pissed himself--and promised to come back and actually hurt him if he didn't do his job, which was to find men we lost in Vietnam."
no subject
Still... that's all a little more reassuring. Sort of. (So's the card he gets that gives him a pair of nines. At least he didn't pull nothing!) "I guess that makes sense, though. You get good at one thing and you think that's all you can do, even if the thing's killing." His mouth twists. "I wish he wouldn't, still. But it's like when you got a hunting dog that goes after the chickens -- it ain't its fault, it's just doing what it's taught, you know? You gotta teach it better if you don't want it to happen."
Radar gnaws his lip.
"...Maybe that's just what I gotta do, a little."
no subject
Everyone gets caught muttering once in a while. Probably it.
Then the kid's talking about teaching John a different way, like a hunting dog that needs domestication. It's such a...sweet way to look at it that he can't help but feel an overpowering swell of fondness for the boy as he smiles.
Not at his hand--he hasn't got shit when he's done dealing--but at the notion of John being able to do that. Maybe take all that bloodshed that comes naturally as breathing and put it into something else less destructive.
"You'll get no arguments from me, son." Sam assures him, glancing up from his hand. "It's one of John's best and worst qualities: he's so open. Makes it easy for him to be adaptable, to find his way, but it also makes him very easy to hurt. All that...violence and combat skill, he'll use it to keep himself alive, but that's all he'll do. He tends to look after others more than himself, so the chinks in his armor are always wide open. Maybe a little guidance to...look after himself better will change things. Let him protect himself so he doesn't have react like a wounded animal so often."
no subject
All right. Moment of truth. Radar puts down his cards. His nose almost starts to wrinkle before he catches something right at the edge of hearing -- and just like that, he's looking way too smug about such a lousy hand. "Pair of nines."