#a portion of the forest disappearing overnight?
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@wren-kitchens us when we play mc
#ange plays#crackers play minecraft#everything is lorable okay#spawning in the void?#getting stuck in a powdered snow?#getting inventory glitches?#chunks of the world regressing to an earlier mc version?#a portion of the forest disappearing overnight?#waking up holding flint and steel while making a very flammable build?#all of it#lorable
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writing this made me think of beth and now i’m sad. i miss beth😒
snowfall
DARYL DIXON x fem!reader
nsfw content — pls scroll if uncomfortable
summary: you’re out on a run with daryl when you stay overnight at a camp. the temperature drops to freezing and daryl notices how you’re shivering.
warnings: fluff and smut, more smut sided, mean daryl, a lot of banter, p in v, groping, riding, whimpering daryl, daryl learns his place, reader is on top but daryl is in control, hypothermia mentions, creampie, unorotected sex, cuddling with the tip in LMAO
no proofread cuz i’m lazy :P
nsfw content below!!
being on runs with daryl was hard. he was short tempered with a bitchy attitude all the time, gruff with his words and agonizingly quiet. you could hear a pin drop whenever you were with the older man, but the second he got angry it was like hell had been released.
it was a cold winter, to your luck. you were walking alongside daryl in the forest, the both of you sweating from the labor of having to put down walkers and walk miles.
“ya’ wanna settle down camp sum’ where?” he gruffs lowly, glancing at you through the corner of his eye. his words catch your attention, probably the first innocent words he’s spoken to you in hours.
“good with me.” you shrug.
he lets out a huff and nods, motioning you towards another direction. you mindlessly follow, wiping some dirt off onto your pants.
a few minutes pass before you eventually wander across a little clearing that seemed fit for a temporary camp. it was a small area, with trees surrounding it, completely silent so you could hear if any walkers came across you two.
“i’ll go hunt sum’ fish, make a fire.” he grumbles, throwing his stuff down on the grass and immediately making a beeline towards the sound of a nearby lake. you watch as he disappears into the distance, a frown painting your expression.
“uhh.. okay.. yeah, i’ll set up a camp n’ stuff.” you mumble to yourself, your words dying off as he leaves hearing range. he was just dying to get away from you, huh?
ten minutes later, you’re sitting infront of a small campfire, a tree stump under your butt as you wait for the older man to return from his little quest. picking at a piece of weed, you stared off as the fire blazed infront of you.
you flinch when you hear a twig snap behind you. you immediately turn, peering behind your shoulder with your hand hovering over your blade.
daryl appears behind a tree, holding a wiggling fish that looked big enough to feed you two plus seconds.
“do i look like a walker?” he says rudely.
“sorry.” you mutter, lowering your hand and relaxing your posture, staring at him as he steps forward and roughly drops the fish into the fire.
the impact sends some fire sparks towards you, making you tense and shield yourself lightly.
“could you not?” you snap, scowling at him as you sit back up. he rolls his eyes at you, sitting across from you without a word. the fire sat between the two of you as silence washed over the camp, the only sound being the fire sparkling.
“it’s pretty cold, huh?” you say quietly, giving him a small smile. your attempt at small talk was shot down as he immediately glared at you, making you shrink and feel quite silly.
“it should take up to ten, fifteen minutes to cook.” he mumbled after a few minutes of silence. you peeked up at him, frowning. what did he have against you?
you shivered as it began to grow colder every passing second, the wind picking up as the air grew thick. you wrapped your arms around yourself in hopes of warming your body temperature. he noticed but didn’t say a word, instead staring at the cooking fish and waiting for it to be ready.
“where are we sleeping?” you spoke up again.
he doesn’t respond until minutes later, hands occupied with skinning the fish and cutting it in pieces. he hands you a nicely sized portion, blank expression on his face. he never had much of an expression when it came to dealing with you.
“we’ll figure it out, but so far it looks like we’ll have to make do with the grass.” he huffs. he motions around the campsite with one of his over-exaggerated waves. “might snow tonight, so find a spot under a tree so you don’t fuckin’ die from hypothermia.”
you nod along to his words, munching on the fish he made with a hum. you glance back at him and narrow at his sleeveless arms.
“are you not cold?” you scoff lightly, a smile tugging at your lips. his lips twitch, readjusting his position as he suddenly feels very aware of the cold air brushing against his biceps.
“i’ll be alright,” he murmurs, taking another large bite of the fish. “what about you? you’re wearin’ a thin top.” he motions to your long sleeve henley.
“i’ll be alright.” you can’t help but grin, shrugging as you mock his words. he can’t help but chuckle lowly, glancing down at his half eaten fish before resuming his feasting.
after you both finish eating you’re quick to find spots under trees. both trees are next to each other but with a respectable distance, mostly because you both haven’t done nothing more then have a small conversation. a conversation that was less then twenty minutes ago.
the air grew more cold as the wind grew louder, leaves rustling and leaving you cold and huddled up into a tight ball. your weak attempt at warming yourself was proven useless when snow started to fall, painting the floor a frosted color.
“yer’ alright?” he breaks the silence. you peer over your shoulder and look at him. he was leaning against the tree next to yours, his biceps tense as snow fell on top of them. the sight was almost angelic, a big muscular man with snow falling on top of him delicately.
“s’cold.” you mumble quietly, curling back up as you quietly rock yourself. your lashes flutter close as you focus on your breathing and not dying of hypothermia. you shivered.
another few long minutes of silence pass, the sound of both your breathing the only thing audible. you can feel his eyes on your back but you don’t say a word, mostly out of stubbornness.
“jesus christ girl, you’re gonna die like an idiot, just c’mere already.” the words leave his mouth with a bitter tone. he didn’t want you that close to him but he would rather have you invade his personal space then straight up die.
you give him a confused look, your cheeks flushing as you see him pat his thigh in an impatient manner. a moment passes before you finally muster up the courage and shuffle onto his lap, your chest to his as you bury your face into his shoulder. the contact felt unfamiliar, but definitely not unwelcome.
his hands wrap around you immediately, one on your lower back and pressing you into him, the other gently petting your hair and twirling little strands between his rough fingers. you had never felt him be so gentle with you, heck, you were pretty sure this was the first time he had ever genuinely touched you other then the rude shoves and pushes.
you didn’t know why his body was so warm, but all you knew was that you wanted to be as close as possible to him. seek shelter in his arms and fall asleep by being rocked.
his rough fingers gently tug at your shirt hem, pulling it down in order to warm you more. his finger brushed softly against your flesh as he did this, making your heart skip a beat. you didn’t say a word, but the two of you could feel the tension thickening.
he stares at your body, your face, how your legs are straddling him and how your buried so deep into his chest. he brushes his finger against your skin lightly under your shirt again, wanting to see if he had imagined the way you reacted the first.
just like he assumed, your body language tensed just slightly, your hands wrapped around him tightening. a lazy smile forms on his face as he slowly pulls his hand under your shirt, resting against your bare back. you shivered, cuddling closer and tucking your head under his chin.
“you’re warm.” you hum quietly, trying your best not to let any more reactions slip as he rubbed his hand up and down your back.
“my bare skin is a lot warmer, sweetheart.” he says smoothly, no hesitance in his words. you gulp hard, blinking and processing his words before looking up at him through your lashes.
“i heard, uh, skin to skin is the best way at beating someone up.” you offer a sheepish smile, cheeks flushed from the cold and the feeling of being in his arms. he can’t help but chuckle dryly at your comment, his hands slipped to wrap around your waist and rub further up until one was playing with your bra clasp and the other was rubbing your belly. you curled up into his touch, a soft sigh leaving your throat.
“you want me to warm you up?” he says lowly, his voice a gentle whisper in your ear as he hoists you up further into his lap. his eyes flutter as he looks you up and down, taking in the sight of your body molding perfectly into his.
“yes please.” you nod and slowly sit up on his lap, your hands going to grasp ahold of his shoulders for balance as you started to lean in. he took the hint and gently cupped your waist, eyes flickering from your eyes to lips, watching intently as you grew closer.
a small moan left him as your lips connected to his. he tightened his grip on your soft skin under your shirt and rubbed it, kneading it as he kissed you. his adam’s apple bobbed as he leaned in, pressing his chest flush to yours and starting to slowly peel your shirt off.
you stopped him, frowning. “it’s too cold for that.” he rolled his eyes at your comment and reluctantly let your shirt go. a small huff left him as he looked back at your pretty face.
“let me at least—“ he mumbles, his hands slipping back under your shirt to grope your breasts. he runs his rough palms over your bra and pulls it down, letting your breasts out from its confinement. he could see your nipples poking through your top more clearly now, but he wished nothing more then to be able to feel them without anything in-between you two. maybe next time.
“so fuckin’ pretty.” a smile tugs at him as he gently gropes them, kneading and rolling your nipples between his fingers. he was gentle, watching your every reaction closely, fingers working at you like a professional. it felt like he was.
“please, i want more, daryl.” your voice sounded pitifully small as you pressed your face into the crook of his neck, straddling his thigh firmly and pressing your core down in hopes of relieving the tension. he watches you with a heavy gaze as you focus on rocking your sensitive core against his thigh, brows furrowed in concentration as you moan softly.
his hands continue groping and gently massing your breasts, rough fingers pulling at your nipples which earns a shallow gasp from you, and pulling you harder down on him. every moan that leaves your throat has him shivering and aching to be inside you more.
“s’enough, baby. c’mon, lemme put it in.” he mutters. his hands grab at his pants belt and he unbuckles it quickly, and in seconds his hard cock slaps against his abdomen, making your eyes widen at his size and his hard he was. you feel your pussy grow even more damp.
“y-yeah, okay.” you nod immediately and start to pull down your pants just enough to have your panties on display. you straddle his hips again, hovering over his cock, your pants around your ankles. it was cold as shit, but you chose to ignore it, too eager to feel him inside you to even care.
one hand on the back of your back and the other pulling your panties to the side, he slowly slides you down until his gruffy patch of hair above his cock brushed against your clit. your lips formed an ‘O’ shape as you felt the slow stretch of him entering you and opening up your inner walls. it felt so good.
“feels so good, daryl.” you cry out softly, shaky hands grabbing onto his shoulders to hold yourself steady on his cock. he hums in acknowledgment, nodding subtly as he wraps his palms around your waist. his fingers knead your doubly flesh, his eyes glued to where you both were conjoined.
“mmm, good girl, jus’ like that,” he grunts, his voice shaky as you start to bounce on his cock. his head leans back against the bark, almost whimpering as he feels your pussy go up and down so him. so god damn tight and wet, he could barely think. it hasn’t even been five minutes and he was already pussy drunk.
“you like that? does it feel good?” you ask breathlessly, eyes dazed as you repeatedly slam yourself down on him. you had never had such a strong and powerful man under you, whimpering as you rode him. you didn’t want this to end, ever.
“feels so good, baby. don’t stop— augh, don’t fuckin’ stop..” his hold on you tightens. maybe you would get bruises, it wouldn’t surprise you, he was holding onto you like you were his lifeline. your hip movements only quicken at his words, moans leaving your throat and eyes rolling back. his fat tip punched that sweet spot inside you everytime you slid down, making you repeatedly chase that feeling.
“i-i’m sorry baby, m’gonna cum,—“ he whimpers, grabbing your hips and starting to slam you down on him at his own speed. a gasp leaves you as your back arches, your hands going to wrap around his shoulders and bury your face into his neck. your body was repeatedly slammed down onto his cock, no break at all between thrusts. he was going fast and hard, eager to feel himself cum inside your soapy walls.
his eyes squeezed shut as he felt himself start to cum inside you, his hands growing faster in pulling you down on him. your tight pussy milked him dry as he whined into your ear, teeth gritted as his fat tip pressed hard onto your sweet spot. his large hand went to rub at your clit as he started to thrust upwards into you, looking to make you cum.
“cum ‘round me sweetheart, i’ve gotcha..” his fingers rub eight figures onto your clit. you shiver on his lap, whimpering loudly into his ear. your hole spasms around him and you clench down hard, making him groan. seconds later, your juices drip down his cock as you slowly go limp, laying like a lifeless doll on his lap with his cock still buried nice and deep inside you.
a few minutes pass of you panting heavily, the cold no longer a problem for you both. daryl held onto you tightly, rubbing your back gently as he calmed down. he eventually started to slide you off him, making you wince and grab onto him tighter.
“jesus— fuck, what’s wrong with ya?” he glares at you. back to his snarky personality, it looked.
“it’s warmer with you inside. just, don’t, okay, please?” you bat your lashes at him, sliding yourself down again, making him hiss at the friction.
“you’re gon’ be the death of me, girl.” he grumbles. he pulls your clothes back on the best he could without tempering with his placement inside you, trying to keep you both as warm as possible. you hum dumbly and snuggle back into his chest, nice and cozy.
#daryl dixon x reader#the walking dead#the walking dead x reader#the walking dead smut#daryl dixion imagine#daryl dixion smut#daryl dixon#Spotify
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Return the Flames - Chapter 1
All at Dead Bird Studios knew of Amos' (The Conductor's) ability. How the owl could suddenly erupt into flames if angered enough. When the studio first opened, Dominic (DJ Grooves) was told that Amos had his ability under control. Nothing to worry about. No possible loss of anything from an open flame.
A few years later however, and that control seems to have lessened to a dangerous degree.
It should have just been a simple, week long drive to fix the problem. It really should have been.
Dominic should have asked a lot more questions and should have been prepared for a twist ending.
_________________
Fandom: A Hat in Time Rating: General Audience Relationships/Pairings: The ConductorXDJ Grooves Warnings: Eventual depictions of violence, slow burn relationship, named characters, attempt of an accent, being hunted down, a race against time (sort of).
It’s amazing how one outside source could influence an entire planet and change it’s view. Okay, maybe the ‘entire planet’ might be an exaggerated size. But, big key players were involved with the overall growth. So, it felt as if the world shifted when the time wielding child left to race among the stars once more.
Mustache Girl, discovered to be named Mu when the dust settled, had seemingly disappeared. Her usual hideout had been cleared out. With no signs of her remaining there or found to be anywhere else on Mafia Island. There was a theory that Mu had hopped onto one of the many shipment boats and had left said island as soon as she could. If that was true, it would be nearly impossible to find her. No one could fully tell if this was a good or bad thing.
The Mafia boss had officially retired when he couldn’t find a new body to use. Apparently the price was too high to pay for someone to give up their own. Losing that intimidating edge and just being gross, he announced his leave and traveled to the nearby mainland. There he found his new calling: being the store manager to a small fish market operation. Apparently, no one wanted to argue about prices against a goo of a human being that survived in a jar. Between the harsh words and rather disturbing appearance, people lost their argumentative spark quickly.
The rest of the Mafia scrambled to figure out what to do with themselves. It took a lot of soul searching and late night conversations for a solution to be found. They reached the conclusion that they all worked better when they’re told what to do and decided to turn the island town into a high end luxury resort. Cooking Cat had taken the chief helm and taught a large team of Mafia members how to be proper cooks. It would be bad if a customer complained about food poisoning.
Subcon Forest, while still downright terrifying and with Vanessa a heavy threat over the citizens, had seen the number of lost souls consumed by that place dropped. The Snatcher had apparently changed stance on determining which souls were meant to be taken. Namely those who were weighed down by a lot of sins. If asked, he would claim it was due to those being more filing when eaten. No one had the needed bravery to really question the twisted spirit’s reasoning. So, more living beings started leaving the woods. Confused, with their souls still in place, and all at the cost of a high-five.
But the biggest change came from Dead Bird Studio. If one was interested in movies (which was a good majority of the planet) they knew of the rivalry that ran that place. Or did run that place. The Conductor and DJ Grooves announced, shortly after Hat Kid’s departure, that their feud was over. More or less. Everyone knew that years of animosity couldn’t be solved or swept under the rug, to be forgotten about overnight.
So, it was an difficult uphill battle to learn what it meant to actually work together peacefully. Between Conductor’s anger and Grooves’ rather smug attitude, it was a hard progress. Both directors used a lot of late nights to find even ground. After a few months, they had reached a level of comradery that couldn’t really be qualified as ‘being friends’. Business partners was probably the best title.
Which was still an achievement to marvel at, if Grooves was completely honest. But the worry of getting into a shouting match with Amos was now at the bottom of Dominic’s list.
When the studio had been open for the first few months, they gained the title as the ‘studio with the hot headed director’. Dominic seeing first hand how deranged the other could become. The penguin could chalk it up to first time jitters. After all, opening up a business in the same building with someone you deemed as a rival was not the most calming experience. Add on top of that the tense world of film making and Grooves was surprised he didn’t eventually turn to biting off a few heads when things went wrong. But as Amos’ anger seemed to grow, Grooves began to worry that the director was going to have a heart attack from his numerous outbursts.
What he was not expected was for the owl to suddenly have his ears erupt into flames . The only thing that pulled Dominic from his shocked state of mind when the sprinklers suddenly activated. All in attendance having to evacuate until the place was dried out.
Unable to ask Amos directly (and already knowing the director wouldn’t have answered his questions anyway) Dominic had gone to the Express Owls for answers. He had been told that their director suddenly creating flames was something normal to see. Amos even had occasions where he would actually have smoke rising off of him. The penguin asked how this was even possible. As far as he knew, this was not a normal occurrence, and working with someone who could burst into flames at any time seemed a dangerous factor. Especially if it became a worry they’d lose the studio because of this. But Dominic was assured that Amos had his ability under control. That day was just a build up of bad moments that tore at the owl’s patient until it was just released.
That didn’t mean Dominic didn’t start carrying around a small fire extinguisher whenever he had to be near Amos.
Amos, on his part, was not a bird who opened up about anything. So, he never explained to anyone why he had this ability, with the Express Owls just accepting the idea their boss could handle himself. And, true to their word, Dominic didn’t see that many open flames coming from the angry owl. During their early years that was.
Now, however, the worry had reached a new level of concern. Because Amos’ anger seemed to have suddenly grown. Even after the feud was put away. The control the other director had over the years seeming to have disappeared. Now the owl bursting into flames, full flames covering his body, when his mood was even. With another worry arising when he was around open flames and his anger made those grow dangerously. So much so, Dominic put his foot down on allowing open flame to be anywhere near the studio. Which annoyed Amos as now his movies lost a touch of authenticity. In turn causing the owl’s already short fuse to become shorter.
It had become a dangerous, endless cycle. One that Dominic had to intervene before things got too out of hand. Something he was going to take care of today. Because he was afraid if he waited too long, they’d lose the studio they’d just started to work together in.
Recording was done for the day and the studio practically empty as Dominic made his way to the Western-themed portion of the building. Asking a few lingering owls where their director was, he was directed towards Amos’ office. The partially closed door had light emitting from the cracks. Dominic gave his thanks before heading over. Raising his hand up to knock, the penguin paused hearing Amos’ daughter’s name.
“Amelia...no, listen… Aye, ‘m aware. But you’re in no condition ta take me… I know, I know… No, flyin’ is too dangerous. Ya know know I hate those death machines and there’s no easy exit for me ta take in case of… In case I have an episode.”
