#spectral asylum
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stylistic-nightmare · 3 months ago
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Warbringer - Spectral Asylum
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creepytalesdaily · 1 year ago
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Echoes of the Damned
An adrenaline-fueled team of urban explorers dares to film a documentary in an abandoned asylum, only to discover their equipment can record the tortured souls of its past, ensnaring them in a chilling battle for survival against vengeful spirits.
Chapter 1: The Arrival The first light of dawn trickled over the dilapidated structure, painting the asylum in hues of pale orange and soft pink, a stark contrast to the chilling spectre that had greeted them. The team of urban explorers stood before the gargantuan edifice, its vastness swallowed by the encroaching woods, a veritable leviathan lost in time. The imposing stone façade was marred…
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s-soulwriter · 1 year ago
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Dark ideas for your book
(promts)
The Eclipsed City: In a dystopian future, a city is perpetually shrouded in darkness due to a rare cosmic event. Within its shadows, a mysterious cult thrives, promising salvation to those who embrace the eternal night.
Spectral Inheritance: A family cursed with the ability to see and communicate with ghosts is haunted by a malevolent spirit that seeks to manipulate them into committing unspeakable acts.
The Silence Plague: A mysterious illness sweeps across the world, causing those afflicted to lose the ability to speak. As society collapses, a group of survivors must navigate the eerie quietness and unravel the origins of the plague.
Cabinet of Wonders: An eccentric collector amasses a macabre assortment of cursed artifacts. When a group of thieves attempts to steal from the collection, they unwittingly unleash ancient evils upon the world.
The Labyrinthine Asylum: A renowned psychologist opens an asylum for the criminally insane, but as he delves into the minds of the patients, he discovers a shared, otherworldly experience that threatens to consume them all.
The Dollmaker's Obsession: A toymaker creates eerily lifelike dolls imbued with the souls of the deceased. As the dolls begin to exhibit disturbing behavior, the townspeople must confront the consequences of meddling with the afterlife.
The Whispering Woods: A forest is rumored to house a malevolent entity that preys on the deepest fears of those who enter. A group of friends camping in the woods must confront their inner demons as reality warps around them.
Mirror, Mirror: A cursed mirror reflects not the physical appearance but the innermost desires of those who gaze into it. As individuals succumb to their obsessions, the mirror's dark power grows stronger.
The Forgotten Carnival: A long-abandoned carnival mysteriously reopens, drawing in unsuspecting visitors. However, the attractions harbor supernatural secrets that force patrons to face their darkest fears.
Phantom Limbs: After a groundbreaking medical procedure, patients begin to experience the sensation of phantom limbs that seem to have a life of their own, leading to a series of grisly and unexplainable events.
The Clockwork Curse: A clockmaker crafts a series of intricate, cursed timepieces that manipulate the lives of their owners. As time unravels, the characters must race against the clock to break the curse.
The Wretched Symphony: In a haunted opera house, a composer unwittingly writes a masterpiece that channels the anguish of tormented spirits. The music's power transcends the stage, causing supernatural disturbances throughout the city.
The Soul Market: A hidden market emerges where people can buy and sell souls. Those who partake soon discover the horrifying consequences of trading away their essence.
Tunnels of Despair: A series of mysterious tunnels are discovered beneath a small town, leading to an ancient chamber that houses a malevolent force capable of manifesting the fears of anyone who enters.
The Crimson Masquerade: At a masquerade ball, attendees wearing cursed masks find themselves trapped in a surreal realm where their darkest secrets are revealed, leading to a night of intrigue, betrayal, and horror.
The Oracle's Prophecy: A gifted oracle foretells a series of apocalyptic events, and a group of unlikely heroes must decipher the cryptic messages to prevent the end of the world.
The Coven's Conspiracy: In a secluded village, a coven of witches enacts a dark ritual to unleash a powerful ancient entity. As the villagers begin to vanish, a lone investigator must confront the supernatural forces at play.
The Unseen Gallery: An artist creates paintings that come to life, each depicting a nightmarish realm. As the paintings multiply, they threaten to merge the real world with their grotesque dimensions.
The Haunting Melody: A cursed melody is passed down through generations, causing madness and death to those who hear it. A musician discovers the haunting tune and must find a way to break the curse before it claims more lives.
