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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
She hesitates to touch the thing, hand reaching out but faltering like even the act of holding the key in her grasp will somehow send her back down into the earth below, but she takes it just to be sure. There's no doubt about it, is there. Every sense confirms what she already knows.
Calvin actually stands, chair scraping loudly as he hits the table. "What the fuck are you talking—"
"Shut up, Calvin."
She isn't even looking at him when she says it. She's still staring at the key. There is a moment where her own fear is stronger than her hatred, a moment where she is struck by the reality that, here, all the protections Jon put in place between the coffin and them mean nothing. Here, someone can, apparently, be cast into that domain of eternal earth despite its distance.
"I am not gonna shut up, Alice! What the hell is this?!"
"The worst thing that's ever happened to me," Daisy says bluntly, still staring at the key. Ask her back home and she'd have said that she wouldn't wish such a fate on her worst enemy, but...
When he's standing right across from her, still denying the thing he made her into, a lot of things feel different.
Daisy looks to Eligos, again. "Look him in the eye. That's really it? No weird tricks?"
no subject
The name Brutus means "heavy," after all.
"The doors to this room are magically locked. He cannot escape. Meet his eye and send him to his fate, and it is done. Or decline and he will be released."
no subject
Any other day, she might snark about how trusting that promise from the demon of betrayal seems like a contradiction. Right now, it barely even crosses her mind. Her head's too full of other thoughts, and she knows the feeling in the air of a new fact of reality being declared too well.
Daisy drags her tongue over her teeth and tastes iron.
"You cannot be fucking serious, what the hell—"
"Shut up," Daisy snaps, her words to the air and her eyes to his. "Just shut up, you stupid bastard. Or, no— you answer me one thing. Then I'll decide. So think about your answer real carefully. Did you know it was me?"
She knows the answer before it comes. She can see it in his eyes, the recognition in them now nothing like the blank unfamiliarity of that night in the woods. But she wants to hear him say it.
He wars over it, she sees that too. An internal battle deciding what answer it is she wants, what might make her choose mercy, as he slumps back down into his seat.
In the end, he seems to settle on the truth: "...didn't have a clue."
Some sort of weight lifts from her shoulders and Daisy breathes. "Thought so. Alright. Then. Yeah," she stands up so she can look down at him, sitting there, those stark blue eyes of his filled with a Fear she's never seen in them before, "bury him."
no subject
A pale wooden box, bound in iron chains and etched with the phrase "DO NOT OPEN" looms behind Calvin with a weight that can be felt long before it is seen, but without even seeming to visibly move, Eligos shifts like a shadow to take hold of Calvin by the jaw. He is impossibly strong as he tips Calvin's face back to Daisy.
"Beg," he instructs. "Beg her to change her mind."
no subject
Even seeing the thing almost takes Daisy's breath away, makes her lungs burn and her ribs ache. Calvin feels it too, she thinks—she can feel it in the air, the way his fear grows and thrums in time with the terror of those inside.
She wonders if the Slaughter's music harmonises with the song-like wails of the damned. She imagines it doesn't. She imagines it's a discordant clash of freedom and subjugation.
Calvin grits his teeth and strains pitifully, uselessly, against the sudden grip. For a moment it may even seem possible he'll retain his dignity, that the Slaughter in him will let him cling to that strange, empty air of acceptance that has haunted Daisy for years.
But as they stare into each other, as he's forced to meet those odd yellow eyes where there had once been warm brown, something cracks.
"C'mon, Alice," comes out almost manic, only barely restrained by what remaining self-respect he can't let go of. "You've already had your revenge. We're even. You don't need to do this! We were— we were friends, it was never like I actually hated you, you were just— it was all just a big game, yeah? It was never meant to be serious. C'mon. What's the point? What difference does it make to you?!"
Daisy almost laughs. "...I'm not Alice. You killed Alice. You're pleading to the wrong girl."
"You can't be fucking serious— come on, you can't— you can't do this."
Daisy doesn't say another word.
no subject
"Thank you, Miss Tonner, that was all that was required of you. You may go, if you wish."
Or she can stay and watch this demon in the guise of an elderly man hurl Calvin Benchley into her own personal hell. Her choice.
no subject
Daisy drags her tongue over her teeth until she tastes iron, taking one step back, then another, then... stalls, in place. Watching.
Some part of her has to see it through.
no subject
Eligos parts with his disguise at last, inky shadow seeping from the black sunburst on his chest and changing the old man to a spindly, obsidian specter with a jagged, open ribcage. An electric red heart pulses in the cavity, suspended in midair, emblazoned with that same dark sun in the center, and two red eyes hang within the void where his face ought to lie, but otherwise the King's form is so deep and dark that he looks less like a shadow and more like a hole in reality. With his fingers elongated, he has a better grip on Calvin now, which he uses to cast him by the throat into that earthen abyss, wrenched from death to be trapped forever in the embrace of Choke. Calvin's form is sent tumbling down the rough hewn staircase, to break and shatter, but never to die. Most likely whatever he broke would simply stay that way, the soil and stone fitting around the painful bends created by the fall.
Task complete, Eligos shuts and locks the door, as one might lock a shed after receiving a tool. A chore.
He turns back to Daisy. "Thank you again for the lovely meal, Miss Tonner. Dahlia chose well."
no subject
Daisy can imagine it just a little too well. You never forget the feeling of being so trapped as to be beyond such simple words, of being crushed under the weight of the world and then some, of feeling so close to going insane from the torment only for it never to let you get there. The Choke wants your hope just as hungrily as it wants your fear, because it is that hope that makes you pliable, that makes you vulnerable.
Dying is one thing. Even a predator knows that something bigger and stronger than you might come along one day. But the Buried... the Buried never lets you go.
She only stops staring when he looks at her again, and a knot twists uncomfortably in her stomach when he speaks. She wants to think maybe, but not for the reasons you think, but it's hard to make it sound convincing after making the choice she did.
So, she swallows the blood that lingers on her teeth and tongue and breathes, slow and steady, before simply saying, "Yeah. Maybe," and turns to walk out the door.