Dominic leaned against the wall, frowning. He probably shouldn’t be listening in.
“There are no tracks that run there. Besides, the train will be in use. I can’t change that just ta better me. No- no, that’s not what I mean… People rely on the train… I don’t know who ta ask. I don’t know anyone who would want ta travel that far.”
Amos laughed softly after a pause on his end. “Uh oh, someone sounds fussy… Aye, I'll keep ya up ta date as best I can… No, no, don’t ya fret about this. I’ll figure somethin’ out. Rest well Amelia, I’ll call tomorrow. ...Love ya too.”
There was the clatter of something heavy hitting the table. Dominic could only assume it was the owl’s phone being dropped. Braving his chance, the penguin pushed the door open. He found Amos, bent over the writing table with a discarded cell phone next to him. The owl looked in complete shambles.
Feathers were ruffled, randomly sticking out at odd ends. Some were even starting to turn gray. The familiar white button up had its sleeves rolled up over the elbows, the cross suspenders hanging limply from the black pants they were connected to. The similarly colored jacket was pooled at the Conductor’s feet.
“If ya have somethin’ ta say, come in and get it out.”
Amos’ growl broke Dominic’s stupor and the penguin closed the door behind him as he entered. “So-”
“How much did ya hear.”
“Enough that you know that you need to get somewhere with no reliable way to get there.” Dominic answered, pulling another chair towards the table.
“Didn’t know ya were one for eavesdroppin’. Hopin’ ta find a usable script for yer movies?”
“I’m going to ignore that last comment. I came to see if you were okay. Your ability is getting out of control and it’s becoming a concern. More than it’s been previously.”
“‘M aware of that. That’s what I was tryin’ to fix.”
“You need a ride to get there? To wherever this ‘fix’ is supposed to be.”
“Great deductive skills.”
Dominic let out a heavy sigh, tamping down the slowly rising anger within. “What I’m trying to say is that if you need a ride, I would like to offer my assistance.”
Amos sat up at that, ears perked up. “...What?”
“I will offer you a ride.”
“Ya don’t even know where I’m goin’!”
“It seems you’re desperate to get where you need to go. With your flares, it would be foolish for you to travel alone or in a confined place that you wouldn’t be able to leave when you needed.. So, let me help you.”
“...Are we...alright enough with each other ta be stuck in a car? Together? For so long?”
“How long is this journey?”
“I need ta get ta Starlight Peak.”
“I- That’s halfway across the planet!”
“Ya can see why this is a bit of an issue fer me.”
“Why do you need to get there?”
The owl huffed, ruffling his feathers further. “I’ll explain, if ya promise you’ll take me, and ya don’t ask further questions.”
“Those are pretty high demands.” Dominic crossed his arms.
“This...is not somethin’ I want a lot of people to know about.”
Dominic wasn’t ready for that answer. For as long as he’d known Amos, the owl has never been one to share any personal information. It took Dominic almost 8 years to learn he had a daughter and a few more months to know about his grandchildren. Which was really the only thing Dominic knew. Amos was short tempered but closed-lipped. Loud but private.
So, seeing him here, quiet and withdrawn, ears folded and arms crossed…
Dominic didn’t like it.
“I will take you and I will not share with anyone what you’re about to tell me.”
“And…”
“And I will not ask further questions.”
Taking that as an adequate answer, Amos sat up and faced Dominic properly. “I have this… ‘condition’ where I have this… I have fire burning in me.”
“Ah...I wasn’t ready for that. Wait, like an actual fire?”
“Aye, where did ya think my fire came from?”
“To be honest, I’m not really sure. Now that I know however, it kind of makes sense.”
“Well, that fire is burnin’ brighter everyday. More than what I can contain and control. There’s something at the peak that will help tamper that fire back down.”
“Tamper the fire down? What does that-”
“Ah, ya said ya wouldn’t ask questions!”
“Alright! Alright…” Dominic raised his hands in defense as Amos glared him down. As the owl sat back down, Dominic felt himself relax. “It’ll take us at least a week to get there and back.”
“Aye, ‘m aware.”
“We’ll need to shut down the studio for that long.”
“Ya worried about fallin’ behind on filming.”
“You wish. I’m more worried about the paparazzi. If they get wind of this, they’ll have a field day wondering where we’re going.”
Amos groaned, leaning back in his chair. “Peck, I forgot about that. Do ya think we could slip out without the peckin’ buzzards findin’ out?”
“You’re joking, right? The first day we don’t open, they’ll be hunting us down. If not the day before we depart. Speaking of, when do we need to leave? I’m assuming the sooner the better.”
“That would be ideal. But I do have a few things ta take care of before we do.”
“How about the day after tomorrow?”
Amos nodded to that suggestion. “Sounds like our best idea.”
“Best get to packing then.”
“Aye...and leave your peckin’ platform shoes here!”
“You just don’t care for style.”
“Do ya really want ta climb a mountain side in those shoes?”
“...Fair point.”
#A Hat In Time#discotrain#the conductor#dj grooves#s-creations#fanfiction#ahit conductor#ahit dj grooves#multi-chapter
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The Best French TV Shows on Netflix
https://ift.tt/39h5WOg
When acclaimed supernatural series Les Revenants/The Returned aired on Canal+ in 2012, it emerged into a fairly barren landscape for French-language scripted TV drama. The story of a remote mountain town whose dead are mysteriously revived, its stylish, cinematic look and philosophical, grown-up approach to genre television had little precedent. While the French ‘polar’ or detective series had long been a television staple, France had almost no tradition of sci-fi, horror and fantasy TV shows – or at least, none taken seriously by its understandably cinephile-and-proud cultural gatekeepers.
In the last five years, coinciding with the global growth of scripted TV drama, that’s all changed. Crime thrillers still wear the crown, but alongside them, France and Belgium are producing and exporting more continuing television dramas and miniseries than ever. From Black Mirror-ish future-set Osmosis and consciousness-swapping Transfers, to cool Parisian teen Vampires and creepy horror Marianne, scripted French-language genre television is exploding. It’s early days and the market has been testing its breadth, which explains the profusion of shows below that haven’t lasted beyond a single series. When it works though, as in excellent comedy-drama Call My Agent, it really works, in France and around the world.
Political thrillers, comedies, psychological drama, rom-com… there’s never been such scripted variety on French television, and thanks to streaming services, it’s never been so accessible around the world. Here’s a guide to what’s currently available on Netflix.
SCI-FI & FANTASY
Osmosis (2019)
In near future Paris, a dating app matches singles with their soulmates by mining their brain data, but decoding true love comes at a price.
‘If science could guarantee true love, would you say yes?’ asks this atmospheric Parisian-set sci-fi series. If your answer is ‘oui’, then this thoughtful examination of relationships, technology, fate and free may give you pause.
Eight-episode series Osmosis was created by Audrey Fouché, a writer on hit French supernatural series Les Revenants / The Returned. It’s about 12 participants in an experimental scientific study designed to match people with their perfect partner using an AI named Martin (pronounced Mart-an in French, therefore much less funny). It attracted excellent reviews on release, including many favourable comparisons to Black Mirror, though Netflix frustratingly said ‘non’ to a second season.
Into the Night (2020)
When a mysterious cosmic disaster strikes Earth, survivors on an overnight flight from Brussels race to find refuge and escape the sun’s rays.
Inspired in part by Polish sci-fi novel The Old Axolotl (what is there not to enjoy about that combination of words?) written by Jacek Dukaj, Into the Night is Netflix’s first Belgian original series. The sci-fi thriller was created by Jason George, a producer on Narcos and The Blacklist, and its first season consists of six 40-minute episodes.
It’s the story of a planeful of passengers mid-flight when an environmental catastrophe causes the sun’s rays to start destroying all organic life. If the plane can outrun the sunrise by flying through different time zones, they might survive to fight its disastrous effects. A lot of them will, in fact, because a second season was ordered by Netflix in July 2020. Don’t go looking for depth necessarily with this one, it’s a twisty action sci-fi designed for bingeing and not for the ‘but would that really happen?’ brigade.
Transfers / Transferts (2017)
After a boating accident, woodworker and family man, Florian, wakes up in the body of an officer who leads a task force against illegal body transfers.
This six-episode sci-fi imagines a world where the technology has developed to transplant human consciousness from one body to another. Due to moral objections from the Church, the process is ruled illegal but continues underground, leading to the creation of a police task force which specialises in capturing unlawful ‘Transfers’. When a carpenter dies in an accident and awakens in the body of the man leading that task force, he’s thrown into the middle of a tense conspiracy.
This pacey thriller blending crime drama and sci-fi won a couple of awards on release, including a plaudit for the performance of Belgian lead Arieh Worthalter. Its co-creator Claude Scasso is part of the team on France’s hugely successful detective show Cain. Sadly despite all that, there’s no sniff of a second season.
Mortel (2019)
Determined to find his missing brother, high school troublemaker Sofiane ropes timid classmate Victor into a pact with a mysterious figure.
A rare excursion for France into the kind of teen supernatural TV more commonly found on America’s The CW, Mortel (a pun on French slang for cool, or whatever word means ‘cool’ these days – slammin’?) is the story of two high schoolers gifted with magical abilities. Teen Sofiane seeks an ancient power to help find his missing brother, and receives it courtesy of a Voodoo god. The catch is that this new-found power may only be used in conjunction with his oddball classmate, Victor.
Sofiane and Victor are thus thrown together by their magical pact, and the six-episode show sees the pair navigate teen life and supernatural danger at the same time. It was created by Frédéric Garcia, who made his name as a teen drama writer on Skam France. There won’t be a second season, and in all honesty, that’s not an enormous shame but genre fans looking for a change of scenery should get a kick from it.
Marianne (2019)
Emma, a famous and successful French horror writer, is forced to return to her hometown after the woman who haunted her dreams fifteen years ago begins to re-appear. The work she writes is apparently a work of fiction, but how much is fact?
This eight-episode series about a successful writer who, having bled her teenage nightmares for book material, now faces its real-life return was warmly received by horror fans on its arrival in 2019. The eight-episode first season (sadly, it wasn’t renewed for a second) is packed with classic scares which, though familiar, were handled extremely well. The French setting added a new element for UK and US viewers more used to seeing such hauntings play out in English.
Created by Quoc Dang Tran and Samuel Bodin, the undeniably scary Marianne stars Call Me By Your Name’s Victoire Du Bois as hit novelist Emma Larsimon, but it’s undeniably the face of Mireille Herbstmeyer as Madame Daugeron you’ll be seeing in your own nightmares.
Vampires (2020)
A Parisian teenager who is half human, half vampire grapples with her emerging powers, and family turmoil as she is pursued by a secret vampire community.
The vampire mythos gets another go-around in this six-part coming-of-age drama about a Parisian teenager torn between two identities. Doina (Oulaya Amamra) is half-vampire, half-human. Her vamp mother has kept her on drugs to suppress her vampiric urges, but curiosity and teen rebellion lead Doina to explore her supernatural heritage.
The result is a stylish, blood-soaked, neo-noir teen show filled with sex and gore against the backdrop of the French capital. Yes, you’ve seen most of it all before, but as metaphors for adolescence go, vampirism’s one of the richest. The music-video aesthetic and developing mythology – who are The Community, the mysterious vampiric cult who want Doina to join them? What happened to her human father? – combined with the family drama make this very watchable, if not a total must-see.
Black Spot / Zone Blanche (2017)
A police chief and an eccentric new prosecutor investigate a string of grisly crimes and eerie phenomena in an isolated town at the edge of a forest.
A creepy town, a haunted forest and beaucoup de killings are the ingredients of this Belgian supernatural series. It’s the story of a local police chief in a fictional town surrounded by a vast forest filled with creepy secrets that makes the local murder stats six times the national average, attracting the attention of an out-of-town investigator.
Black Spot was created by Mathieu Missoffe, a writer on crime drama Spiral and the French portions of Netflix original Criminal. It’s extremely bingeable, and while the Twin Peaks comparisons are overstating the matter, its combination of folk horror and dark humour makes it memorable. There are currently two eight-episode seasons (the original title Zone Blanche translates more closely to Dead Zone, but we’re not the ones making the decisions around here). As yet, there’s no word on a third season, but neither has it officially been cancelled.
Twice Upon a Time / Il était une seconde fois (2019)
While still reeling from a breakup, Vincent receives a cube with extraordinary powers and seizes a change to reconnect with his ex – in the past.
This mournful sci-fi romance about a man who receives an object in the post that enables him to travel back in time to nine months earlier, when he attempts to resurrect a failed relationship with his ex (Skins and The White Queen‘s Freya Mavor) wasn’t exactly warmly received by fans of either genre. With only four half-hour episodes though, it does have brevity in its favour, as well as its own violin-laden, intense atmosphere. If you’re a fan of meditative science-fiction that poses moral questions and doesn’t provide all (or indeed some) of the answers, Twice Upon a Time could be for you. Make sure you watch it with subtitles though, because the US dubbed accents are a bridge too far.
CRIME THRILLER
The Forest / La Forêt (2017)
When a teen girl disappears from a village near the Ardennes Forest, local police and a concerned teacher begin to uncover a web of unsettling secrets.
Comparisons to Zone Blanche (see above) abound for The Forest, but this is a much more straightforward Broadchurch-style crime thriller. Set in the Ardennes in a small town where everybody knows everybody and they’re all hiding sordid secrets (you know the drill by now), it’s about the search for a missing teenage girl and years of strange disappearances and goings-on in the titular forest.
Reviews were generally good, with plenty of praise for the scenery and soundtrack, but the key thing about this one-series thriller is that the ending offers definitive answers to the many questions posed in the series. A bit clichéd, perhaps, but crime mystery fans should find plenty to enjoy in the twists and turns.
The Chalet / Le Chalet (2017)
Friends gathered at a remote chalet in the French Alps for a summer getaway are caught in a deadly trap as a dark secret from the past comes to light.
The backdrop of Chamonix in the French Alps is what makes this serviceable thriller worth a look. Its somewhat predictable ‘nasty things happen in a remote chalet’ story plays out against a stunning mountain setting, over two timelines. The six hour-long episodes are split between 2017, when a group of friends visits the titular chalet, and 1997, when a family moved there for a fresh start. Neither goes… well.
By no means a must-watch, it’s nevertheless a compact, eventful series for Francophile TV fans, from the makers of crime thriller Les Dames and popular long-running French detective series Julie Lescaut.
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The Mantis / La Mante (2017)
A serial killer, nicknamed ‘La Mante’ decides to collaborate with the police when a string of murders that copycat her style suddenly appear.
Try to ignore the fact that the main character is called Damien Carrot and this six-part crime thriller will feel all the more gruesome. It’s already very, very gruesome and merits its many comparisons to The Sinner and Luther’s heightened world of psychopathic murderers and nasty death scenes. Apparently Stephen King’s a fan.
It’s a kind of Silence of the Lambs set-up about an incarcerated serial killer helping a cop to solve a series of copycat murders in Paris, with the twist that said cop is said serial killer’s son (!). Without giving anything away, the controversial ending definitely merits a wider discussion about the responsibilities of TV drama, which you’ll find elsewhere online, so be prepared for crassness. The trailer above is French-language only.
The Frozen Dead / Glacé (2017)
A grisly find atop a mountain in the French Pyrenees leads investigator Martin Servas into a twisted dance with a serial killer in this icy thriller.
Did we say the last one was Silence of the Lambs-y? This one is very much that aussi. In The Frozen Dead, a serial killer plays a sick game with the cops investigating some gruesome murders in the French Pyrenees. There’s also some wrongdoing involving a horse that doesn’t involve it ending up in a pot-au-feu.
This suspense thriller consists of six 50-minute episodes, which makes it a choice weekend binge, from creators with credits including Spiral and French political series Spin / Les Hommes de l’Ombre.
Unit 42 / Unité 42 (2017)
A widowed cop tapped to lead a special cybercrimes unit teams up with a former hacker to hunt down tech-savvy criminals who are terrorizing Belgium
For fans of The Tunnel and The Bridge, this is a Belgian odd-couple crime thriller about Sam – a resolutely analogue detective in his 50s – and Billie – a troubled hacker in her 20s. They team up in a newly created Brussels digital policing unit to track down a network of cyber terrorists responsible for a series of killings.
If that sounds generic and familiar, it is, but the chemistry of the two leads Patrick Ridremont and Constance Gay sells the premise. This police procedural has two 10-part series so far, comprising 50-minute episodes but only the first is currently available to stream on Netflix.
The Break / La Trêve (2016)
A police detective mourning a painful loss moves back to his peaceful hometown, only to be drawn into a murder case that dredges up dark secrets.
Nicknamed the Belgian Broadchurch (we really need to find new ways to describe crime TV), this whodunit earned high praise across both seasons for its darkly comic and twisted story of dark small town secrets. Filmed in The Ardennes, the two 10-episode seasons weave together numerous family drama subplots and lay bare sick secrets about the residents of Heiderfeld, Belgium.
The premise sees a police detective moves with his teenage daughter from Brussels back to his home town, where the body of a young football player has been pulled from the river. Against a backdrop of local corruption surrounding the construction of a dam, was it suicide or murder?
DRAMA
Inhuman Resources / Dérapages (2020)
Alain Delambre, unemployed and 57, is lured by an attractive job opening. But things get ugly when he realises he’s a pawn in a cruel corporate game.
Eric Cantona (yes, him) stars in this six-episode action-packed thriller satirising corporate greed. It’s based on a 2010 novel by Pierre Lemaitre titled Cadres Noirs, which itself was inspired by a true story about a company that staged a fake hostage situation as part of a round of high-level job interviews.
It’s a slick, gritty morality drama about a down-on-his-luck man (Cantona) forced into an extreme role when he’s tasked with simulating a hostage attack for a slimy boss seeking to decimate his workforce. Reviews have been very positive, with particular praise for Cantona in the lead role.
Mythomaniac / Mytho (2019)
Burned out and taken for granted, a working mother suspects her partner is cheating, so to win back his attentions, she feigns a medical diagnosis.
Directed by Fabrice Gobert, who headed up Les Revenants / The Returned and written by Anne Berest, this domestic drama-comedy is about Elvira, a disenchanted mother of three ignored by her family, cheated on by her husband and kicked around by suburban life. When she lies about a cancer diagnosis, things start to change for the better at home, but the lie brings its own complications. It won the audience award and best actress for lead Marina Hands (Black Spot, Taboo) at Series Mania, winning praise for her delicate, compassionate performance.
This is a solid family drama with a strong lead performance. It’s already been renewed for a second season, which was, pre-Covid-19, due to arrive in France in late 2020. See the French-language trailer above.
COMEDY & ROM-COM
Family Business (2019)
After learning France is about to legalize pot, a down-on-his-luck entrepreneur and his family race to turn their butcher shop into a marijuana cafe.
Starring, among others, French legend Liliane Rovère (also seen in Call My Agent, see below), this is part stoner comedy, part dysfunctional family sitcom. It’s about a struggling son (creator Jonathan Cohen) who comes up with the bright idea to pivot his Parisian Jewish family butcher shop into a cannabis cafe, and the trouble that lands them in on both sides of the law.