The Apothecary's Concoction: A mysterious apothecary brews elixirs that grant extraordinary abilities, but at a cost. As users become addicted to the potions, they spiral into madness, leading to a city on the brink of collapse.
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patrik6090 · 16 days ago
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Dawg I thought turbo or asylum was bad spectral is on a whole nother level bro what
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the-inkwell-variable · 2 months ago
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ROYGBV Tag!
thank you, @drchenquill, for the tag!
RED
Amara nodded slowly. "Okay," she agreed, unable to meet his coal red gaze. "You…have a point." She cast her eyes around the room before settling them on the sink. "Why don't you go to bed? You kept the shop afloat today - you're probably beat. I'll do the dishes."
ORANGE
The acrid rain left cold stinging streaks on her cheeks, but Kia made no move to wipe her face.  Could be worse – it was only drizzling right now.  If it was pouring, she’d have to go find an umbrella.  The sky orange hoodie she’d swiped from the apartment wouldn’t do shit against that kind of rain, though it certainly helped her fit in right now.  No thug would look twice at the girl in an Arkham Asylum hoodie.  They’d assume she was one of them, and they’d be right.
Sort of.
YELLOW
Amara was about ready to give up when she found an open doorway that led to a long wide kitchen the length of three rooms.  The wall across from the door was lined with counters, a few cabinets, and a single stove with a steaming but not quite whistling kettle on its surface.  The walls were blotchy and yellowing, as if tinted by years of pipe smoke. Several round tables, each with four chairs, scattered around the room. 
GREEN
At the farthest one sat an olive green half orc with a shaved head and pocked skin.  She took a large chomp out of a vivid red apple with the fangs that curved up from her bottom lip as she scribbled a note in a thick ledger.  As the half–liefling stepped into the room, tail twitching against her calf, the half-orc glanced up with bored gray eyes.  “I dunno who sent you here, pretty thing,” she drawled, lowering her eyes back down to the ledger, “but we ain't hiring right now.  Try after the winter solstice.  Business usually picks up around the start of the new year.”
BLUE
Cursing, Amara quickly painted a complicated sigil in the air.  Sparky, the spectral hound, appeared in a swirling vortex of sparks.  “track that man - but don't hunt him!  Don't scare him more than he already is!”  Sparky let out a low woof and shot off between the trees, leaving a trail of shining blue pawprints hovering over the soft almost-mud.
VIOLET
Sheriff Kain gave her the saddest rendition of puppy dog eyes she'd ever seen, but he tipped his hat and silently padded out the door.  It was only as the door swung shut behind him that she realized every single patron was staring at her.  Most quickly looked away, but a few were bold enough to continue staring.  Her blue face flushed purple.  She tucked away the bourbon and scrubbed at an invisible stain on the counter.
Tagging @theink-stainedfolk for the From Matcha to Murder snippets (all but orange!)
Tagging @watermeezer - @willtheweaver - @captain-kraken - @leahpardo-pa-potato - open tag!
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weirdsatellites · 11 months ago
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IMINT #8273 from Zuma (USAP) 1. Spectral Data Corral 2. Mystic Asylum
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anxiouspotatorants · 2 years ago
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Maura watched the strange man freeze in place in front of her. He no longer seemed as spectral as he had been mere seconds ago. Now it was he who looked as if he was watching a ghost.
The Spirits of Prometheus Asylum: An 1899 Victorian Gothic AU
(Raw images: not mine)
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myhauntedsalem · 1 year ago
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The Puget Sound Mental Hospital
The Puget Sound Mental Hospital is a near century old psychiatric institution located in Tacoma, Washington. Even to this day, Puget Sound Mental Hospital continues to take patients, even though about half of the original institution has been closed off due to it essentially falling apart over the years. But patients of decades past – those of an otherworldly, spiritual nature that is – continue to walk the halls of the Puget Sound Mental Hospital.
Originally built in 1926, the mental hospital has quite the precarious history. Some say the very first experimental lobotomies were performed here, which would have undoubtedly had irrevocable adverse affects on the unfortunate patients that underwent such tentative trials.