It’s lightweight with a bit of edge, and if you take a shine to its larger-than-life characters fear not, it was renewed for a second season very quickly after its initial release. The new episodes are scheduled to arrive in September 2020.
The Hook-up Plan / Plan Coeur (2018)
Elsa, on the verge of turning thirty and stuck in an uninspiring job, finds herself still hung up on her ex-boyfriend two years after their breakup. Her friends, hoping to help her break out of her rut and find some confidence, decide to hire a male escort to take her on a few dates.
This rom-com is the second French-language Netflix original after Gerard Depardieu-starring Marseille, and given the choice between the two, this is the one to watch. Three friends, Elsa, Emilie and Charlotte navigate relationships and imminent motherhood in contemporary Paris over two series.
It’s a light, pacey modern dating comedy filled with bright shots of Paris and city life. The English-targeted trailer riffed on its similarity to Love Actually, if you want to use that as a barometer for whether you’d enjoy it. (Though if it’s French comedy-drama you’re after though, run, don’t walk to Call My Agent, see below).
A Very Secret Service / Au Service de la France (2015)
1960: the French intelligence service hires the 23-year-old Andre Merlaux. Handsome, well-raised, intelligent but impressionable, Merlaux has much to learn to serve and defend the interests of France.
This light-weight Archer-ish satire goes back to the 1960s to a time when France’s position in the world stage was changing due to ongoing bloody colonial battles for independence, and French society was changing thanks to the rise of feminism and the civil rights movement. Set in a French intelligence training service, it follows a hapless new recruit’s attempts to follow orders and do his compatriots proud. There are two 12-episode seasons of this comedy drama, which was received warmly back in 2015 and pokes fun at the old ways and the new through the eyes of a fish out of water.
Call My Agent / Dix Pour Cent (2015)
At a top Paris talent firm, agents scramble to keep their star clients happy – and their business afloat – after an unexpected crisis.
Unless you are in fact watching it (in which case, carry on), this is surely The Best French TV Series You’re Not Watching. Set in a Parisian talent agency struggling to survive after the loss of its patron, it’s a workplace comedy-drama with heart and satirical bite. The forthcoming season four will sadly be its last, but at least it’s going to end on its own terms.
Dix Pour Cent (10 Per Cent in English, in reference to the agent’s cut of a star’s pay packet) is a funny, fast, whip-smart satire of, and love letter to the French film industry, filled with characters to love. Created by Fanny Herrero, it has a terrific comedy ensemble cast (including Camille Cottin, who played Fleabag in the French-language remake) but the real joy for fans of French cinema are the guest stars. So many legends pop up, from Juliette Binoche to Monica Bellucci, Jean Dujardin, Isabelle Huppert and Beatrice Dalle… all playing exaggerated versions of themselves. N’hesitez plus, vas-y!
The post The Best French TV Shows on Netflix appeared first on Den of Geek.
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The Black Forest Zone V2.x
god this took longer than expected, helloooo three weeks of compiling
Since the original lore I wrote for it is both ancient and frankly lacking in any real diversity, I figured a rewrite and redevelopment was in order, capitalizing on a lot of things I’ve developed over the last ... however long it’s been since I originally made it. A lot of things will stay the same but be added on to, and a lot of things will be changed or added. All of it will have decent explanations attached. I’m debating on making an historical timeline for it, but that’ll be in another post, I think.
So let’s get started on the tour, shall we! Further details are below the cut, and I’m sure I’ll add to them over time, and a reminder I mixed the lores from all three pieces of media so it doesn’t conform to just one.
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The Black Forest is one of the six known Landings, also known as a Visitation Zone. Like many, it was mutated by the Landing and has become sentient on some level, encompassing all of the infamous Black Forest and some small swatches of land around it in the southwest of Germany. A few small towns have been swallowed by the sea of rapid-growing trees, but nearby cities are widely unaffected.
It is the proverbial ‘Elephant in the Room’ for the government, and they have spared no expense to keep its presence quiet. There is no news coverage about it and it has been taken out of all historical texts and maps published in the country show the area as fertile agricultural flatland instead. People heard talking about it are ‘investigated’, though they are known to disappear regardless of verdict of intent. In a futile attempt to put the Zone out of mind, a twelve-foot tall security wall made of concrete eight feet thick was erected around it, topped with rolls of razorwire and crowned with anti-climbing spikes. As expected, it does little to put the thing out of peoples’ minds, and as a result of its invitation to the illegal class known as stalkers, military presence is thick around the main or noticeable entrances and exits into and out of the Zone.
Due to its inherent personality of Quietly Active and Playful, the Black Forest has become nothing short of one of the more treacherous Zones. After mutation, it grew native trees almost overnight in massive sizes so tightly knit together that barely any sunlight can penetrate the canopy, casting it into an eternal green gloom unaffected by normal seasonal changes. It is a labyrinth of massive trunks and vast roots that change location and orientation at any given moment. A good Forest stalker can still navigate fairly decently, though extreme caution and vigilance is recommended, since there are other dangers the Forest hides than just shifting landscaping.
Originally known for being both the cradle of darker folklore [including the Grimm Brothers’ original tales] and notorious for being haunted, it is safe to say that being changed by the Landing has only made the haunting worse.
Locations of Note
The Fringes are the area around the Zone’s perimeter. They are a thin ribbon starting at the inside of the security wall to the barrier. A majority of them are flatland border-forest, sporting scrubby foliage, short bushes, and small clusters of average-sized trees. The fauna from the fringes is the most normal in the Forest, as fringeanimals are the least physically mutated of anything to come out of the Zone. The only human presence that has staked any claim to this land are bandits, and that is due to the lack of influence from the Forest itself. While stalkers use the fringes as a path between the civilized outer world and the primal inner world, it is the bandits that call the fringes ‘home’. There are no anomalies in this crucial outer ring of the Forest Zone.
The Barrier, also known as The Wooden Highways, is an eerie surreal place that encircles the inner Zone entirely after the fringes have ended. Noticeable against the flatland outer ring, this thin second ring around the Forest is composed almost entirely of truly gargantuan trees that no one remembers how they got there. Known affectionately by native stalkers as the Tree’s Cemetery, it’s surmised that this is where all trees in the Forest go to die, adding their own roots into the complex system that makes up the pathways between the fringes and the Forest Proper. No light from above can filter through, leaving the world in this thin ring in total blackness, and any artificial light is swallowed in the vastness of the space between tree trunks. The roots of these trees are large enough that a group of four or five can stand shoulder-to-shoulder across the widest portions, and high enough off the ground that the world below the roads is shrouded in mystery. This is also the last of the fringes, where the influence of the Forest begins to take hold. All that is known about the ground far below is that it is a breeding place for Fractures, and besides their occasional scurrying and mutterings, there is virtually no sound in the barrier. No other animal or mutant lives in this part of the Zone besides Fractures, and people only use it to pass back and forth. Only one anomaly has ever been encountered in the barrier and it is an imperative tool to use on the Wooden Highways; Flashbangs.
The Forest Proper is the vast tract of land within the encompassing circles around the perimeter. It too is an eerie place, eternally covered in low light due to the tight canopy up above, and where the influence of the Forest is in full effect. The trees in the Proper aren’t nearly as big as those in the barrier, but they are still overly large and alive, and have a habit of moving around at their own whim and wills. Due to the canopy, weather hardly ever penetrates in, the occasional raindrop or snowpile falling through to the forest floor when the cover above becomes too heavy or saturated to block it out. The only places the canopy opens to the sky above is over towns, hamlets, Castles, and the crags. Of the dozens of towns that used to pepper the Forest before the Landing, only three remain at the Zone’s good graces with the Forest backed up on and through them. Their original names have been lost to time, but they are known by the locals as Northtown, Central, and Southtown. Not very creative names, but descriptive and therefore easy to remember. They still exist mostly as trading and market hubs at the behest of the Zoners who live in small villages, or ‘hamlets’, across the span of the Proper. As there is little need for money, a bartering system is set up that is fairly easy to follow for those new to the economic workings of the Zone. The Forest Proper has a surprisingly diverse ecosystem for a Zone. It is home to a large variety of mutated animals and plants, both benign and hostile. Some can be found only in certain areas, while a fair few others migrate around the Zone and can be seen at nearly every corner. Several rivers and creeks run throughout the Proper, funneled through the security wall at various heavily-guarded drainage points. How water flows as it does to get from one side of the wall to the other is a wild mystery, given how the Barrier supposedly slopes down and encompasses the Zone in a bowl. Running water is attractive to many living in the Forest, and most hamlets will take up residence on a river or creek, provided there are no ruins there before. Anomalies here are widespread and plentiful, it’s advised to walk with caution.
The Inner Circle is a thin ring around the Landing Point, where the Central Anomaly formed, somewhere in the western foothills. The trees here are very close together, leaving very few to no gaps between them. It is dark and ‘blue’ in this portion of the Forest, and very quiet. No animals, mutated or not, live here, and all native stalkers tend to avoid it like the plague, if they can. The only people known to frequent this area are the Cult of the Cage, a group of fanatics that have devised a strategy to move without consequence through it. Predator Trees spawn and grow here and while small packs are known to roam the Proper, it is here where their population is highest in number. No anomaly spawns in the Circle, likely due to the proximity to the Central Anomaly, though Shades and Ghosts have been known to spawn just outside its borders.
The Central Anomaly, also known as The Tree Cage, is the place in the Forest where the Landing happened. The trees around the space all lean to one side and bow out at the center, just far enough apart to show a hint of the space between them as a lure to any brave and capable enough to navigate the Inner Circle without incident. However, on entering, the ring of trees closes with all the speed of a flytrap and stays closed for a time before opening back up. Stalkers plenty have disappeared in the Cage and as a result, no one knows what exactly it hides and protects. Rumors are plenty, but the fact is that no one actually knows and it’s very likely that no one will ever know.
The Crags is the adoring name for the mountain range around which the Forest sits. The names of it and its peaks are forgotten with the Zoners, and very few outside the Zone remember them much at all due to media blackout and historical censorship, knowing they exist purely because they tower over much of the landscape and the security wall. Central backs up against them on the western slope, and a few hamlets here and there dot the base on all sides. Trees cease to grow in abundance up the sides, dotting the mountainsides with stubborn copses of uninfluenced trees and brush. Considering the rich diversity of the Proper creeping around the crags, there is a distinct lack of it on them. The only wildlife present are Satyrs and small clusters of songbirds and ravens, and the only anomaly that has been picked up are Vortexes. Castles are frequent along the full range of the crags, though only along the lower slopes and bases, rarely above the halfway point.
Castles
Castles are a very strange phenomena in the Forest. There are ruins scattered across the Zone in various states of decay or preservation, depending on whether or not they had been found and taken care of by historians and archaeologists.
When the Landing happened, Castles became their very own thing. If it had a solid foundation still in place, it gained its own level of sentience and started to act of its own accord and whims. In a sense, they became miniature Zones, functioning within the bigger Forest. Whether or not this was a will of the Forest itself or something that happened spontaneously without influence is still undetermined.
Acting as independent Zones, Castles have their own unique personalities and rules from one to the other, none of which are controlled by the Forest in any way. All influence of the Forest disappears at the borders of a Castle’s defined foundation, whether it be the edge of a yard surrounding them or the walls of the main structure themselves. All animals and anomalies don’t intrude on them either. Even the pathways to a Castle are controlled by them, and if the road and paths are cut off, it’s best to leave it be. A complete path or road leading up to a Castle is the only way to tell if they are friendly. As Castles are their own entities, they also make up their own tests and traps, as any good Zone will do.
A Castle’s Voice is very distinct from the rest of the Forest, and Guides have said it’s really more of a dialect of the Forest’s own Voice. They sound like settling wood and stone at such immense volume that it sounds like it comes from everywhere, with the occasional mutter of both being moved. The latter is likely due to the fact that Castles are constantly building themselves up [or rebuilding, as might well be the case], and the shuffle of stone and wood is their innate ability to move materials by sheer force of will into place. The process is slow-going, but they have all the time in the world to do so.
Castles are tricky creatures, as they do not like to be intruded upon, even if friendly. They all have a condition for those looking to take shelter on or in them, and unfortunately for most, it’s only the Guides who can properly understand what that condition is at any given time. Since they have the ability to hear what the Forest is saying, Castles are hardly different to them. While Guides can technically interact with any friendly Castle, they each have one specifically linked to them that they can talk to and access without having to jump through too many traps or tricks.
There is one ruin, however, that no one is sure of, not even the Guides. An ominous black stone foundation on a rocky spire on the east slope of the crags, it looks like talons gripping the mountain, earning it the name The Dragon. It has cut its bridge off, and deeper diving into the history of the area shows no record of it anywhere, leading Guides to believe the Forest constructed it on its own. One thing they know for certain is that it is very subtly moving, spire and all, up the mountain.
Quirks
The First Rule: Greed Is Punished. Before being changed by the Landing, the Forest was at risk of deforestation. The residual emotion at the time of the Landing was distress and upset, and much of that taints the way the personality developed. She is a plentiful Zone, for better or for worse, but the reminder of being taken from with little return remains. As such, the act of Greed is punished by her, in different varying ways. Usually, the offender ends up dead on the spot, or hopelessly and purposely lost to die of exposure. Even Zoners are not exempted from this rule, and hamlets and towns that have broken it by action are simply swallowed into the deep greenery without so much of a word. Stalkers are held even further in account, as they are only allowed to carry five artifacts at a time in a trip, no more. Language while outside hamlets and towns in the Proper are slotted in with actions as well, and that is where it gets touchy. Asking permission to take something one Needs will resort in her providing for the asker, so long as Thanks is given for it. But even saying that one Wants something without appropriate trade, or simply taking things without asking, will result in punishment.
Second Rule: No Fire. As expected of anything made predominantly of wood, fire in the Barrier and Proper is strictly forbidden. Ignoring this rule doesn’t necessarily bring punishment directly to the breaker, but the resulting flailing of nearby Patrol Trees to put even the smallest flame out can end in them being unintentionally beaten to death. The only exception to this rule is in hamlets and towns under strict supervision, and of course in the influence of Castles. Campfires in the higher reaches of the crags have also resulted in no action.
Third Rule: No Real Names. The Forest’s Playful nature really shines here. Being the origin of many dark and frightening folkloric tales, it takes after the better known stories that giving your real given name to something otherworldly gives it power over you, and most of all, gives it power to hurt you. Tagnames and call-signs used in the Forest are partially due to the military being known to hunt down families of captured stalkers and mostly due to the Forest’s use of real names. The only people immune to this rule are Zoners, but they also understand the Zone on levels better than most other people traversing it and know how to avoid the events triggered by the use of birth names. While no immediate punishment comes from using real names in the influence of the Forest, consequences can come later, either from long-term exposure in the Zone or the closer to the Inner Circle one goes.
Fourth Rule: Stay Silent. Silence is key to survival. Many things in the Forest are attracted to sound, such as Predator Trees, Ritters, and Shades. Towns and hamlets are exempt of this rule and it is safe to be loud while in them. However, it is not in the vast Zone between them. The Forest has been known to waive such rules in the event of asking for necessities that require loud sounds like hunting, but stalkers from other Zones have noted that compared to the constant noise of human life in their native Zones, the Forest is eerily devoid of manmade sound. Natural ambiance is commonplace, however, and sounds like songbirds and animals and the occasional creak of trees in the wind give it some life. The Forest does not directly take any retribution for being loud, mind, but silence has its merits, like sneaking passed sleeping Predator Trees or hearing when blind Ritters come tapping along.
Fifth Rule: No Electronics. Less of a rule written by the Forest itself and more of a rule spoken between stalkers, electronics include any device that draws power continuously, usually from a battery. The radiation that made the Zone does strange and horrible things with electronics and it is not uncommon to find the unfortunate many who don’t heed the warnings twisted in the landscape with their precious devices growing out of them.
Sixth Rule: The Water Ritual. Water is drinkable in the Forest, but only those bodies used in hamlets and towns are safe from this rule. Water in uninhabited space can be dangerous, another rule written in the spirit of faerie tales. Stalkers and Zoners alike pat the surface of still bodies of water and watch the reaction to it. If the ripples act like they are supposed to and the reflection of people, animals, and landscape acts normally, the water is safe to drink or disturb. If it reacts in any way other than naturally [ie Ripples from the opposite shore from the patting, reflections look skewed or move around without reason], it is unsafe. The rule applies even to water that was deemed safe in a prior visit, as the nature of Zone water changes regularly. Not patting the water to see if it’s safe results in everything from being poisoned to being sucked into the water and disappearing. Flowing water, like rivers and creeks, can be deciphered merely watching them, staring at ripples around stones or fallen branches to determine if it’s safe to interact with.
Seventh Rule: No Straight Lines. This seems to be a rule with most Zones, as even foreign stalkers talk about it. No one is quite sure why Visitation Zones are against people walking in straight lines to their destinations. All that is agreed on is that doing so has dire consequences, between people disappearing entirely before reaching their goal or being struck with sudden fatal ailments on the way there. The Forest is known to mimic peoples’ voices to warn arrogant stalkers trying to break this rule before striking them down. It is best to take a roundabout way to get to a destination. Even if you can still see where you are trying to go from different angles, a meandering path to a new arrival point is better than a straight line.
The Voice: All Zones have a Voice, a sound used to show their presence to those in and out of it. The sound of a Voice is said to be enveloping, drowning out everything else around it when it talks. All people and creatures in a Zone can hear the sound of its Voice, and regulars and natives to a Zone can even hear it when away from it. The Forest’s Voice is the sound of creaking groaning wood. Only Zoners and Guides can actually hear the words it’s trying to use, however.
Weather Patterns: Most, if not all, Zones have volatile weather, one of very few things that are actually consistent. Whether it’s the energy of a Zone or the way the land or reality itself warps while in their space, something as simple as a cloudy day can swirl into torrential rains, and a drizzle can turn into cyclones. The Forest has a habit of taking rain and turning it into violent hail and thunderstorms that sweep across most of the western half, very rarely the eastern. The east tends to get blizzards with ice and wind, however, while the west merely gets large amounts of snow.
Zombies: Visitation zombies are a very strange breed. Closer to the classic zombie of legend, they are merely the recently dead within the influence of the Zone who, for whatever reason, come back to life with a single task in mind. Usually, the task is the last thing on their thoughts before death, and they will make their way to a location fresh in their memory while muttering this last bit of agenda. Once there, they will decay as normal before finally dying for good. Fresh zombies tend to have some semblance of language and motor function. After about a week, it all begins to degrade until they can’t speak and their reaction time slows. The military detail around the Forest has a tendency to leave zombies stumbling through the cordons well enough alone after realizing they’re zombies. It’s probably the only thing even they don’t have the will to stop.
Change: There is very little actually consistent in any Zone. Everything is subject to change, even when it seems unchangeable. In the Forest, all inhabitants -be they stalkers or Zoners- have learned that if it looks different, it probably is different. Even things like anomalies, normally regular fixtures, can change purposes without noticeably changing appearances. It’s good to keep such things in mind while traversing the Forest, and all travelers carry rocks with them in place of the usual bolts found in other Zones; since there are no gravity-based anomalies that require weight recorded, rocks are used to test the environment for changes, as well as being easy to replenish without leaving an environmental mark.