Like most mental institutions operating in these times, Puget Sound Mental Hospital is haunted by the maltreated, neglected and overcrowded detainees who suffered, and many which died, within its walls. The fact that at least some of them were truly deranged to begin with doesn’t help matter as they return in the afterlife to walk the halls of the asylum.
The most famous ghost of Puget Sound Mental Hospital is that of an elderly lady who haunts the 4th floor, now closed off from the operational section of the institution. She manifests traversing the hall with her walker, and sometimes when she is not spectrally visible, her walker can still be heard scraping across the floor.
The most damaged area of the hospital, crumbling down to exposed rebar in some areas, reverberates with the reactive sense of paranormal activity. The eerie feeling of eyes watching you from just around the corner can be unnerving to say the least and have driven multiple staff members to seek new employment.
Strange noises and barely audible whispers echo throughout the stairwell. Footsteps are heard from areas in which no one is present, coming down the hall as if they are just about to turn the corner and bump into you, but as you glance into the intersecting hall, the steps halt and no one is there. This is the kind of thing staff members have reported while working in what they claim to be the irrefutably haunted Puget Sound Mental Hospital.
It’s not hard to believe that the mental institution is haunted, considering its long and shady past. Tacoma, Washington is not the only city in the Unites States to lay claim to a haunted, century old mental asylum. Places like these are a hub for negative energy, gathered and compounded by the restless souls of disturbed and forsaken patients.
The Puget Sound Mental Hospital is still a partially active institution, mostly handling drug rehabilitation treatment and geriatric psychiatry on an inpatient and outpatient basis, but also more practical services like emergency, surgery, lab work and other general needs.
For seekers of spiritual phenomenon, that means that Puget Sound Mental Hospital is all but off limits to paranormal investigators without receiving proper admittance from the institution, which is rather hard to obtain since common devices used to investigate a haunting are forbidden within the hospital’s walls.
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butchniqabi · 2 years ago
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@zabadi tagged me to list 5 songs on my repeat list hehehe thanks twin
skull fuct by light asylum
ringleader by public memory
the perfect girl by mareux
spectral tease by mareux
tear you apart by she wants revenge
i tag @fluoresensitive @brownpaperhag @sawasawako @annevbonny @anneemay @mothernatureslonelyson @filmnoirsbian :3c
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geeknik · 1 year ago
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31 Days of Halloween: Day 30, The Trans-Allegheny Lunatic Asylum
Welcome to Day 30 of our eerie expedition. Today, we voyage into the heart of West Virginia to the town of Weston, home to the chilling edifice of the Trans-Allegheny Lunatic Asylum. Prepare to delve into the dark tales and spectral echoes that reverberate through the halls of this former sanctuary for the mentally ill.
Historical Background
The Trans-Allegheny Lunatic Asylum, a haunting relic from the past, stands as a testament to the evolution of mental health care. Its cornerstone was laid in 1858, with its doors officially opening in 1864, initially envisioned as a haven of solace and healing for the mentally ill. Yet, the narrative of care and compassion soon warped into one of despair and dread as the asylum became notoriously overcrowded, housing nearly 2,400 souls in a space designed for just 250, with the peak of its population reached in the 1950s​.
Haunting Tales Lily, the Asylum’s Child Specter: A young spirit named Lily, believed to be born and tragically perished within the asylum's walls, is known to engage with visitors. Her ghostly antics include holding hands, tugging at clothing, and playful giggles that echo through the eerie hallways​​. Ruth, the Agitated Phantom: The spirit of Ruth, an older woman known for her aggressive demeanor towards men during her time at the asylum, continues to haunt the premises, especially near her old holding cell​. Echoes of Tragic Ends: The asylum holds the tormented echoes of its former residents, with reports of ghostly apparitions, disembodied voices urging people to flee, and even a spectral nurse named Elizabeth continuing her rounds in the afterlife​​.
Exploring The Asylum
The Trans-Allegheny Lunatic Asylum now stands as a somber monument to its tumultuous past, inviting the brave to explore its haunted halls. Offering a range of tours that shed light on its historical, architectural, and paranormal aspects, visitors can opt for daylight tours to nighttime ghost hunts, each promising a unique glimpse into the eerie unknown that pervades this forsaken edifice​.
Conclusion
As we conclude Day 30, the Trans-Allegheny Lunatic Asylum looms as a dark epitaph to a bygone era filled with despair and haunting memories. The eerie tales and spectral residents of this chilling edifice beckon the daring to venture within its haunting halls, to unearth the dark tales that continue to resonate through time.
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victorluvsalice · 2 years ago
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AU Thursday: Valicer In The Dark (the Blades In The Dark AU)
Yes, finally, actually doing a PROPER POST on this AU that I’ve mentioned in passing a couple of times! How it came about is like this:
1. I’m a fan of Outside XBox, Outside Xtra, and their DnD stuff, Oxventure
2. While perusing the Funny Moments section of Oxventure on TV Tropes one day last year, I found that they had a side series where they play “Blades In The Dark” (where you and your friends play a daring criminal gang in a world that used to be a fun fantasy setting, but then the apocalypse happened, the sun exploded, most of the continents got sunk/flooded, the seas are now like liquid space full of whale-demons, there are ghosts everywhere because something happened to the afterlife, and they hunt the whale demons because you can make electricity out of their blood).
3. Intrigued, I read the TV Tropes page on BitD, then went over to the official website, and eventually got so into it I ordered a PDF of the book so I could get to know the setting and the mechanics properly and do what I always do in these situations -- stat up Victor and Alice, and in this case Smiler (as I was getting into that around the same time as the Valicer stuff took off in my brain)!
And yeah, this has been a little side project I’ve poked at from time to time ever since! It’s a fun little AU, and I’ve been enjoying adapting the trio to the setting of the RPG. Here’s the basics of what I’ve come up with so far:
Alice was the daughter of Dean Arthur Liddell of the prestigious Doskvol Academy (located in Whitecrown, THE fancy bit of Duskwall, the central city of the setting -- the Lord Governor lives there, away from the riffraff) and his wife Lorina, and the younger sister of Lizzie. The family had a happy life living in Brightstone (the next-fanciest district) -- up until one Angus Bumby entered Doskvol Academy and became obsessed with Lizzie. When she rebuffed his advances, he broke into the house, had his way with her, and set the place on fire to both cover his crime and try to destroy the bodies so they couldn’t let out ghosts. Alice was the sole survivor, and after a year in hospital spent convalescing from her burns, got sent to Rutledge Asylum, here situated right next to Duskwall’s freaking PRISON. This Alice is probably the only one who had a WORSE time in there than in canon, as psychiatry is basically an unknown art in Duskwall, and I imagine a lot of lunatics are just locked up to rot or have their souls ripped out so they can become slave labor -- a fate Alice avoided solely due to being a minor. She still had her Wonderland in this world, though, and was able to use it to lever herself out of her catatonia and eventually deal with her grief enough to join the waking world. . .and promptly ended up sent to the Hounsditch Home in Charhollow (one of the “poor but honest” districts), where she was to help the owner, Dr. Bumby, as general dogsbody. As per A:MR, after about a year here, Wonderland kicked her in the pants and helped her realize Bumby was the one that killed her family -- but unlike canon, by the time of the main action of the AU, she has NOT pushed him onto any train tracks. Mostly because that would likely result in him leaving a ghost, and a spectral Bumby is the LAST thing she wants to deal with. Her playbook is the Cutter, the fighters and heavy hitters, and she starts with the Not To Be Trifled With special ability, which allows her to push herself to perform superhuman feats of strength and fighting prowess (including taking up to six people at once!).