People/Factions
Zoners are the people who live in the Zone who were original to it before the Landing. They are a quaint folk who are born into the Zone and mutated by it, and have adopted a pagan lifestyle several centuries old in order to adapt to the lack of modern amenities. They worship the Zone as nothing less than a god, and it seems to work in their favor, as the Zone provides them everything they need from space to materials to workable crops at a fair trade from them. After stubbornly refusing to evacuate after the Landing, the Forest covets them so long as they maintain The First Rule. They share a special bond to their Zone and are the only ones trusted to defend it. In the rare cases of military and government involvement in the Forest, it is Zoners who are first to stand firm against them and push them back out. Although they have unsettling wide smiles and their eyes tend to glow in the dark, Zoners are very friendly toward stalkers, provided they don’t bring ill intent with them and understand the balance of The First Rule. They are a reminder that even people born from the fabric of the Forest are not exempted of the rules, assuming the ruins of arrogant hamlets and swallowed towns fail to instill the same warning.
Stalkers are a fairly universal breed from Zone to Zone. Designated as ‘daredevils’, the ones that go into the Black Forest live up to the moniker. The Forest swallows more and more of them every year, but the allure of such a dangerous temperamental Zone brings more than twice that amount to the door. Native stalkers tend to be more likely to help greenhorns to the Forest out, and veteran stalkers of other Zones pick up on the quirks of the Forest fairly easy enough to survive. It’s not uncommon to see new faces filtering in and out of the Forest, though. As a whole, stalkers are a pretty decent helpful bunch, and the majority of the clan are beloved by Zoners for their ability to bring necessary supplies they can’t ask the Forest for to them. The ones who aren’t decent live in the fringes as bandits.
Guides are a particularly special handful of stalkers who have garnered the Forest’s favor through sacrifice. Sacrifice of everything from time to sanity to their own bodies, Guides are capable of understanding their Zone on a more intimate level than the standard stalker. They are imperative to others’ ability to navigate the twisting ever-changing Forest, as they can feel changes and hear anomalies and the messages beneath the Forest’s Voice. They are also the only individuals capable of speaking to and opening Castles safely, something not even the native Zoners can do. There are two different stages to becoming a Guide. Threshold Guides have given enough to hear the Voice’s message as well as the thrumming pressure of anomalies. Fledged Guides, or simply just Guides, are properly ordained by the Forest into its embrace, usually given a gift/mutations to better serve their Zone. As expected, Guides are not very common. For the sheer volume of the Forest, there are only nine ordained Guides and one Threshold to date.
Bandits are a fixture in almost every Zone nowadays and are generally the same, greedy little opportunists who like to reap the rewards of others. The bandits of the Black Forest have gotten smart about it, bypassing The First Rule of Forest life by staying on the fringes. Since the central influence of the Forest doesn’t reach into the fringes as much, bandits regularly exploit the lack of punishment. To any proficient stalker of the area, they are fairly easy to avoid. Despite their disregard of the coveted First Rule, bandits in the Forest maintain a sense of loyalty and duty to their gangs and above that, the Zone. As the Forest doesn’t fully influence or control the fringes, it’s up to them to keep an eye out for noticeable damage and especially fire. They have been known to stomp out all ties in order to band together with stalkers in the vicinity and work to put out any fires that start. Afterwards, they return to their expected deviancy, but it is surprising to realize even they can be human sometimes.
The Cult of the Cage are a group of fanatics that aren’t seen much outside the Inner Circle. They worship whatever the Tree Cage protects, though it’s unclear if even they know what it is. It probably wouldn’t change their minds or beliefs even if they knew. The exact reasons for their worship are unclear, but it is obviously not out of greed or arrogance, as the Forest would have killed them off if that were the case. They’re known for being undetectable to all but the Forest itself, silent and quick. They don’t carry firearms, but do carry crossbows they’ve managed to silence. Unsurprisingly, they have found a toxin to use on their bolts that, if untreated, can be deadly. While their ballistics are used on the outer edges of the Inner Circle into the Proper, they are also trained in close-range combat for any fighting that might break out in the Inner Circle itself. While they are fanatical, the Cult is not in any way conscripted into protecting the Tree Cage. Individuals can still think on their own away from their brethren and outside shared rituals and prayers, share little in common with each other otherwise. A few of their numbers have been spotted recently wandering the Forest Proper, and given their uncharacteristic politeness, are assumed to be missionaries to their religious cause. The Cult is held in suspicious regards but so long as a member doesn’t start a fight, those who wander from the Inner Circle are generally left alone.
Fauna and Flora
Fauna
Fringeanimals are among the least physically mutated animals in the Forest. They are typically domesticated dogs and feral cats who were born in the fringes, though there are reports of local fauna like foxes and rabbits that also slot into this category. While they are born in the fringes, they are not trapped on the fringes; seeing fringeanimals in the Forest Proper is not uncommon at all, and they make their homes in hamlets and towns, where they are regularly spoiled and treated like one might a common pet. They don’t seem to mind this, at all. Fringeanimals are best known for their friendliness to non-hostile peoples, willing to jump in to defend trapped people or lead them to a safe spot. They are also known for being incredibly intelligent to the point of sapience, and it’s not uncommon to hear them responding in a conversation, capable of picking up on and learning multiple languages at once. While they don’t speak human languages, they still use their own vocalizations and body language to interact. They are also born with a deep-rooted connection to the Forest and can tell when things change or shift, making them invaluable companions to those in and out of the Forest. It’s a common practice for stalkers and Zoners to leave an area if a fingeanimal is trying to warn them away from it.
Livestock has been widely unchanged physically. Only found in hamlets and towns, the familiar shapes of native cow breeds, chickens, pigs, sheep, and the occasional goat are a welcome reprieve from the weirdness of the majority of the Forest’s wildlife. Zoners use them for everything from food to farmwork, and while a few of the animals may accidentally mutate physically in a generation, the only constant mutation they seem to have is the ability to over-produce milk, eggs, and wool. It only works in this way, and slaughtering an animal for food does not yield more meat.
Songbirds don’t look like they have any physical mutations on first glance, small and fluttery as their brethren outside the Zone are. They live primarily in the crags, having moved back into the area after the initial violent changes at the start of the Zone settled, and they are never seen in the Forest Proper. However, they can still be heard down in the Proper, and that is because they have an innate ability to warp and amplify their own soundwaves to be heard for miles. Like all songbirds, they are skittish around larger animals and can be seen fluttering around their mountainous home when disturbed.
Ravens are another bird that moved back into the Zone after fleeing it during the first changes. They have mutated just slightly, gaining another set of eyes and serrated beaks with a disturbingly human-like cackle as a call. Their main population is in the crags, but they have been seen further into the foothills on all sides. They are also non-hostile to people and animals, known for hanging around and begging food from humans when not snuffling around on their own, not unlike standard corvids outside of their Zone.
Owls are perhaps the only documented bird that lives in the Forest Proper as well as in the crags. They don’t look much different than their normal counterparts from the ground, since they live in the branches high above the shifting forest floor, but distance tricks perception. Owls are immense in size, standing at ten feet tall with wingspans that can grow to fifty or more feet. Their mutation gives them the sheer size to capture cherubs, their main prey, and carry them off to be eaten. Despite their gigantism, they seem to be smart enough to dislike the idea of eating or the taste of humans and will generally avoid and observe them from their lofty homes. Even if they are non-hostile, humans and fringeanimals will try to stay well out of their way and hunting parties will abandon cherub herds if owls are present.
Cherubs used to be deer. In some ways, they still maintain the original mannerisms as skittish herbivores that travel in herds. They’ve grown to stand close to nine feet tall at their shoulders, colored various shades of white and off-white with massive iridescent eyes. Their build has changed drastically, with prominent rib structure leading into naturally caved stomachs, long spindly legs, and long slender necks topped with thin pointed heads. Their antlers have changed orientation and make-up, from bone to a weird mushroom-like tuber. It grows along their backbone in shoots and across their shoulders in intricate coral-like fans, the tips displaying multiple colors that fade to white or cream near the base. Every part of a cherub is edible, save for the bones within the body itself, and one cherub can feed a group of six for the better part of a week or two. They are one of two of the only animals the Forest grants permission to hunt, and the only animal it sends to be hunted when a request for Needing food is made, as long as only what is needed is taken and no more. Their name derives from the fact that cherubs are the only known animal in the Forest that is immune to Silver Thread, which can grow across their fans and glitter in light, giving the illusion of wings. Hunters typically avoid those with it growing on them, since Silver Thread can kill anything else in short amounts of time.
Fractals were foxes once. So named for their ability to change outlines and shape in swirling clouds of multi-colored matter, they also pose no threat to humans. They have a tendency to float in the general direction of anomalies and artifacts, occasionally resuming their original forms as small foxes. They don’t seem to have any corporeal form, which lets them float through objects, animals, and people. When they do so, it’s said that they ‘feel like what white static sounds like’.
Bounders live in trees. Their disproportionately large hindquarters are the only things left from their previous rabbit forms, and the actual animal is only about knee-height on an average human at their biggest. Their front legs sport claws on their toes with protowings along the undersides of their arms, and their tails are long with tufts of feathers at the tip. Although they’re relatively harmless herbivores, bounders have been known to cause deep gouges in anything that provokes them. Despite their defense, they are a favorite snack of many of the Forest’s inhabitants.
Satyrs were goats at one point and to some extent, still sort of are. Although their warped squished faces have grown eerily humanoid and their bodies are disturbingly primate-like, they share no genetic background with either. Their eyes are large and have the square pupils that denote them as goats, along with the telltale horns curving back on their heads around the base of their leaf-shaped ears. As expected, they like to headbutt things, provoked or not. Their bodies look remarkably like long-limbed primates of some sort, their arms and legs ending in four-toed feet and hands. They stand at the height of an average human and can walk hunched but upright on their legs, or on all fours without any trouble. They can scale cliffs, unstable rockfaces, and trees without much thought or issue. Which is good, since they live primarily in the crags and bound and swing across the more treacherous terrain higher up to reach their primary food sources. Satyrs are neutral animals, though at times their goaty nature makes it feel like they’re vindictive or doing things solely for their own entertainment. This is not the case, even though stalkers and Zoners have both returned with welts from being headbutt by them.
Fractures are one of two human mutants in the Forest. The lesser of the evils, the first populations of them were turned from Zoners who angered the Forest in its earlier years. Their villages and towns were swallowed and remain as crumbling ruins in the depths of the Zone, and the people were transformed into Fractures. Since then, Fracture nests are fairly common and they are the only living thing to inhabit the Barrier. Fractures walk primarily on all fours, with an elongated curved spine and excruciatingly long limbs. One arm is twice as long as the other, the fingers tipped with large hooked claws. Fractures are relatively skittish and if they see anything from far off that might be a threat to them, they will turn tail and gallop back toward their nests. They will attack if something is too close to them and they will retaliate if attacked first, usually pulling more and more of their brethren hiding in the woodwork around them to help. While they are not much of a threat by themselves, as they are a common nuisance of a mutant, they can easily overwhelm an adversary with numbers. They still retain the ability to speak, but have since lost the ability to intelligently converse. As such, they parrot phrases and words said around them and will repeat them regularly.
Fracture Eaters mutated from German horses that are native to the Black Forest region. As their name suggests, they are the only known predator of Fractures and their presence works to keep the population down. Fracture Eaters are about the size of a small horse and retain much of the original posture and build. From far away, they even look like a horse. Up close, it’s easy to notice the long snakelike tails behind them, as well as the clawed finger-like paws that replaced their hooves. Their mouths open unnaturally wide to the jaw joint, displaying rows upon rows of sharp triangular teeth that point backwards toward their throat, and their eyes have moved more toward the front of their skulls. They even issue a strange roaring noise when the hunt begins. Despite looking like a nightmare and being actively carnivorous, Fracture Eaters are very social animals with packs of their families around them and prefer the comfort of non-hostile parties. They still retain a fondness for human contact and it isn’t uncommon to be nudged by one or several until pets are given, making purring and nickering noises when paid mind. They are still able to be ridden and trainable, and several hamlets host games showing off their prowess with the creatures. Fracture Eaters generally stick to the forested areas around hamlets and towns, keeping a firm eye on the landscaping for their next meal.
Ritters are easily the most terrifying mutant in the Forest to date, as well as being the second human mutant, named after one of the more frightening folktales of the Forest’s dark past. Like Fractures, Ritters are changed after their hamlet is swallowed by the Forest as punishment for breaking The First Rule. Unlike Fractures, Ritters are rare to encounter, but they leave a lasting impression of the Forest’s anger. Ritters tower over all but owls and cherubs, standing upright at eight feet tall. They carry themselves on four spindly legs ending in three long fingers each; one for balance on the inside, two on the outside for gripping and navigation. An elongated skeletal humanoid torso is attached by its hips at the center of its legs. The head is large and sits on a swiveling long neck. There appears to be no face at first glance, a thick flap of skin covering where its eyes should be like a helmet, and hunting and feeding are the only times it opens its mouth, splitting its head from ear to ear and filled with needle teeth. Their arms are long and lanky with long delicate fingers tipped with curved claws, which they use to feel their way around. It’s the only way to tell when one is nearby, as they make a distinct rapid tapping noise against trees and rocks. They are pale in color, sickly green-grey fading to pallor. Their ‘helms’ and the tips of their extremities are a darker grey speckled with dark pine green. Being completely blind, Ritters are easy to avoid by standing perfectly still and waiting for them to pass if expected. As they only travel alone or in groups of two or three maximum, it’s easy to keep track of them. However, noise attracts them and the louder a noise is, the easier it is for them to zero in on the source. When hunting, they let off a shriek and become unexpectedly nightmarishly agile, capable of moving around the terrain with the ease of a spider. It’s harder to escape them head-on, but hiding and keeping perfectly still can cause them to pause and try to relocate their prey. If they can’t pick up its trail again, they cease the chase and continue on their way. Ritters do not wander far from the place they lived as humans. Stalkers and Zoners avoid the ruins of towns and hamlets for this reason. There are still outliers, though, so any proper Forest stalker knows to listen for tapping, no matter where they are.
Flora
Patrol Trees are massive trees that move around in the Forest Proper on their root systems. They don’t appear to have any real aim in how they move, meandering in packs. They aren’t inherently malicious, simply moving around as they will. They pay no mind to what’s in front of them, under them, or behind them, and unintentionally smash their way through animals and people on their way. Hamlets and towns are specifically guarded by the Zone, so that any migrating trees are ushered around habitation on their way through. Patrol Trees also act as guardians for human settlements, anchored around them to cover them when inclement weather comes, as well as beating their massive branches on out-of-control fires. They are also the ones who extinguish fires in the Forest itself in much the same way, pummeling them with little regard to who or what is sitting around it.
Predator Trees are also massive trees that move around the Zone using their root systems. Their intent is more sinister than the Patrol Trees, however, and their ability to hide among other trees makes them extremely dangerous to anyone and anything that lives or peruses the Forest. Predator Trees are considerably more aware of their surroundings and the potential meals in them. They will stop and change course abruptly to go after anything they deem edible, which doesn’t leave out a lot. When caught, they either pull their victims under them using their roots, or simply smash themselves down on top of them until they’ve eaten. They are attracted to loud noises and are ferocious in their pursuits. Unless beaten away by Patrol Trees in charge of guarding settlements, they have no issue entering inhabited spaces for a meal. They are viciously territorial and act in a way like a rogue guardian force of the Forest itself. They have been known to jump straight up and take out low-flying aircraft, prompting an air traffic ban over the Forest for safety. There is very little someone can do when being chased down by a Predator Tree besides run away, though knowing where you are in relation to deterrents is helpful. Using Patrol Trees is a common tactic, since they are nonplussed at being shoved and attacked and will retaliate, as well as climbing up slag piles around the crags, where the roots of the heavy monsters can’t get a good grip. Hiding in Castle courtyards helps too, provided the Castle is friendly and is told what is happening; most Castles will issue a sign they understand and unless the building is intruded on, will give asylum to those escaping the wildlife. Predator Trees originate from the Inner Circle, where they protect the Tree Cage and whatever it holds. It is there the highest number of them can be found, which makes any trek to push to the center extremely difficult, between the trees and the Cult of the Cage. It isn’t uncommon to see a Predator or two wandering the rest of the Forest, looking for an easier meal.
Whipsnaps look like the tree roots that make up much of the Forest’s floor, save for a slightly different pattern that distinguishes them as different. It’s such a subtle shift that makes this act of camouflage dangerous for greenhorns and even seasoned stalkers who don’t pay attention. Whipsnaps do not activate until disturbed, laying nestled into the weave of tree roots. They are easy to avoid if you see them, but if they’re stepped on or nudged, they react by wrapping tightly around whatever’s close and dragging them away. Once thought to be the roots of Predator Trees, it’s now known via plenty of survivors and observations of them that they attach to a bulb partially buried under the roots and ground surface. Proficient Forest stalkers and Zoners will purposely activate a root to drag them to the bulb, which surfaces to feed, in order to stab it, which will kill its network in the area. Given that whipsnaps are fairly common, it’s a losing battle but one necessary for survival.
Moss Pools are exactly as they sound, bottomless pools of moss. They’re fairly large in size and very easy to spot, since not only does the inviting vibrant green of the moss stand out against its surroundings, but tree roots will also grow around it like the sides of a pool. People not paying attention to where they’re going run the risk of falling into one, but they don’t grab or lure or really do anything other than simply exist. Sadly, no one knows where they go or even if they end up anywhere, as no one has been pulled out of one or found after falling into one.
Sleepers are unusual simply on the basis they obviously evolved from kudzu, a non-native plant in Germany, much less the Black Forest. Though the leaves are a bit larger, it looks at first glances exactly like kudzu and even appears to act like it, taking over anything in range at a fairly alarming rate. While the Forest is already actively pruning it on its own and has it relegated to ruins, it has been mutated to be a different threat to anything that breathes. Sleepers smell like mild mint, and has been attributed to the smell of wintergreen more than anything. The stronger the smell, the more damage it does, since the smell comes with a cloud of unseen spores that, when inhaled, releases a sleeping toxin after about five or ten minutes that hits suddenly and heavily and unless removed from the area, permanently. Once the victim is out, sleeper clusters in the area move to cover and consume it in order to fuel its slow assault against the Forest. They’re easy to avoid, either by sight or by smell, and easier to pass through since they don’t have the speed to take down moving entities so long as a filtering mask or respirator are in place.
Corn was an hilarious accident, as well as a good lesson in asking the Forest for something not native to the land. Although it was grown with appropriate tribute, the warped nature of the Zone caused it to gain a quasi-sentience and ability to mobilize itself, wherein it disappeared into the depths of the Forest Proper. While some hamlets and Northtown have growing corn in their farms, these are from seeds brought from outside and given blessing rather than the Forest making them as it normally does crops. Corn is startling to come across, to say the least, rustling around and running aimlessly, but overall, it’s harmless and still edible. Catching and harvesting ripe ears does not seem to hurt the stalks themselves, and they regrow their fruits fairly quickly, making them the perfect gift for any starving stalker in the Proper.
Anomalies
Flashbangs are the most common and generally useful anomaly in the Forest. They are easy to spot by the faintly glowing orb bobbing in mid-air. They occasionally drift around, but it’s slow and easy to predict some of their paths. They’re fairly easy to trigger, everything from tossing rocks at them to clapping works. Once activated, it’s best to stand a decent distance from them, as they ignite with an intense heat that burns the immediate blast area around them, making a loud bang and growing considerably brighter. Their bright white light is ideal for seeing in dark places and makes them necessary especially in the Barrier, where normal light can’t penetrate, and the bang is loud enough to activate any other flashbangs in the area. They stay lit for about fifteen minutes before dimming to nothing and recharging for five minutes. Only when the glowing sphere returns can they be reactivated. Flashbangs are the most common anomaly in the Zone known to change, as well, and has a pretty obvious tell on whether or not it’s a flashbang or simply looks like one at a glance. The glow on a standard flashbang has a hint of pale blue to it, while mutated flashbangs are a different shade of blue or a different color or lack a color altogether. The effects differ from mutation to mutation, and the only way to tell what it’s actually doing is to throw a rock at it and activate it from a safe distance.
Quicksands are not so easy to spot. Perfectly circular pools of what looks like bare soil is the tell, and they’re known for sucking in limbs that interact with them with such ferocity, it would take nothing short of amputation on the spot to be free of one. The pressure created on the inside of the tube that makes up a quicksand anomaly can suffocate a victim and potentially crush them. Quicksands are useful in their own way, and all long-term inhabitants of the Zone will use them for trash cans or garbage disposals. Since they’re activated by touch, all it takes is a rock in the middle to set one off and once it’s done sucking the rock down into its sandy depths, the ground solidifies while it recharges for ten minutes.
Vortexes are the resident teleporters. They are distinguishable by the distinctly warped spiral in reality and also one of the rarer anomalies. The outcome is randomized and no two end locations are the same place twice, popping users out either in the Forest or even out of it. While not harmful to stalkers trying to use them to get around easier, they can cause nausea and dizziness for a short time to greenhorn users. They take fifteen minutes to recharge.
Faerie Doors/Circles are a rather infamous Forest exclusive, another throwback to its deep folkloric history. Like in stories, faerie doors and circles teleport the unwitting victim walking through or into them to an alternate parallel existence where they are the only ones inhabiting the space, trapped in endless forest with no other civilization. They are seemingly-unnatural arches made with branches [Doors] or circles of mushrooms, flowers, or misplaced saplings on the ground [Circles] that appear randomly in front of a traveler. Throwing rocks at them does not activate them, as only a human body going through them can, and the disappear when someone walks through them. If not engaged, they disappear and reappear in a different place. They are easy to avoid, simply moving carefully around them and continuing on. Most deaths caused by doors and circles are less the phenomena themselves and more of a different Forest hazard trying to avoid them.
Silver Thread, or Platinum Thread in some regions, is a caustic nearly-invisible fiber that grows in strange places. The dim light catching its fine existence causes it to glint like pale precious metals, thus earning it its name. Despite its delicate appearance, silver thread is deadly to the touch. It has been known to penetrate clothing and safety suits somehow and causes sudden organ failure as well as rapid-growth cancer cells. It’s hard to avoid and due to the inability to handle it, causes stalkers and Zoners to take wide detours. Only cherubs are immune to it, growing it across their spines and fans.
Burnt Fuzz seems to be a fixture in any Zone, clinging to metal and wood alike and slowly eating away at them. Except in this case, when it feeds both Patrol and Predator Trees, what devour it gladly and with extreme prejudice; while it’s a commonly-shared phenomena, the Trees’ diet have made it much more manageable in the Forest. As with all variations of burnt fuzz, it burns to the touch and drapes over anything it can find.
Ghosts, Orbs, or Will’o’Wisps are so-named because of Zoner belief that the balls of floating light are the dead souls of those who were lost to the trees. They have no actual sentience, meandering aimlessly through the Forest Proper and are easy to avoid if spotted first. When interacted with, they envelop their victim in a sense of warmth and comfort, playing good memories or writing pleasant stories to keep them in a stupor until they die of exposure. It’s easy to pull a victim out of one’s influence, and they will regain their senses fairly quickly, depending on how long they were hypnotized. There are rare cases where a rescued victim will seek out and return to the world crafted for them.
Shades are another delve into the Forest’s favorite faerie stories and as such, shades are the most terrifying ‘anomaly’ encountered to date, being almost entirely independent of the Forest outside creation. They only inhabit the fringes and interior of the Inner Circle and are one of many things in the Forest attracted to sound. The rule concerning using call-signs only and disregarding real names were based almost entirely on shades’ existence, as they are a product of the Forest attempting to wheedle names out in order to get into peoples’ heads. Encountering a shade is encountering a figure from the victim’s life, good or bad, demanding their real name. It’s strongly advised to never give in, no matter what sort of tactics it resorts to in order to get what it wants until it gives up and goes away for the time being. There is no other way to activate a shade outside attracting it to you, and there is no cool-down period for this particular anomaly.
Artifacts
Artifacts in a Visitation Zone are essentially refuse left by the visiting aliens after the Landing. All of their uses are as of yet unknown to humans, but they are the reason Visitation Stalkers exist as a whole; collectors pay good money for whole artifacts and the temptation is great. Artifacts in the Forest hardly differ from those Visitation Zones’ hauls anywhere else in the world, save for one. They call it the Screw, on account that it looks like the pointed threaded tip of a construction screw. Sometimes, the grooves between the threads gives off a faint glow, but other than a glorified nightlight, its actual uses are as much a mystery as all the other artifacts pulled out of Visitation Zones. It fetches a fairly high price among scientific communities, but since it’s a common artifact to the region, local collectors won’t pay much for it. It’s better to peddle it to foreign ones.
#Roadside Picnic#S.T.A.L.K.E.R.#stalker oc#Black Forest Developments#i'd been developing this one in snippets over the last few years; figured i should finally compile the damned thing together#it took three weeks to get it all together and im sure i missed bits and pieces#i'll either add them later or make new posts for them; i put the main details under a readmore for a reason
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Attract Fairies To Your Home & Garden With Fairy Offerings How to Attract Fairies
Fairies are nature spirits and typically reside in natural places like rivers, mountains, forests, and fields. However, there are ways to attract fairies to one’s home and garden. Fairies appreciate people who honour and protect nature. They also like people who are spiritually in tune with the earth and its creatures. This means if you are someone who doesn’t care about the earth, the fairies won’t care about you. They would probably be more willing to play jokes on you. The fairies are finicky and mischievous, so you have to be careful what kind you are inviting to your home. If you want a fairy that helps with housework or fairies to help your garden grow, read on and learn how to attract the right kinds of fairies using fairy offerings and more.
Attract Fairies of the Nice Kind
Not every fairy will be safe to invite into your home or garden, so be cautious. There are benevolent fairies, and there are malevolent fairies. Our Celtic ancestors knew the bad ones which included: bogles, hobgoblins, spriggans, kelpies, giants, nixies, and trolls. Some fairies brought omens of death, like the banshee, while others were purely selfish and vengeful. In addition, there were also fairies who enjoyed eating humans, like the trolls, Jenny Greenteeth, and giants. Check out Edain McCoy’s book, A Witch’s Guide to the Faery Folk. This book has been a fairy bible to me. A dictionary of fairies is included in the pages and gives an in-depth look at each type of fairy – from Europe to Malaysian fairies.
Beneficial, good fairies include brownies, gnomes, pixies, dryads, leprechauns, clurichauns, the monaciello, and bwbachs. Flower and earth fairies like pixies and gnomes are best to attract to your garden, as they protect the trees and plants and help them grow. House fairies like the brownie and bwbach are great to invite into your home because they will help keep it clean, abundant, and safe.
Fairy Offerings and Gifts
From Edain McCoy’s Guide to the Faery Folk, “Most faeries hate profuse displays of thanks from humans whom they have helped. It is best not to utter thanks at all, but to leave out extra portions of milk, butter, or bread for them by way of showing your appreciation. These offerings are called libations…”
The custom of leaving libations for the faery folk is one dating back centuries. Milk farmers in Ireland would leave out a libation after every milking to keep the faeries happy. A happy fairy was less likely to cause trouble on the farm. Libations of mead or bowls of barley were also common fairy offerings. For house fairies, leave a portion of your dinner on the dinner table at night. Fairies are finicky and mostly don’t like to be thanked or doted over, so quietly leave your fairy offerings in your house or garden. This is a key step to attract fairies to your garden and home.
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Fairy Food and Libations:
Traditionally, fairies loved sweets so anything you’ve baked at home is a perfect fairy offering. If you offer fruit, make sure it is organic. If the birds and ants won’t eat the fruit because of pesticides, neither will the fairies. They also love traditional offerings like milk, ale, and mead.
milk
honey
mead
wine
ale
bread
cakes
fruit
Feed the fairies what you would eat!
Where to Place the Fairy Offerings
If you are trying to attract a garden fairy, place the fairy offering at your garden gate or just inside the gate. Leave it on a stump, rock, or shell (something natural). Leave it out overnight and especially on one of the high holy Celtic days like Beltane or Midsummer. If you’re trying to invite a house fairy into your home, you’ll want to start by leaving fairy offerings on your front or back doorstep. After a few times you can leave them inside your door. Then in your kitchen or close to wherever you’d like the fairy to reside (kitchen, hallway, guest room, attic, etc). Don’t be disheartened if the food or drink doesn’t “disappear”. That doesn’t mean the fairy offering wasn’t accepted.
The Proper Place to Attract Fairies
In the Garden
Fairies are picky about where they live. They mostly live in unspoiled parts of nature. If you have a gardener or lawn service, take over the duty yourself. Fairies don’t like to be disturbed by people other than the ones they know. Add a small fountain or waterfall to your garden if budget allows. If you happen to have a stump of an old tree, this can become the fairies’ residence. Or arrange a circle of stones. Circles are a favourite hang-out spot for fairies. Create fairy houses out of bird houses and other natural materials and place them in a safe spot in the garden. Leave offerings there for the garden fairies. Make sure no one, including pets, disturbs this area.
In the Home
Fairy offerings, as detailed above, are necessary to attract a brownie or house fairy. Make sure there are no bells, high chimes, or anything with a sharp noise. No iron horseshoes should hang above the doors (fairies have an aversion to iron). There shouldn’t be any mirrors in the kitchen or low to the ground. Make a special place for the brownie or house fairy to reside – an empty cabinet, pantry, closet, or shelf will do. Set up this space comfortably, like you plan to sleep there. Small pillows, blankets, and natural decor is perfect for a brownie’s space.
Making a safe and comfy space for the fairies helps attract them to your garden and home.
https://otherworldlyoracle.com/attract-fairies-garden-fairy-offerings/
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NANOPULUS Diagnosis (Original G/T Species)
(Updated as of 2/5/19)
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PASSAGE 1 : ORIGIN
May 27 was the day people all around the world suddenly vanished without a trace. Families messaged loved ones, schools and businesses were closed, and people shut themselves from society. Everyone was on edge on who may be next. Some people believed that perhaps this was Judgement Day, and chaos nearly flamed everywhere. The next day, suddenly everything went quiet. No missing person reports, no anything. Turning on your local news station would only be discussing what had happened the day before with the only minor, cut-short stories here and there. Search parties went out across countries, while the overall world government kept quiet. For conspiracists, it was a miner’s dreamed hit goldmine.
The people who went missing that day never came back. Not until decades later, when by then, the incident had been forgotten by the world. Only a select few could recollect it clearly, but they had no power in their hands to challenge the authorities in court, and their days were already numbered.
PASSAGE 2 : RECOVERED CASE FILES
DECEMBER 1996
ENGAGED HENRY C. LILIAM AND JESSIE I. LILIAM REPORT SMALL PRESENTS STOLEN OVERNIGHT
NO SIGNS OF FORCED BREAK-IN DISCOVERED
SLIM WRAPPING PAPER TEARS SCATTERED ACROSS FLOOR
NO FURTHER EVIDENCE COVERED
***CASE CLOSED AS OF JANUARY 1997***
FEBRUARY 1998
SCHOOL BUILDING HAVING CONSISTENT POWER OUTAGES
REASON: UNKNOWN
PLAYGROUND AREA GENERATOR REPAIRED MARCH 1998
NO FURTHER EVIDENCE COVERED
***CASE CLOSED AS OF APRIL 1998***
OCTOBER 2003
CHILD REPORT OF LIVE MINIATURE DOLL SNAGGING FOOD FROM LEFTOVER CANDY
CANDY WRAPPER GNAWING MARKS MATCH NO DISCOVERED ANATOMY OF CREATURE IN PRESENT-DAY RECORDS
NO FURTHER EVIDENCE COVERED
***CASE CLOSED AS OF NOVEMBER 2003***
JUNE 2004
ANIMAL CARETAKER EMPLOYEE SARAH J. MALLS REPORT OF TINY UNKNOWN CREATURE TAMPERING WITH RODENT CAGES
NO FURTHER EVIDENCE COVERED
***CASE CLOSED AS OF JUNE 2004***
APRIL 2007
SENIOR HIGH SCHOOL STUDENT DAVID A. HAN PERSONAL BELONGINGS REPEATEDLY DISAPPEAR
ALL STUDENTS CLAIMED THEMSELVES INNOCENT
PLAYBACK QUALITY MODERATE
NO STUDENTS CAPTURED TAMPERING WITH LOCKER #34
NO FURTHER EVIDENCE COVERED
***CASE CLOSED AS OF JUNE 2007***
SEPTEMBER 2009
FAST FOOD STORE MONITOR #3 CAPTURES “AGILE SMALL PERSON” RUMMAGING THROUGH STORAGE CONTAINERS
PLAYBACK QUALITY DAMAGED
AUTHORITY CONCLUSION: “IT’S MERELY A MOUSE PASSING THROUGH”
***CASE CLOSED AS OF DECEMBER 2009***
JULY 2010
48% OF U.S. CHILDREN SUDDENLY REPORT “REAL” FAIRIES OCCASIONALLY ROAMING BACKYARDS
NO FURTHER EVIDENCE COVERED
***TREND IS RISING***
PASSAGE 3 : THE RELEASE
In November of 2013, the records of these incidents were released, alongside what had caused them. These creatures were sent across the world by an organization of unknown origins nor title and placed these creatures into the black market, other experimental agencies, or just out into the wild for a study of its survival in certain environments. As hypothesized, this species thrives best in forest-like environments, however, the species at the same time has no capabilities of reproduction, and cannot survive as a whole due to its weak state in natural selection. But, due to major injections of unknown chemicals, the species’ life expectancy (if healthy), is just about the same as a human’s is. Some hypothesize this may be an enhanced version of what may be the experiments causing longer mice life expectancy, which are open to the public.
The overall species according to the organizational records is titled NANOPULUS, as to which the general public has dubbed the species, “The Nano Creatures.”
PASSAGE 4 : APPEARANCE
Most reports find the species mythical or “unrealistic” due to the sheer size of these creatures. All Nanos have been recorded in the average height range of 1-3 inches tall. This has managed to give Nanos numerous places for them to sneak and hide, along with the pressure of gravity giving them no struggle to run nimble and quick from their small amount of weight. The heaviest Nano on record weighed around 12.5 grams (.44 oz), equivalent to holding a stack of around five pennies in your hand. According to the files, the experimentalists had predicted (or perhaps hoped for) a height range of 4-5 inches at average, but apparently, a certain overdose of an undefined chemical caused an overreaction to the shrinkage expectancies.
The facial features of a Nano aren’t much of a difference to a human appearance, that is until you really look at them. Their ears are sharp- much like what you’d imagine from an elf- but not very pointy at their ends, and more rounded like ours instead. Their ears will slightly shift and twitch to help pick up any signals of noise or movement.
The next thing you may notice if you look close enough at a Nano is their eyes. Their eye color is unnatural and seems to shift through every hue of the rainbow. Looking closer, unlike our round pupils, Nanos have more round oval-shaped pupils. The first thing you may think of at this is perhaps a slit cat-like eye, but it’s not exactly like that, however. The oval pupil of a Nano is wider than a cat’s and is not pointed at the top and bottom like a cat’s either. Rather, it is rounded, mirroring the sharp-but-rounded ears they have as well. It is also worth noting that when the pupil of a Nano dilates, although having a similar shape to a cat’s, it does not flatten itself into one slick line. Instead, the pupil just shrinks, like a normal round pupil as would like humans. The smaller the pupil, the more intently the Nano is concentrating.
The Nanos also heir mutated traits of sharper teeth and fingers (not to be confused with nails) for defense. Their fingers are only slightly pointed and barely can cause a bleeding scratch. This goes the same for the toes of their feet as well. They could cause a small, nagging scrape, though. As for the teeth, now they can cause some bleeding. Nothing fatal, of course, but definitely a scratch that of a paper cut for sure if they were really desperate. The teeth are only slightly pointed and are wide, too. They are also smoothly rounded, similar to how their fingers and toes are formed.
Every Nano has one thing in reference to their past: their branding. Not a burned-in branding, but a stitched branding- like a tattoo- but it’s not exactly the same thing; it’s permanent, even when damaged… it can be regenerated just like normal skin. Each symbol was made to represent the Nano’s personality, and it is made up of one single line, like cursive letters. They can depict harshness or intellect, based on the design. Wavy lines represented a calm persona, while jagged meant the opposite. The single line never overlaps with itself. Many Nanos’ brandings show depictions of animals, such as ocelots for speed, but wavy to show they were collected as well. Another branding occurrence may be a jagged alligator, representing a vicious and brash Nano. No single pair of Nanos have the same exact branding; every single one of them is different, like fingerprints. That doesn’t mean they can’t have the same meaning, though; they just don’t have the same visible imagery.
PASSAGE 5 : EYE COLOR DEFINING
The following image illustrates the colors as to which a Nano’s iris can shift between, alongside what the color represents/what the Nano at that current state is feeling/what a Nano senses somebody else is feeling. If a Nano has “mixed feelings,” the defined colors of those feelings in the irises will mix together.
PASSAGE 6 : ABILITIES
Studies show that their ears have a high sensibility to noise, capable of easily alerting them off as much as the dropping of a pen just rooms away from their position. This has assisted them in the warning of when oncoming threats are nearby way ahead of time, giving them a good amount of time to find a place to securely conceal themselves. Even if the threat was running as fast as they could, they’d be lucky to get a sly glimpse of these tiny human creatures with their swift movement.
Their nose is much similar to dogs’ as well. Not in shape, of course, but in sensibility. They are incredibly strong and can smell out a piece of pepperoni from rooms away.