Victor is the son of William and Nell Van Dort, fish merchants living in Nightmarket (one of the main shopping districts, and where the “new money” tends to live). William invented canned fish when Victor was young, which the public pounced on, and his canneries easily made the Van Dorts the wealthiest family in Nightmarket. Nell wanted to eventually make the transition to Brightstone, though, and thus when Victor came of age, she started trying to arrange a marriage with one of the noble families living there. She got lucky shortly before the beginning of the AU, as the Everglots (an old noble family whose fortunes were on the downswing -- noble families control the ships that hunt the whale-demon “leviathans” in this world, and their ship was coming back dry more often than not, meaning their power, prestige, and most importantly coin was running out) consented to let Victor marry their daughter Victoria in exchange for some of that sweet sweet Van Dort fortune. As per canon, Victor and Victoria met right before the wedding rehearsal, and while they liked each other, it wasn’t enough to calm Victor’s nerves. Three hours of failed practice, one dropped ring, and one burn on Maudeline Everglot’s dress from a forgotten candle later, and Victor was banished into the streets to learn his lines. He wandered around for a while, trying to get them straight in his head, and eventually got them right down an old forgotten alley. . .only for the wandering ghost of a bride, Emily, to hear them and think they were meant for her. Victor was promptly dragged into the “ghost field,” the spectral echo of the city where ghosts live, and held captive by Emily (whom he did feel sorry for, but ghosts are bad news in Duskwall -- they tend to lose their minds quickly due to not being able to pass on, and Emily was showing a few signs of “going feral,” as it were). The main AU is actually kicked off by him finally escaping her and finding his way back to the material plane by falling out of a wall in front of Alice and Smiler. . . His playbook is the Whisper, the arcane and magical ones, and he starts with the Ghost Sense special ability, which allows him to sense the presence of all supernatural things in his area and have an easier time getting information on them.
Smiler was the “son” of one Dr. Kellard Kelman, owner of The Sanctuary, a refuge for people who have “lost their smile” -- in actuality, a horrible hellhole of a “mental hospital” where Dr. Kelman conducted experiments on the patients and threw failures in the basement. Smiler and their father clashed about a lot of things (including Kelman’s brutal methods for ensuring “social compliance” and his refusal to accept Smiler as nonbinary), and eventually Smiler just ran away at about twelve years old, rather than be a part of Kelman’s nonsense any further. They ended up in Silkshore (the “red light” district), where they encountered Carol and Matthew Alton, members of the Advocates cult, who worship Mar-Mal, the Unending Smile. Matt and Carol took in the young Smiler and told them what the cult was all about (basically, maximizing happiness however possible, from genuine kind acts to straight-up selling drugs and hypnotizing people) -- Smiler thought it all sounded better than Kelman’s deal and joined up, changing their name from Marmaduke Kelman to Smiler Alton. They proved to be a very eager little cultist, developing a knack for hypnosis and -- as they got older -- a talent with chemical concoctions, eventually making a drug that induced a heavy state of bliss that they called Joy Serum. The invention of this drug caused Mar-Mal to mark them with its favor, turning their previously green eyes a glowing yellow (Matt and Carol were so proud!). At the start of the main AU, they spend most of their time brewing up and selling Joy Serum in Silkshore -- not far from The Mangled Mermaid where Alice’s old nanny now plies her trade as a prostitute, meaning Smiler and Alice are at least somewhat acquainted just from her visits to see Nan there. Their playbook is -- well, it’s mostly the Leech, the tinkerers and chemists, but they also share some stuff with the Slide playbook, the smooth-talkers and manipulators. They start with the Alchemist special ability, which gives them bonuses to any alchemical concoctions they craft and a free recipe (like their Joy Serum).
How they meet -- Well, as indicated, Smiler and Alice were already acquainted from Alice’s trips to see Nan in Silkshore, with Smiler being a friendly presence who’d helped Alice out a couple of times in the past (spotting her money for meals and suchlike). As a result, when Alice fled the Houndsditch Home looking for help with her Bumby problem (either a way to bring evidence to the Inspectors, the only members of the police force known to be incorruptible, or at least not subject to bribes, or a way to kill him and make sure he didn’t come back as a ghost), her first instinct was to go to Nanny, and along the way she encountered Smiler. Her attempt to tell them what was going on was interrupted by Victor’s attempted escape from Emily, however, and the two ended up helping him over to the Mangled Mermaid to just get some food and water in him and help him calm down after his experience. Unfortunately, Emily managed to follow them there and got rather annoyed at finding her husband in a brothel -- fortunately, before she could do any damage, Smiler managed to talk her down (mainly by reminding her that humans gotta eat). Victor took the opportunity to finally explain to her what he’d been doing and that he was already engaged --
But when he mentioned Victoria’s name, Nanny commented that she’d heard that she’d already gotten married that day, to someone named “Lord Barkis.” And Emily recognized the “Barkis” name, as that was the name of the man who killed her. She and Victor agreed they had to go see Victoria for her own good, just in case she’d gotten married to a murderer, and Smiler and Alice chose to come along as back-up. The three took a gondola over to Brightstone (as Duskwall is part Venice as well as being part Victorian London, and is cut all over the place by canals) and crashed the Everglot-Barkis wedding reception, where Emily did indeed identify Barkis as her murderer. Barkis attempted to take Victoria hostage as the guests fled, but the group was able to free her -- Victor sending her away to get help or at least find a safe place to hide -- and Emily ended up destroying herself to possess Barkis and kill him, thanking Victor for at least helping her get revenge on her killer. The local police, the Bluecoats, finally arrived once the deed was done, and searched the corpse while the trio tried to explain what happened --
And then one of the Bluecoats found a fancy brass mask on Barkis. Marking him as one of the Spirit Wardens, the group that goes around collecting corpses and burning them in electroplasm to make sure that the city isn’t entirely overrun by ghosts. A group of people bankrolled by the Immortal Emperor himself.