Nanos, much like mice, can actually survive great falls in height as opposing to the common belief that they couldn’t even survive the fall from a countertop. A nano at the size of one inch could actually survive a fall as high as an eleven story window and get up with little-to-no damage at all. Answer? Terminal velocity. Due to their small weight and frail bone structure, they can survive great falls with minimal damage, much like mice and rats.
What if a Nano is deaf? What if they are nose blind? “Sense of Danger,” they call it. That swelling feeling in your gut that something isn’t right, is exactly what Nano’s feel when legitimate danger is nearby. Sometimes for humans, it’s an overreaction, but Nano’s instincts are incredibly accurate in this case scenario. The only downside is, this Sense of Danger is purely based off of movement. If a dangerous object is inanimate, a Nano wouldn’t be aware of it.
Nanos heir a venom in their teeth, which can be injected by bite if they feel threatened. This venom, dubbed “Nurnostium,” causes a numbing sensation upon the surrounding area of the bite, causing it to fall asleep for a short period of time (recorded 5-10 minute average lasting effect). There are no fatal effects to this bite, but in order to escape capture, it is highly effective. It takes about a full minute for the effect to fully kick in. The venom in itself is incredibly strong and could cause an entire human to fall unconscious with just a quarter of a cup's injection of it. Because the Nano is so small in size, let alone its bite, the tiny portion of venom cannot affect the threat at its entirety.
PASSAGE 7 : WEAKNESSES
One of a Nano’s biggest weaknesses, of course, would be their size. So incredibly small, they have little-to-no chance in physical combat, making them quite queasy and fearful creatures. This is why they are so distant from interaction of many other creatures besides themselves… and humans- which is where we lean into our next weakness.
Curiosity kills the cat. With no recollection of almost anything of their past, they have an IQ intelligence of as much as a newborn child. Some will learn naturally, others will need introduction of “good and bad,” if their Sense of Danger doesn’t do the trick for them. All in all, Nanos are quite stupid for their age, and need a little help.
Tagging along with curiosity, explains their interest of sociality between themselves and humans. This urge won’t exactly occur to them until Nanos get a good look at what their physical appearance looks like. This isn’t necessarily a “good look” type of thing where they stare at themselves in the mirror, but a good look where they care to inspect themselves in their own point of view and make comparisons. ‘Arms? Hands? The big creatures have them. Legs? Feet? They have those, and I do too.’ Because humans are so similar in physical appearance compared to Nanos (who socialize with each other very well), it drives their interest and mental questionnaire as to ‘why they’re so much bigger compared to us,’ and want to socialize with them as they would each other. However, then their fear-factor comes in as to how absolutely massive humans are, which is why Nanos abstain themselves from view despite their urge to interact with us… like a war is going inside themselves. Go with willful curiosity? Or go with natural instinct?
Why is this considered a weakness? Well, if a Nano does fuss up to interact with a human (intentionally or accidental), there of course will be humans that are kind, maybe confused, and gentle. Others, as we know, will just be assholes. You know exactly what I’m talking about, which is why this is considered a weakness, and needs no further explanation.
Next weakness, is manipulation. Because of their feeble minds, Nanos are incredibly vulnerable to misdirectory, as when someone gains a Nano’s trust, they gain their trust. Nanos when they allow someone/something into their comfort zone, signals strong loyalty and affection. But, as easily as it can be achieved is as easily as it can be lost.
Their final weakness, which really isn’t too severe in any way, is their vocals: so small in size, Nanos can only vocalize to one another like mice. Air pressure on their lungs causes their pitch to rise incredibly to inaudible, squeaky-grunty chipmunk babble. Gradually, as they do learn language, however, they can minimally speak basic words like “yes,” “no,” or other such words/names. But, their grammar isn’t the best, and will talk much like cavemen, and the factor of their high-pitched voice still stands.
On the topic of vocals: unnaturally, and without any logical explanation on record, Nanos never pronounce proper names correctly, and they never entirely learn how to pronounce them either. The only ones they ever seem to get right are their own and others’ in the Nano species. Sometimes, they’ll never even attempt to pronounce someone by their real name, and refer to them as a single adjective or descriptions along the lines of “bad man,” “big man,” “strong,” “loud,” etc. Once someone/something is given a name, it keeps that name throughout the Nano species.
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Feel free to use in writing/illustration. Do not steal or repost. Be sure to tag me so I can see your work!
Tags if interested - @anqshusxx @pizsospa @depressed-owl-in-narnia @cloud-addict @gianttol @mini-macaroon @tiny-artist-ace @gt-confessions @gt-handhelds @a-sweet-pea @lord-of-the-pastries @so-very-small @sawyergt @sadtinyissad @territorial-utopia
#nanopulus#nano species diagnosis#nano#nano species#nano creature#writing#species#g/t#g/t community#giant/tiny
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Admittedly that was less “twenty minutes” and more “several hours” but regardless, I am here to provide a Homestuck/Undertale AU!
Also this got kind of long: It includes short character descriptions and powers, goes into a “pre-game” lore, and then picks up as if telling the story the “player” would play through if it were a game. At the end I also included little facts of the plot (specifically about Roxy, who acts a bit like Gaster), and a fun “No-Mercy run” twist of events.
John: A prince of the human realm. He was once great friends with Jane, before his family was struck down, and war ravaged the world. He disappeared soon after, and though it has never been confirmed, it is widely assumed that he was slaughtered alongside his parents.
Jade: The Royal Scientist of the Underground. She is a serious woman, when she wants to be, but tends to flip between tireless workaholic and outright shenanigan-fuelled silliness. She suffers occasional bouts of narcolepsy, but finds visions in her dreams that fuelled her projects, or encourage her to begin new ones. She is a plant-based monster (think Shyren, but with hair of thick vines, moss-based skin, and a long, thick lab coat). Her signature move in a fight is to resize the SOUL, making it harder for the player to escape her thorn-covered vines.
Dave and Davesprite: Twins who appeared under mysterious circumstances in the Underground. Both have a tendency for hiding their fears behind jokes and quick wit, often striking the fear of the other when they are fearful themself. They are skittish, unsure, but cover it well; to most outsiders, they are simply a pair of rambunctious crows, frequently getting themselves in trouble and aiding those they can in between bouts of arguments. Though Dave has the more dominant personality, speaking for both of them and making most of their friends, Davesprite tends to stick in the minds of people more; he is the quieter of the brothers, yet the one who (accidentally) makes the most trouble. They are Crow monsters: Dave’s feathers are white and his eyes are red, whereas almost every part of Davesprite is a fluorescent orange; they have no beaks, but instead bird-like noses and wide eyes, the majority of their bodies covered in feathers besides a small portion of their faces; from their forearms and their knees down, they are covered in the scale-like skin of a bird’s legs, toes and fingers turning into claws; and both sport large, beautiful wings, though Davesprite is missing the right wing. Their special move is to turn the SOUL orange and split it in half; Dave attacks one side, and Davesprite attacks the other. Davesprite’s attacks damage Dave’s half of the SOUL; Dave’s attacks damage Davesprite’s half of the SOUL.
Rose: A reclusive woman, hiding herself away in the furthest portion of the Underground. She has made her home in an oddly magical forest, covered in blue fungi and tar-like trees. She spends her days peering into her reflection in the only crystal-clear pond in the entire forest, searching for answers that play like movies on the bubbling surface of the water. She is a Cat monster (think the Snowdin shopkeeper, but... a cat) on her upperhalf, and a mass of tar-like tendrils on her lowerhalf. Her special move turns the SOUL crystal, requiring them to remember the pattern and order of her attacks that will then appear on screen invisible.
Dirk: An amalgamate. He was made from the dust of several monsters, infused with determination in order to see if they could be revived. Unfortunately, there was not enough dust of each monster to keep individual shape, and the resulting Shambling Limbs melted together instead. As a result, he is incredibly deformed: arms hold his head in place above his body, disconnected from his neck; odd-coloured arms sprout from his body, acting as if they are separate entities, constantly in discord with one another; parts of him waver in and out of existence, turning to dust only to to shift back into place, solid once more; his lower half is a molten goop, legs unable to retain their shape and leaving him with a trail of barely formed dust; and his face is droopy and inconsistent, flickering between the faces of the monsters he is formed of - a Robot (Brobot), a Shadow (Hal), a Fire Elemental (Godtier) and a Mirage (Brain Ghost). His signature move is to make the SOUL fade in and out of existence (turn blue and orange).
Jake: An adventurer, bored of the Underground. He is a boisterous and joyful man, always seeking out anything that can retain his attention for a long period of time. He has scoured every inch of the Underground and uncovered all of its secrets (or so he thinks), and desires to escape into the Overworld simply for the thrill of more. He is a Greater Dog. His signature move is to cycle the SOUL through various colours every turn.
Jane: A lonely princess who remembers the days before the Underground. She once had a brother, a father, and a loving court; now she has dirt, dust, and nothing to show for her title besides a tiara she’s long since forgotten. She locks herself in the Ruins in the hopes to avoid her future, and the masses of monsters out in the Underground expecting her to solve the conundrum of their entrapment. She is a Jackrabbit monster (think the Snowdin shopkeeper mixed with Toriel). Her signature move is to turn the SOUL light green, showering down volleys of white attacks with green attacks interspersed; the player has to collect these green attacks to refill their continuously depleting health.
Roxy: The Royal Scientist prior to Jade. She disappeared under mysterious circumstances, leaving the lab and the amalgamate inside to her descendant. Very little is known about her, though it is assumed, at this point, that she must be dead. She is a Shadow monster. Her signature move turns the SOUL black, hiding it against the background and only blinking into existence every few seconds.
Plot:
Jane was the heiress to the throne in the Overworld. At that time, there was peace; her and her father kept close relations with the human King and Queen, to the point that she befriended their son, the prince. All was well, until one day, her father announced that he was going to marry. The woman he had found was a wicked Witch. She treated her population awfully, but presented such an image of terror that nobody dared to fight back. In time, she attempted to stretch her influence into the human realm, and initiated a bloody attack; she slaughtered her husband, and murdered the human King and Queen. The young human prince disappeared overnight.
The humans would not bow down to her will, as the monsters had. Instead, a gruesome war took hold of the world; blood ran the rivers red, battles devastated villages and towns, and dust coated what were once well-inhabited homes.
Between the brutality of her mother, and the overwhelming power of the vengeful humans, the monster population dwindled to near extinction. Jane was desperate to save her people.
She opened the way to the Underground as an escape for monsters of all kinds, leaving the Witch to her pointless war with the humans.
Before she descended with them, she fled back into her mother’s territory. It took her years, but she soon found the missing prince, deep in a slumber beneath the castle’s walls; aged years far above his own, he was frail and weak. With tender delicacy, his tender form clutched gently to her chest, she fled into the Underground with her only friend - and used his SOUL to obscure the entrance from ever being found.
In the safety of the Underground, the monster population soon began to rise. New young replaced the dead, raised on the whispers of humans and terror and war. Time passed, and the rumours only gained friction, become more distorted from the truth the more they were repeated. Soon, Jane was only a whisper on the lips of the hopeful; the one who saved them, and the one who would set them free, once the humans and the Witch had slaughtered each other off the face of the Earth.
Only one monster, a Scientist named Roxy, ventured to the supposed living of the princess - the Ruins. It was a well hidden, forgotten place, but Roxy was used to seeking well hidden, forgotten things; when she reached the Ruins, she found that access was forbidden to her - or, more accurately, to anyone. She knew the princess was still inside, and thus, she began to speak.
It took time. A long, long time. But they both had plenty of it.
A friendship bloomed between the two between the door of the Ruins, Jane inside, Roxy outside. Eventually, she was able to befriend Jane to a point that she was told, very quietly, one thing: the rumours were false. The catastrophe was at the hand of the Witch only, not the fault of the humans. Jane did not speak to her for days after that.
When she did speak again, it was a request; for the scientist to look into Determination, the only thing - beyond Jane’s magic - keeping her human friend alive. She wanted to know if it was possible to reverse the effects of the Witch’s powers - because with the prince back, going into the Overworld may be a viable action.
The scientist quickly took the extracted Determination slipped through the door, and the slowing-rotting corpse of Jane’s only friend. With both in hand, she dashed away and holed herself up in her lab, performing experiment after experiment in order to achieve the goal she had been set - in order to make the princess happy once more.
Experimenting with monster dust and Determination led to terrible results. The Amalgamation she created could never disintegrate, but wanted to with all its hearts. She did her best to ensure that it - all of it - was happy, until it eventually accepted its fate, took on the name Dirk, and decided to be he instead. He helped her with her work, far more careful and calculating and risk-taking than she was willing to be, and together, they began to make progress.
But something was missing. No matter what they did, it failed in the end. Frustration led the scientist to drastic measures, and one day, she vanished.
The lab was given to another scientist. Though it took Jade some years to find and understand her predecessor’s notes, she eventually managed to piece together what she had found, believing it to be the only chance of escape from the Underground. She wasn’t sure why or what it all meant until she found a journal detailing the princess’ stories as told through a door in the Ruins, far, far away. Filled with the wonder of the Overworld, of the space and the possibilities and the endlessness, and the fury at the humans and their war, she threw herself into her work, desperate to see if what she had read was true.
The Underground moved on. The monster population began to flourish. Two new monsters appeared out of nowhere, odd Crows that seemed to wreck havoc and give help in turn. Nobody could say for sure where they had come from, but whoever they were, Dave and Davesprite soon settled themselves into the normal world of the Underground until there was barely a seam to show their fit.
Then, one day, a human appeared in the Underground.
With no recollection of who they were or how they’d gotten there, they went into the Ruins, coming across the princess in her isolation. Though shocked, she in equal parts of eagerness and tentativeness gives them a quest; to go through the Underground, reach its furthest point, and uncover the resting-place of her human friend. Only then could the human leave, however they had arrived - with the monsters following in tow.
The human leaves, and quickly comes across an odd, adventurous Greater Dog, whom excitedly shows them the ropes of adventuring (including a battle tutorial). Jake appears several times to encourage the human, sharing his fanciful tales and making a general nuisance of himself. He guides them towards the main town, whereupon they find two strange Crows.
The Crows seem to both like and dislike the human, flipping back and forth about how they each seem to feel. They put up halfhearted attempts to “stop” the human’s progress, but ultimately just let them move on, recognising that they’re absolutely no harm to the anyone in the Town or the Underground as a whole. They follow the human on their journey, attempting to figure out an odd feeling in the back of their heads - a little annoyance that tells them there’s something the human should watch out for, or be wary of.
They only realise what the feeling is when, part way through the journey towards the lab, they are cut off from the human.
Jade, in her isolation, has become staunchly anti-human.
Attempting to survive the lab and its surroundings is the only way for the human to survive. They trudge through dangerous death traps, complex puzzles that seem to hold no answer, tricky pathways that take them far, far out of their way before suddenly diverting back towards the lab. By the time they reach the lab itself, things seem to be getting easier, almost.
Except then they are very much accosted by the Amalgamate.
The only option is the run. The Amalgamate is very fast and very angry; tiring it out in battle, escaping from it, running as far as they can, and repeating is the only way for them to reach deep enough inside the lab that the scientist, in a turn of heart, can save them. She placates the enraged Amalgamate, gently encourages him to go back to his space within the lab, and greets the human.
She apologises for her behaviour - though they may not have seen it, she had set up all of the tricks and traps in order to kill them. She had been quickly surprised, however, by how determined the human was with solving all of her puzzles; rather than turn on tail, or march their way through guns-blazing, they had taken their time and stewed over her creations - and after so long without anyone to talk to besides Dirk, she had eventually found herself hoping the human would overcome her obstacles.
Recognising that they mean no harm, and thoroughly embarrassed with her actions, she questions why they are there. Realising that they have been sent by Jane, she begins to apologise more fervently - before suddenly dashing off to her notes. She comes back and explains that she has been working to complete the work of her predecessor, trying to tie together almost incomprehensible notes into an idea that would help the Underground as a whole. It has been slow going, and she always felt like something was missing - but with the human there, she seems to realise what she has to do.
She gives the human a vial of Determination, the last part she has left, and opens up the other side of the lab, encouraging them to go onward.
Nothing much happens (besides the reappearance of the Crows and the Greater Dog, who argue back and forth until Jake is forced to admit that he maybe isn’t as great of an adventurer as he thought since he’s never been past the lab, resulting in Dave and Davesprite feeling guilty and attempting to make him feel better - only to make it worse) until the human reaches the edge of the Dark Forest. There is a hush there suggesting that nothing living exists beyond the dark, nigh-dead grass, and as the monsters attempt to follow the human, they find that they instead walk into an invisible barrier.
Left alone, the human must traverse the confusing twists and turns of the forest. Blue mushrooms light the way towards the centre of the forest, where they there find a tentacled Cat monster. She informs them that her name is Rose, and that she has been waiting for them for a very, very long time. She then says that it is quite lovely to be able to meet the prince in person - or, at least, his detached SOUL.
She expositions that the previous Royal Scientist had, prior to her disappearance, founded the forest in an attempt to try and keep the prince alive, using the natural magic within it to turn into life force that would keep his body going. She then discovered that he was, in fact, only a body; his SOUL existed elsewhere, lost above in the Overworld when the Witch had snatched him away. Rose theorises that the Witch must have been using his SOUL in order to extend her own life and power, leaving the body to rot and wither away; and that Roxy had known this, and somehow “called” the SOUL to the Underground.
What lies ahead is, essentially, his decaying body. The Determination the prince’s SOUL carries within him should be the factor that binds SOUL and body together once more.
Rose judges him before he moves on. Pleased with how he has been behaving in the Underground, she lets him move onward without much issue, merely informing him that she’ll see him on the other side.
He marches on. As predicted, his SOUL enters his body and the Determination takes effect, bringing him back to life. A rumble shakes through the Underground almost as soon as the prince opens his eyes.
With the aid of his newfound friends, John makes his way back to the Ruins. He has a tearful reunion with Jane, who exclaims gleefully that the barrier she’d used to hide them has been broken, and that ever since it has, she’s heard no sound of fighting. She hopes that peace exists in the Overworld.
Of course, not all is that easy. The Witch is not yet dead, and furious to find that not only was her SOUL snatched back by its true owner, but also that an entire monster population existed outside of her reach. She immediately imprisons the monsters as Lost Souls, and begins a brutal battle with the prince, determined to take his SOUL and kill him once and for all.
John defeats the Witch, who melts away after her furious Determination causes her body to disintegrate. The monsters cautiously step into the light, wary of what might be waiting them outside...
And find a peaceful world, grateful for the Witch’s demise and the return of their ancient prince.
And some fun clarifications:
Roxy realised that she’d never be able to use determination on monsters. She also realised that she’d never be able to get a human into the Underground, being unable to leave to lure them in. Upon realising that John’s body no longer hosts his SOUL, and that the Witch likely still has it, she thrusts herself into her research, attempting to find a way to call out to his soul to return to his body. She eventually does; it’s a complex mixture of science and magic that results in the destruction of her own body, but allows her to pinpoint John’s soul, free it from the Witch, and essentially hook it back through the barrier and into the Underground.
Determination courses through her as she realises that there’s nothing left of her form. Desperate to see it through to the end, and to give John’s SOUL the best chance of survival in the Underground, she manages to split her remnants in two; two parts of a Shadow forming two Crows imbued only with the desire to protect. Dave and Davesprite are the only monsters she’s successfully been able to create. She’s not entirely sure how she was able to do it, but it should be noted that Dave and Davesprite are much more material and much less magical than most other monsters. (It should also be noted that they will live nowhere near as long as Monsters do and are essentially living on borrowed time, but a much more extended borrowed time than, say, Undyne the Undying).
That, of course, is the Pacifist route. It would be perfectly doable to slaughter every monster in the Underground, snatch up the determination, and then reach Jane, who sobs as she attempts to gain vengeance on her people, stating that humans must simply desire warfare and death and despair. In truth, it’s implied that the Witch still retains control over the SOUL. Having realised what Roxy was attempting to do, she destroys her control over the SOUL’s path and ensures that it follows her vicious whims and desires, slaughtering the monsters of the Underground in punishment of their defiance. Roxy still creates Dave and Davesprite from her remnants in his instance, but does so more to protect the Underground than to protect John.
Dave and Davesprite will battle more fervently if they think that John actually poses any sort of harm to the Underground, and battle him twice; once when they first meet him, and once more after he’s regained his body. Once both are defeated, their bodies will fuse together, becoming a broken Amalgamate of Roxy who tries to fix her mistakes. This secondary phase to the battle doesn’t last long; the Crows were already existing on borrowed time, and Roxy had already lost her body once. She fades away with her regrets.
Furthermore, in a No-Mercy run, Rose’s judgement would work much like Sans’ judgement. She will battle John in order to stop him from reaching his body, but doesn’t have anywhere near as much HP as any other monster. After she has exerted herself, John’s first hit will kill her immediately.
#homestuck#undertale#john egbert#dave strider#jade harley#rose lalonde#jane crocker#dirk strider#jake english#roxy lalonde#long post//#ardenttheories out of theory#hometale project
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Daughter of Deception
Chapter 3 of “Travelling with the Sun and Moon”
Index
Aquamarine’s lust for travel only seemed to grow once she travelled across Sinnoh, making new friends and catching new Pokemon. While it was much to her mother’s dismay when she would send over new Pokemon to live in Johto, Professor Elm was thankfully able to care for the Pokemon that could not live in Ecruteak. It had been a couple years since Aquamarine started travelling across regions, abandoning her past as a Rocket Grunt and doing her best to help those who were in trouble that she met along the way.
She had traveled to a region called Unova after she had explored all she could of Sinnoh, only completing the eight gyms and placing second in the Master Rank Contests. The addition of contest outfits made it harder for her and Trike to place first, but they gave it their all in the performance and battle portions of the contest in Sinnoh, but now it was time to relax a bit. They had heard while they were in Sinnoh that there was a resort in Unova, so they packed up their things to relax on the beach in Undella Town, but when they arrived in Castelia City, they found that the entire eastern region of Unova had been frozen over by some phenomena. She travels north to Nimbassa City in the meantime, hoping to get a better idea as to what was happening when she notices the ice had receded a bit from the bridge to allowing access to the Lostlorn Forest.
The team went and investigated the small forest, finding the area rather quaint for the most part except for what was presumably an abandoned trailer. They camped nearby in the forest, her Pokemon relaxing under the stars as Aquamarine was curled up in the tent. During the middle of the night, Pursuit had heard movement in the surrounding area. He carefully shifted to get a better look around without waking Trike, who was laying on the Houndoom, only to see a fox like Pokemon approach him with an egg. She was injured and one arm seemed to even be frozen stiff, but she made her way over to Pursuit with little concern of being hurt. They locked eyes for a moment before pursuit nodded and let her place the egg next to Trike before she ran off, disappearing into the darkness before an ominous, echoey cry could be heard not too far off.
The following morning, Trike was curled around the egg with Pursuit, much to the surprise of Aquamarine since she knew the two canines were male. Not bothering to question how, she accepted the new egg to their team and was the one to look after the egg when they were travelling. After they had packed up and made it back to the main road, they found that the ice had somehow vanished overnight and were now able to travel to their initial destination. Upon arrival, the team began their bit of R&R though they were unaware of all that had just transpired overnight. That was the least of their worries, though. For the egg that had suddenly come in their possession seemed to almost be a stillborn. It barely gave off any sign of life, the egg itself being almost icy to the touch when Aquamarine had picked it up that morning. After she got an incubator for the unhatched Pokemon, the team was quite protective over it.
Aquamarine became more concerned as their time in Unova grew, having decided to at least take on the gyms while she was in the area, the egg barely seemed to make any signs of getting closer to hatching. It wasn’t until they were about to take on Marlon did the egg even wiggle. While the battle itself was not a big deal, finding out the egg had made progress and was getting closer to hatch had the team riled up beyond belief.
However, the team would have to wait quite a while before the the egg would hatch…
It wasn’t until they had left Unova and were in Geosenge Town did the egg finally hatch, revealing a baby Zorua inside. Trike and Pursuit were ecstatic, having adopted the Pokemon as their own since it was an egg, and began doting on the little kit immediately. Having noticed the crystal blue eyes the Zorua had, she decided to name her Raine.
From a young age, the fox Pokemon was a devious little trickster and would play some harmless pranks on occasion, but for the most part she would just enjoy the thrill of exploring with her dads. It wasn’t until late in her run in Kalos was she able to start battling with her dads, the young Zorua showing promise with her tactical skills once she has studied her opponent.
However, it seemed good times do have their limit...
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--- It had been 25 years after Jake’s disappearance, setting his father at age 76, his mother at age 75, and his brother at age 57. Jake returns in the same spot he was abducted from: a small campsite extremely far from his childhood home that had long since been torn down, likely by police for evidence.
--- Jake awakens and stumbles through the thick woods to find his way back home, knowing the direction even after all these years, but finds the plot of land completely destroyed. He wanders further, and his old neighbor had recognized him. Much to her confusion as to where he’d been and why he hadn’t aged, she encourages Jake to see the police and even drives him to the precinct to get checked out.
--- Jake agrees, arrives at the precinct, and is immediately bombarded unprofessionally with questions while doctors poke and prod, much to his discomfort. He tells them what he knows, what he went through, knowing they wouldn’t believe him ( surprise, they don’t ) and is told to see a professional for help. The only thing backing his story up is how he didn’t age a day since he was taken, DNA showing proof that he is, in fact, the same Jake Park that disappeared 25 years ago.
--- With everything out of the way, reports and information taken, doctors checking him out, and the whole nine yards, Jake requests to see his family. An officer take it upon herself to drive him, into the outskirts of Albany, New York, where she pulls up to a large, luxurious, gated estate. After a moment of the officer speaking into the intercom, the gates open but Jake insists that he can walk the rest of the way. He thanks the officer, and does just that.
--- Jake is greeted at the door, not by his brother, but by his father. Of course, as expected, it isn’t a warm welcome, either. There’s a lot of sarcasm in the way Eugene talks to Jake, but he is insistent on seeing his mother, and her only. This is when Jake finds out his mother Amy had died two years after his disappearance, with Eugene blaming him for her death.
--- It then becomes clear that, although his mother never wanted the search for him to end, Eugene used his disappearance and presumed death as a means to gain more fame to better his business and success. People doted on the family out of pity, and Eugene took advantage of every last thing he could until retirement.
--- Things between Jake and his father got heated, an argument ensued, and Eugene started shoving Jake and yelling at him to get off his property. Simon, Jake’s older brother, stepped out of the house due to the commotion and ushered their father back inside, while telling Jake that he wasn’t welcome home anymore.
--- With the knowledge and looming guilt of his mother’s death, knowing he’s got no family left to turn to, the decline of Jake’s life begins. He goes back to living deep in the forest where his childhood home once stood, a place many miles in with just a five mile walk to the pond for water. The difference is that this time, he doesn’t have anything to start with. Using sticks and rocks, he fashions himself a bunch of hunting spears, gets a small shelter up in case of rain, and does what he can to survive.
--- The animals he kills are for food, obviously, but he has also taken to harvesting a good portion of their meat, as well as their bones. He uses the bones to fashion other weapons, some makeshift traps, and also hangs them from trees to outline his particular territory. This is to, hopefully, deter any adventurous folk from coming within a certain mile radius of his hunting grounds. After all, he is living out here. The traps he places are also meant to deter wanderers, as he obviously doesn’t want to be bothered. However, he does dedicate one day a week to trips into town where he will scavenge through dumpsters for supplies or things he can sell on the side, bottles that he can recycle for money, etc.
--- It doesn’t take long for Jake to dive into unhealthy habits to cope with the PTSD, the guilt, the insomnia, nightmares, and the depression. He racks up a pretty nasty criminal record in no time, using the money he gets from recycling or selling odd supplies to buy alcohol and drugs. At first he doesn’t dive into the harder drugs, but eventually dabbles. He becomes sick from it, and realizes staying in the woods won’t do much to help his situation.
--- Jake, eventually, gets arrested for not only drug possession, but for stealing alcohol from a local shop. However, instead of bringing him to trial, they take pity on the once privileged boy and give him a shower, clean his clothes, and let him sleep in the jail overnight until sober. They take pity on him due to his disappearance for so long, and the fact that he came back only to be cast out of his home.
--- He starts to get sick from the awful habits, and realizes that he will surely die if he stays in the wilderness for extended periods of time. Jake eventually befriends his usual dealer, who then lets him occasionally stay in the trap house they have set up, which is essentially a small abandoned motel on the outskirts of the woods he’s in. He tends to sleep on the old mattresses with shitty blankets and pillows that were left there when it was abandoned.
--- About half a year after his return, officers are sent out looking for Jake on behalf of his brother. He is collected, after officers wander into the trapped ring of his territory, and is brought back to the estate. There, Jake finds out from his brother that their father had died from a heart attack, and that he is expected to aid in funeral arrangements, as well as attend. He gets himself cleaned up, and is then given some money to buy a suit, and some new clothes.
--- Jake, obviously, spends his money sparingly. When he is forcefully brought in to help with funeral arrangements, Simon states that their father will be buried beside their mother. Jake is furious and protests, but Simon states again that there is no argument in the matter. After that, Jake storms out in absolute fury and has a smoke outside.
--- He is then told that the funeral will be in three days, at the cemetery where their mother is buried. Jake does attend, though he does so out of sight in the back, not even bothering to wear the suit he didn’t buy. No, the money he was given was used to buy more supplies, and was then saved to fuel his bad habits.
--- Two days after the funeral, and Jake is again collected by officers to attend the meeting with a lawyer to discuss their father’s will. Seated with his brother, the lawyer states that Jake had been completely written out of the will after their mother’s death. Absolutely furious, despite not wanting inheritance, the sheer knowledge that their mother hoped Jake would come back only to have it destroyed by their father pissed him off. It was in that room that he started an argument, fighting with his brother who then revealed that their father had done it to help support his family. Simon’s wife had died during the birth of their second child, leaving Simon a single father all these years as he refused to remarry. Despite having his own successful businesses, his children were soon going to inherit that. Jake was eventually given his mother’s secondary will, which was a small box of her personal belongings, photos of them together, and countless letters that she wrote to him every day until she died.
--- With a box full of jewelry, not willing to pawn it off or sell it, he returned to his site in the woods for about a year. Again he’d been caught with illegal items, and had gotten into trouble with the law, but one officer insisted that they not press charges. After all, he was only hurting himself and nobody else. She instead insisted that he enter a rehab program, one that Jake considered but couldn’t find it in him to attend due to not being presentable enough.
--- After that year was up, officers came to collect Jake again and informed him of his brother’s untimely death to a horrific car accident. With the funeral all said and done, Jake was left to inherit the Park family’s estate, fortune, and business anyway due to Simon changing his will during that year. A letter was attached, telling Jake that he would need it more than his own kids, and hoped he would get his life sorted out.
--- Now with so many more responsibilities to shoulder, Jake decided sleeping in a big empty house was worse than sleeping outside, but also understood that he had little choice in the matter. Jake sold the company for a hefty price and put it under new management, set aside some of his money for himself to ensure he will have it for emergencies, and evenly divided up the rest into checks. On the envelopes were the names of the other survivors, with checks ( converted to their country’s currency ) that would grant them a large sum of money, and a letter detailing that this was Jake’s way of helping them start over. He left these envelopes with the precinct, knowing it’d be easier for them to find and locate the other survivors, and properly address and mail them out for him. He also openly invites any of them to live at the estate, should they need a place to stay.
--- Whether or not Jake lives alone, it’s safe to say that he avoids going into town unless absolutely necessary. He still visits the trap house, and crashes there when he has a particularly bad night. That is until it gets shot up one night by a warring cartel, a stray bullet catching Jake in the leg and severely wounding him. Managing to crawl out the back and into the thick of the woods beyond, knowing his way out, he hid in some underbrush until it was clear to move.
--- He was eventually found from the blood he left, and when they were about to kill him, Jake’s instincts kicked in and he murdered both of the men that came for him. After all was said and done, he found his way back to the roadside and was picked up by a good Samaritan who brought him to the hospital, much to his dismay. Jake gave the police his side of the story, and the gunshot wound to his leg was the sole piece of evidence to back up his self-defense claim. The surgery he had replaced a part of his knee, but he now walks with a permanent limp.
--- Jake spends most of his time avoiding interaction unless it’s with any of the survivors that may reach out in response, or anyone who comes to visit. He refuses to see a therapist, and eventually starts declining faster than before in terms of mental health. He becomes increasingly more suicidal, wanting his loud mind to quiet down.
--- By age 30, Jake has run his life into the absolute ground. His drug habits have gone out of hand that he dabbles in the more hardcore selections ( meth, cocaine, heroin ) and took a walk one evening. He ended up in the woods by his old house again, near the large lake where he and his mother used to sit and feed the ducks that lived there, only to fall in and, eventually, drown due to being unable to swim in that instance.
--- Jake’s body is found three days later, though his eyes are completely black with visible burn and serious burn marks across that part of his face. To medical professionals and investigators, that just seems like a strange coincidence. To anyone who knew of the Entity’s tendencies, it’s clear that this is the beginning of a new chapter.
#YIKES THIS GOT LONG#long post /#drug mention /#alcohol mention /#smoking mention /#death mention /#blood mention /#blood /#suicide mention /#「V. POST ENTITY」ᵃᶰᵈ ʰᵉ ᶠᵉˡˡ ; ᵒᶰ ᵇᵘʳᶰᶤᶰᵍ ʷᶤᶰᵍˢ
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Spindle: I was gazing at the skies overnight through our room's window. Two things were obvious: it's light-polluted and it's cloudy. All the colours used could be counted on two hooves.
For me this is a little saddening, since windigos use the stars as navigation on long-distance voyages, much like sailors and migratory animals. One of the reasons I accepted Parcly as a friend was her love of astronomy and astrophysics, a love she keeps strong through regular visits to the Purple Space Observatory she commissioned at the summit of Canterlot's mountain. With light pollution this bad or clouds this thick, we have to ascend to the stratosphere for good views of the celestial sphere, which takes a small but significant portion of our time and energy.
Parcly Taxel: In my hometown of Canterlot, Luna wishes me every sunset to clear its clouds, unless the weather forecast calls for rain or thunderstorms. When she raises the night, constellations and galaxies then stand in their clearest from a suitable viewpoint. I consider my cloud-sweeping a royal duty, even though I'm not wishbound.
In contrast, the ruler of China proper – a serpentine dragon around one kilometre long – is responsible for breathing out every cloud that rolls over the land. Given the vast expanse of his domain and centralised authority, it is almost inevitable that clouds will cross into Hong Kong, and the local population doesn't care about it for the most part.
Spindle: How did my leadoff passage go?
Parcly: You did great! Right, what was for breakfast?
Spindle: Once again, we went to the Chrisly Café for that. Because it was a Monday, there were zero ponies waiting outside and we got our reservation in a minute. Conversely, along the way we saw more taxis shuttling passengers to work and neat lines at branches of the principal banks – the financial sector prioritised on weekdays and the retail sector on weekends, a key rhythm in the city. In the mood for something other than macaroni and ham, we ordered the full monty of corn, baked beans, egg and hashbrown with toast and bacon. She was definitely fuller than last time and grinning to the ends of her face, so I had a flurry of emotions to feed on.
Rarity: Do you know how mad Hong Kong is on jewellery? Have you talked about it yet?
Parcly: No? I know there's Lukfook and Chow Tai Fook in many places, in addition to a host of smaller shops scattered like confetti, but I must say that I'm not a fashionista genie. I prefer to dress simply, just a horn ring everywhere and the extra ornaments in Saddle Arabia.
Resting for a while in Langham Place, I saw how it and fellow shopping centres were flooded with shoppers (some of them in school uniforms, I hasten to add) within minutes of opening their doors, contrasting with the street markets which generally received few visitors per stall until an hour had elapsed. At this latter location I found a few feng shui charts too, one of which read
雞 → 犯太歲
狗 → 害太歲
豬 → 平
鼠 → 破太歲
牛 → 平
虎 → 平
兔 → 冲太歲
龍 → 吉
蛇 → 吉
馬 → 平
羊 → 吉
猴 → 平
Spindle: So that means those born in the years of the rooster, dog, rat and rabbit are in conflict with Tai Sui (太歲) and would need to take remedies? Oh wait, you're a tiger, who has neutral fortune. Never mind.
Parcly: We had a look at another market in Yau Ma Tei that primarily sold fruits; the morning shift was over and two games of mahjong were underway. Some of the shorter buildings appeared to be made from bricks and mortar, indicating their extreme age.
Still, I was getting bored from walking through live animals, aquariums, meat in the open, seafood on crushed ice and jars of TCM herbs. I needed some relief from this equine traffic jam, so rode the train to Kowloon and the Elements plaza, both at the base of the tallest building in Hong Kong, the International Commerce Centre.
Princess Luna: Elements, as its name suggests, is divided into zones named after the Wu Xing (五行): water, wood, fire, earth and metal (水、木、火、土、金). Moving one place forward at a time gives the constructive cycle; two places gives the destructive cycle. If I had to associate them with the Elements of Harmony I'd pair them with Rainbow, Fluttershy, Pinkie, Applejack and Rarity respectively, and-
Parcly: Luna, I just have a penchant for very tall buildings. I was there only to enjoy the air conditioning and wide-open voids before moving on. It wasn't that fun inside, I discovered.
Luna: Then where did you find more fun?
Parcly: Along the Island Line. At HKU I had char siew/goose rice for lunch, but that was a mere pit stop. One more station to the terminus of Kennedy Town, that's where the real adventure started…
Spindle: Not only is the western tip of the Island undeveloped, it's also unfrequented by tourists who might ruin the scenery. One long trek up a hill took us down the whole spectrum of infrastructure: private shops, public gardens, condominiums, temples up steps, landfills. Finally, near the top was an unassuming gate and stairs to the Sai Wan Swimming Shed, which we descended.