Yeah, that’s not good. The Bluecoats, already not really believing the gang’s story, decided they’d murdered Barkis (or, at least Alice and Smiler had -- Victor got added to the list when he refused to just run off back home or bribe them) and were prepared to take them in, but Alice managed to hold off the entire gang with a butcher’s knife just long enough for them to start running. Through various means (like Smiler just straight-up injecting a purser with joy serum and using a homemade flash bomb, and Victor managing to accidentally lead a couple more into a very angry, very electric ghost by using his new Ghost Sense to help his new friends avoid it), the trio was able to escape into Six Towers, a previously rich neighborhood fallen to ruin and squatters in recent years. They found shelter in an abandoned building, which proved to be the old home of one Elder Gutknecht, a former Whisper who had managed to keep his senses after death and become a genuinely friendly ghost. The three began wondering what to do next, and Alice finally told Victor and Smiler the full story about Bumby. . .
And either Victor or Smiler was like, “Well, we’re already accused of murder. . .”
And so the group became a crew, with their first scores being to take care of Bumby and to get Victor’s stuff back from his family house! I picture them as a group of Shadows, spies, thieves, and saboteurs, though there’s a bit of a Hawker element because Smiler is of course still selling Joy Serum (and is working on an inhaled drug called Giggler Gas). And even though they are criminals, they’re trying to help where they can -- Victor, after figuring out how to infuse insects with ghost stuff to make glowing moths and stuff to help plants grow, wants to make a community greenhouse for people; Alice still looks after the kids at Houndsditch as best she can from afar, and is only too happy to kill other people hurting children for free; and Smiler of course does want to spread happiness, even if it’s in a bit of a bizarre way sometimes. They’re my chaos crime morally gray group and I love them. :p Hopefully I’ll be able to flesh them out even more for you in the future!
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gamesonwheelsyt · 1 year ago
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Hello, Simmers! 👻
Are you ready for an entire month of spine-tingling room creations that will haunt your dreams? 🕷️
Unleash your spooktastic creativity and showcase your eerie masterpieces using #WHEELIESPOOKY23
🦇 See you October 1st for a hauntingly good time! 🦇
🎃Create a 4x4 room, with any wall height (or no walls at all, it is totally up to you)
🎃No CC
🎃TOOL mod is ok
🎃It Doesn't have to be functional
Here is the list of room ideas for each day, if you have trouble reading from this poster:
01 - Haunted Kitchen
02 - Forgotten Fountain
03 - Zombie Apocalypse Bunker
04 - Spectral Library
05 - Cursed Mirror Parlor
06 - Creepy Painting Studio
07 - Haunted Ball Pit Playroom
08 - Mad Scientists Lab
09 - Witch's Potion Chamber
10 - Paranormal Investigator HQ
11 - Séance Chamber
12 - Vampire's Resting Place
13 - Creepy Motel Room
14 - Abandoned Classroom
15 - Cursed Treasure Vault
16 - Haunted Attic
17 - Abandoned Asylum
18 - Coven Gathering
19 - Haunted Dining Hall
20 - Creepy Doll Nursery
21 - Werewolf's Den
22 - Cursed Graveyard
23 - Enchanted Forest Altar
24 - Spooky Mermaid Cave
25 - Haunted Music Room
26 - Haunted Artifacts Exhibit
27 - Witchy Greenhouse
28 - Alien Experiment Chamber
29 - Haunted Theater Stage
30 - Witch's Potion Party
31 - TRICK-OR-TREAT PORCH
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dcwnthercbbithcle · 1 year ago
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1, 2, 20, 24
MUNDAY QUESTIONAIRE. || ACCEPTING
1 & 2. When did you start writing on Tumblr? Who was your first muse?