Before I reached the shore, the ocean breeze reached my body, caressing a hollow shell inside. Forested outlying islands and Kowloon were wonders in the distance, ferries gliding between them like graceful dolphins. There was a long wood-and-steel pier anchored on natural rocks, disappearing underwater at its end beneath the tides and broken waves. Around its beginning lay dense forest on a steep incline.
Parcly: Piers like these make for perfect backgrounds. A newlywed couple's photoshoot was waiting for us to finish playing around, and we stood on a nearby slab watching its shutters fly for a while despite the afternoon sun bearing down. The amenities were primitive – a mounted wall clock was the only electric device I could see – but if it's an escape from the city, why complicate things?
Spindle: Ascending the hill and descending the stairs on leisurely hoof was tiring enough for Parcly. Yet we had to go back the same way we came, and upon reaching our hotel room she let herself flow head-first into her bottle, exhausted of magic. She could not be released until the night came.
Parcly: In a lucky break, cloud cover had diminished to reveal the moon and a few twinkling stars. I only noticed because my MTR pass expired, forcing a walk to the same restaurant I ate at on the first night (One Dim Sum). I was there for an item that had sold out then, and I got my hooves on it this time: youtiao (油条 – deep-fried dough) in a flour roll. I looked closer at the buildings around me, trying to understand my attachments to them, as I returned to the Dorsett to sleep on my last full day in Hong Kong.
#Parcly in Hong Kong#Hong Kong#Parcly Taxel#Spindle#Sai Wan#Princess Luna#Sonata Dusk#siren#rock#pier#jetty#seducing#tail#flying#mermaid#Rarity#feng shui#Tai Sui
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Dhaulagiri 8,167m - the 7th highest mountain in the world - means the "white mountain" though many mountains over the world have names, which translate to White Mountain. This is a strenuous trek, through high alpine pastures, higher passes and serene and uninhabited valleys. Everyone is familiar with the name Dhaulagiri which is in the western part of Nepal, probably the best spot for remote and adventurous trekking in Nepal. The simple reason behind it is that it consists of more than fifteen 7,000m magnificent peaks with land of dramatic contrast.
Dhaulagiri trekking routes start after an 8-hour scenic drive from Kathmandu to Beni, from Beni you head in a north-westerly direction through the villages of Babiachour, Dorbang and Darapani to Muri, from where you head north still keeping to the banks of the Myagdi Khola. Muri is the last major settlement along this trail and is inhabited by people of the Magar tribe, of Mongoloid stock and descended from the early settlers of the Nepalese middle hills. From Muri, you head north along the Myagdi Khola through the villages of Baghara, Dobang and Chartare to Pakoban. Beyond Pakoban there are no permanent settlements. Still heading north you skirt the Chhanbardan Glacier, keeping on its left side, to reach the Dhaulagiri Base Camp from where magnificent mountain vistas are available. Head north-east from the Base Camp and climb the steep incline to the French Pass (5,360m), between Tukche Peak (6,920m) and Sita Chuchura (6,611m). Heading east you descend a little and pass through a portion of the Hidden Valley and climb to Thapa Pass (5,250m), between Tukche Peak and Thapa Peak (6,012m) from where you begin your descent, heading south-east to Alubari. From Alubari, the trail further descends to the village of Marpha on the banks of the Kali Gandaki River, and then heads north to Jomsom from where you fly back to Pokhara.
Day 1 - Arrival in Kathmandu (1,345m/4,413 ft)
Day 2 - Visit old town of Kathmandu
Day 3 - Drive from Kathmandu to Beni (830m / 2,723ft), via Pokhara (900m/2,953 ft)
Day 4 - Trek from Beni to Babiachor (950m / 3,117ft)
Day 5 - Trek from Babiachaur to Dharapani (1,400m / 4,593ft)
Day 6 - Trek from Dharapani to Muri (1,850m / 6,070ft)
Day 7 - Trek from Muri to Boghara (2,080m / 6,824ft)
Day 8 - Trek from Boghara to Dobang (2,520m / 8,268ft)
Day 9 - Trek from Dobang to Choriban Khola (3,110m / 10,203ft)
Day 10 - Trek from Choriban Khola to Italian Base Camp (3,660m / 12,008ft)
Day 11 - Italian Base Camp acclimatization day
Day 12 - Trek from Italian Base Camp to Glacier Camp (4,210m / 13,812ft)
Day 13 - Trek from Glacier Camp to Dhaulagiri Base Camp (4,740m / 15,551ft)
Day 14 - Dhaulagiri Base Camp acclimatization day
Day 15 - Trek from Dhaulagiri Base Camp to Hidden Valley (5,200m / 17,060ft), via French Pass (5,360m / 17,585ft)
Day 16 - Trek from Hidden Valley to Yak Kharka (3,680m / 12,073ft), via Dhampus Pass (5,200m / 17,060ft)
Day 17 - Trek from Yak Kharka to Jomsom (2,720m / 8,924ft)
Day 18 - Fly from Jomsom to Pokhara (900m/2,953 ft)
Day 19 - Free day at Pokhara
Day 20 - Fly from Pokhara to Kathmandu (1,345m/4,413 ft). Free day at Kathmandu
Day 21 - Departure from Nepal
Day 1 - Arrival in Kathmandu (1,345m/4,413 ft)
Upon arriving at at Tribhuwan International Airport in Kathmandu, you will be received by our airport representatives who will warmly greet you and transfer to the hotel on a private tourist vehicle. We provide 3-star accommodation in the city and we arrange for a trip briefing with dinner in the evening.
Day 2 - Visit old town of Kathmandu
A professional guide and vehicle are provided for a day of sightseeing in and around Kathmandu city. We visit some of the UNESCO World Heritage Sites in the city along with other interesting cultural monuments that dot the valley. These include Boudhanath Stupa (the largest Buddhist shrines in the world), Pashupatinath (the holiest Hindu temple in the world), Durbar Squares (Palaces and fortresses of medieval Kings), along with other popular cultural attractions. We get to observe the lifestyle of Nepalese people, holy sadhus and monks, fascinating history as well as awe-inspiring architecture.
Day 3 - Drive from Kathmandu to Beni (830m / 2,723ft), via Pokhara (900m/2,953 ft)
Our trekking staff will pick you up at the hotel at 6:30am and escort you to the bus station. The bus to Pokhara leaves at around 7:30am. A beautiful valley set on the banks of the Phewa Lake, Pokhara is also known for its panoramic views of Annapurna, Machapuchare (shape of fish tail) in the north, Dhaulagiri in the west, Lamjung Himal and Manaslu in the east. It is smaller and much less hectic than Kathmandu, hence providing the perfect starting point for our trek. We proceeds onwards from Pokhara to Beni, which is the starting point of our trek.
Day 4 - Trek from Beni to Babiachor (950m / 3,117ft)
Leaving Beni and Kali Gandaki the trek heads west along the north bank of the Myagdi Khola through the village of Beni Mangalghat to Singa and Tatopani (hot springs). Crossing the bridge beyond the village to the south bank of the river, the trail makes a little half loop before crossing another bridge, near the village of Simalchour, back to the north bank from where it continues to the village of Babichor.
Day 5 - Trek from Babiachaur to Dharapani (1,400m / 4,593ft)
The valley widens and terraced hills develop on both sides of the river. The trail is fairly level and you pass the village of Shahashradhara, cross the Duk Khola and walk through fields arriving at Ratorunga. From here the valley narrows again and terraces disappear on either side of the river. Continue to the village of Dharapani.
Day 6 - Trek from Dharapani to Muri (1,850m / 6,070ft)
After crossing the river to its West Bank as you leave Phedi, the trail starts climbing in earnest and there will be many switch-backs until you arrive at the ridge and the angle of ascent eases. Again the trail climbs steeply to the villages of Muri. Continue your trek to Sibang and Mattim. From here you continue up an incline to the snout of the ridge, descend to the Gatti Khola and reach Phalai Gaon (1,810m). Cross the Dhara Khola to once again emerge on the west bank of the Myagdi Khola and then climb a ridge to the large Magar village of Muri.
Day 7 - Trek from Muri to Boghara (2,080m / 6,824ft)
Descend a little, cross a stream and continue through terraced fields before climbing a ridge to reach the pass from where you can see Mt. Ghustung South (6,465m). Descend to the Myagdi Khola and trek along its West Bank to the village of Naura from where you will climb a little before traversing a grassy hill and climbing a steep slope with switch-backs, then descend through a forest and terraced fields to Boghara (2,080m).
Day 8 - Trek from Boghara to Dobang (2,520m / 8,268ft)
The trail first descends through terraced fields to a small ridge, then through a forest to Jyardan which is the most remote permanent settlement in this part. After the settlement a high winding path crosses a rocky area which then descends before climbing again to Lipshe where there is one single hut. The trail continues through a forest to Lapche Kharka and then climbs to the level area at Dobang.
Day 9 - Trek from Dobang to Choriban Khola (3,110m / 10,203ft)
After crossing a wooden bridge out of Dobang the trail ascends a forested area. Soon the west face of Dhaulagiri I (8,167m) becomes visible through breaks in the trees. Descend to the Myagdi Khola and cross via a wooden bridge to the east bank continue to Chartare. Passing through forests again, you cut across a rocky area and cross a stream to Choriban Khola.
Day 10 - Trek from Choriban Khola to Italian Base Camp (3,660m / 12,008ft)
Follow a trail to the terminal moraine of the Chhonbarban Glacier and enter the glacier from the right. Tukche Peak (6,837m) becomes visible straight ahead; at the far end while the impressive north flank of Dhaulagiri I (8,167m) dominates the skyline to your right. After a short while you will reach Italian Base Camp (3,660m), which is also the site of your camp for the night. To the west are the peaks of Dhaulagiri II (7,751m), Dhaulagiri III (7,715m) and Dhaulagiri V (7,618m).
Day 11 - Italian Base Camp acclimatization day
We will spend a day acclimatizing to the thinning of the air. It is recommended that your body acclimatizes to the high altitude and be adjusted for higher altitudes in the days to follow.
Day 12 - Trek from Italian Base Camp to Glacier Camp (4,210m / 13,812ft)
Set up early in the morning when the weather is expected to be clear. This Trail is prone to stone fall, which passes through a narrow gorge. Today we stay overnight near at glacier.
Day 13 - Trek from Glacier Camp to Dhaulagiri Base Camp (4,740m / 15,551ft)
This is one of our adventurous days to Dhaulagiri base camp. From here you can look up at the impressive north face of Dhaulagiri I (8,167m) dominating the skyline to your right. To the west are peaks of Dhaulagiri II (7,751m), Dhaulagiri III (7,715m) and Dhaulagiri V (7,618m). In front of you is the impressive icefall that descends from the north-east col.
Day 14 - Dhaulagiri Base Camp acclimatization day
Another day to take some rest and more importantly, acclimatize to the lower air pressure. Views from this place are superb and there is plenty to explore.
Day 15 - Trek from Dhaulagiri Base Camp to Hidden Valley (5,200m / 17,060ft), via French Pass (5,360m / 17,585ft)
After the glacier you climb two terraced hills, the first of which runs along the glacier, then cuts across the mountain flank and the moraine you enter a gentle incline on the left from an ablation valley. Climb this gentle slope to the French Pass (5,360m). A great vista opens up from the French Pass and you will be able to see Mukut Himal (6,328m), Tashi Kang (6,386m) and Sita Chuchura (6,611m), all of which surround the Hidden Valley. To the south is Tukche Peak (6,920m) and beyond is the massive peak of Dhaulagiri I. From the French Pass you continue along the right edge of the Hidden valley losing a little altitude to the Thapa Pass (5,250m) between Tukche Peak and Thapa Peak (6,012m). Descending from the Thapa Pass you will make it to the camp at 5,200m.
Day 16 - Trek from Hidden Valley to Yak Kharka (3,680m / 12,073ft), via Dhampus Pass (5,200m / 17,060ft)
Descend from the Hidden Valley to the Dhampus Pass and continue to Yak Kharka. There is a perfect camp site to enjoy the surroundings.
Day 17 - Trek from Yak Kharka to Jomsom (2,720m / 8,924ft)
Continue on to the village of Marpha, on the west bank of the Kali Gandaki River. Marpha is home to many apple orchards as well as all various food products made from the fruit. Don't forget to taste the local Apple Brandy a specialty from the region that you may be lucky enough to taste en route. Continue north, up the river valley to the town of Jomsom.
Day 18 - Fly from Jomsom to Pokhara (900m/2,953 ft)
A 30-minute morning flight takes us to Pokhara from Jomsom. We then head back to Kathmandu from Pokhara on a scenic 4-hour drive.
Day 19 - Free day at Pokhara
Today is a free day at Pokhara for relaxation and looking back at our fantastic trip. This is also a reserve day in case of flight cancellations and/or delays in Jomsom. There are several activities you may way to try out at Pokhara, including paragliding, microlight and zipliner among others. You may also go sightseeing at various places of interests like Gupteshwar Caves, museums, Davis Falls, etc.
Day 20 - Fly from Pokhara to Kathmandu (1,345m/4,413 ft). Free day at Kathmandu
We catch a flight from Pokhara to Kathmandu. The short flight takes us over the hills and mountains that glisten below. Once we reach Kathmandu, the rest of the day will be leisure and free for exploration. You are free to go souvenir shopping, spa and more exploration of the city, or extend your trip to include bungee jumping, rafting, mountain biking, Everest mountain flight and other adventurous activities. In the evening, we will have a farewell dinner at Mul Chowk Restaurant’s cozy and elegant dining ambience.
Day 21 - Departure from Nepal
The trip concludes today. You will be dropped at Kathmandu's Tribhuwan International Airport by our airport representative for your flight departure from Nepal.
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—Snow—
Pairing: None
Pairing Type: N/A
Words: 637
Warnings: AGB's Ink 2019, Apostate Being an Apostate, He's a Little Mad but He's Doing Okay, For the Most Part
Redren hadn't expected the snow to set in so early. He wasn't sure why he was so caught off guard—he'd lived in the southeast of Ferelden his whole life, a strange portion of the world where summer seemed to last a mere month.
He wasn't cold—thank the Maker his robe was thick and embedded with warm magic. He was, instead, actually pretty comfortable. He liked it when autumn colour worked to hide him in the forest, red robes and orange hair blending into the dying foliage. He was a pale ghost in the autumn.
In the winter, he feared more than anything that he would be seen from miles off. There was nothing but white snow and brown, barren trees. He didn't have a white robe to hide behind. He did, however, tend to wrap the hides of brown deer around his shoulders to mask the bright crimson. It helped him stave off the paranoia, a little.
"It's getting cold, isn't it?" He said to himself, looking up at the sky. He had a hide satchel over his shoulder, and was clinging to it tightly. "Maker, first winter post-Circle," he said, smiling to himself. "Time to hope I don't freeze."
He had taken up a hobby of talking to himself within the two months he'd been out. He didn't consider it losing his sanity. It was more of a companionship. A mad companionship.
"Why don't you... find a nice little cave?" He asked himself, trudging through the freshly fallen inches. "Preferably one without a bear, this time..." he was lucky he had quiet steps and smelled like the woods.
He passed by deceptively dead trees, weaving between the trunks and picking up whatever good branches he could find. He didn't like draining his mana keeping a witch-fire going overnight. Not that he slept much. And blood magic was always risky when left unattended. He didn't want to risk bleeding out while he slept. Well, not again.
"Cave, cave, looking for a... cozy cave... to sleep in," he sang to himself. He was weight down by wood at the point, but he tired not to let it bother him.
Very little bothered him nowadays. Without the Templars, he found he had very little problems at all. Of course, he missed Jowan and Lily—he missed them a lot, so much it ached—and he missed his family—he was too afraid to go back, what having been gone for so long, and to the Circle, at that. That was a shame above all else. He couldn't face them.
"Oh ho, and what may this be?" He smiled to himself. He had found a cave, and as he wandered into it, he found that it curved in toward itself before ending, forming a pretty little horseshoe. He let himself in, lit a fire, and cast a small illusion—a shield that looked like stone from the outside, making the cave disappear from the side of its cliff. He could never be too careful.
It was still cold, and he felt a breeze passing through the illusion. His feet were warm despite being bare, magic having permanently nestled in the skin. They were cold to the touch, though.
He could see snowclouds starting to black out the sky, and knew it would only be a matter of a half hour or so before it became a full-on blizzard. He huddled close to the fire, warming himself with his deer pelt. He had dried meat in his bag to sustain himself for however long the blizzard lasted.
"Yeah, that's gonna be a while," he mumbled. "First blizzard always is."
At least there was a very small chance of Templars in the woods when it was so miserable out. Thank the Maker. He was safe. For now.
#agbink2019#redren#dragon age#dragon age origins#da warden#fanfiction#original content#yeah i've been falling a lil behind since i've been with family and might have a flu (or at least a bad fever)#hhhhhhh hope u enjoy my boi
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Arvid's temporary home was not the best home in the village, in all honesty. The floorboards had the occasional moulding spots and creaked and groan under ghost footsteps, but they kept warm throughout the winter no matter the amount of snow outside. Shingles and bricks on his little home were chipping off and breaking nearly everyday, but he found himself lucky to have a roof over his head-- one that only leaked a bit when the rain fell with great force.
Arvid would come back from a small trek into the forest and find himself looking the home with a sigh-- it's only for a short time he would reassure himself.
And though living right on the outskirts of town -just before the forest swallowed up sky- was soothing and wonderful to listen to in the mornings and on rainy or snowy days, the howling scared him.
Some nights were worse than others.
With the moon in all her silver glory, full and bright, Arvid would hear terrible howls which resembled a wolf, but far louder and more vicious. His mind pictured a werewolf, with a mangy mane and bony, fleshy limbs-- he could only think about the needle-like teeth glittering red, body smeared in the gore of their victim.
He'd never seen a werewolf in person and he hoped he never did-- though his chances felt higher living so close to the forest.
Some nights, when the moon was full, he would keep a window cracked open just to listen for those howls and the whisper of trees from the wind. Sometimes the howl was low, weak.. remorseful... He found himself feeling sympathy for that lone wolf or werewolf, his mind picturing a more wolfish creature as he grew more comfortable in his home and the full moon's devotee. He began buying more meats in town, leaving some out near the edge of the forest for this odd wolf, watching this meat disappear overnight every time.. Until he stayed up all night, a slab of beef right near his front door, hoping to catch this howling creature. He fell asleep before he caught sight of them, but he woke soon after, feeling and hearing the sniffing of a dog through the crack of his window.
He closed the window and went to bed right after, suddenly aware of how stupid his ideas for this had been.
Insomnia helped nothing - neither did his anxiety as he became more and more aware of such a stupid act. He lured a potential monster, or even just a bloodthirsty or rabid wolf, to him home, made them aware of his scent and where he lives and sleeps...
He refused to leave his little home for a few days, only leaving the warm light of his home during the brightest portion of the day. He began keeping defensive items near his door-- a cricket bat --just in case..
Soon enough, however, he grew more lax about these fears of supposed monsters of the full moon-- he realized how silly he sounded and felt, taking something he'd read in fairytales as absolute truths. The cricket bat stayed leaned next to his bedpost, however-- just in case.
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