Already answered in a previous ask!
20. How do you overcome writer’s block?
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24. What about your muse are you most proud of?
I answered this one earlier based on what I'm proud of regarding the end result/reception of my muse. But to answer my initial (misunderstood) meaning of the question. Things to be proud of my muses for are few and far between. I mean... look at who I'm writing for! Disasters as far as the eye can see. That being said, there are things spread out between the atrocities:
For Sally: I'm proud of her accountability and the fact that she was able to accept how her actions ended up screwing over her patients, no matter how noble and kind her intentions were.
Now, I mean this in regards to the aftermath of the incident at Crotus Prenn. After her death and the vengeance, or more accurately, extended torture of her killers. She returned to that place, maybe for closure, only to find that a majority of the patients she had tried to free remained.
They weren't alive anymore, yet, their souls were unwavering. She was, at first, distraught, in disbelief that they had stayed. Why would they stay?! Nothing was holding them?! Then came the anger. She had given them mercy, more of a mercy than anyone else would give them. She wanted them to be free, to be at peace. Why wouldn't they take it? Then it clicked. What would peace be to them?
In the rush of trying to solve everyone's pain, she had focused on a solution that would work for her; she knew the rest her soul needed terribly and how to achieve it. But many of her patients didn't have that luxury. Sally had never considered it, but their world was much smaller than hers.
The Asylum was all most of them had known for years, a buoy in a never-ending storm, and like a drowning sailor, they wouldn't let go of it, not for the promise of some concept of peace or a promise of a great outside world that seemed utterly alien to them. Even in death, they were constrained, not physically, but through their fear.
Back at square one and seeing how she had left them moored between worlds, she was nearly as lost, but she knew she couldn't leave them. Not like this, not in this state that she had left them. No matter how her soul screamed for her to give up the ghost, she was resolute that she would remain by the sides of her patients. Caring for them just as she had in life, protecting them, even in their new spectral form, from this day until the end of days... or at least until they were ready to pass on.
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connectparanormal · 2 months ago
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Ghost of Port Arthur
In addition to its important part in Australia's convict history, Port Arthur, a historic landmark on the Tasman Peninsula in Tasmania, Australia, is well-known for being one of the most haunted locations in the nation. From 1833 until 1877, this old prison colony housed some of the most seasoned offenders in the British Empire. The harsh weather and remote location have left ghost stories and spooky encounters that still captivate visitors and paranormal enthusiasts. Port Arthur's history is replete with hardship and hopelessness. Convicts endured cruel punishment and unrelenting labor, and many who tried to flee the oppressive system met terrible ends. People believe that this turbulent history has left behind restless spirits. The Separate Prison, where prisoners endured psychological torture and spent twenty-three hours a day in solitary confinement, is the subject of one of the most well-known ghost stories. Visitors frequently report hearing disembodied voices and experiencing abrupt temperature decreases, which may indicate the presence of tormented souls.
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The former asylum, which held numerous prisoners who passed away from mental illness, is another important site. Many people think that the ghosts of those who suffered still roam the halls because staff and visitors have reported seeing apparitions and hearing strange noises. There are additional reports of ghostly figures appearing in windows and footsteps reverberating down deserted hallways, making the Commandant's House a hotbed for paranormal phenomena. The Isle of the Dead, an island cemetery, adds to Port Arthur's eerie aura. More than a thousand prisoners, soldiers, and civilians found their rest here. Particularly at nightfall, when the light starts to fade and shadows create spooky shapes over the landscape, tourists frequently report experiencing uneasiness and seeing phantom figures. Ghost tours, which give guests the opportunity to explore the site after dark, have grown in popularity in Port Arthur. These tours explore the spooky past of the prison town, sharing stories of spectral experiences passed down through the centuries. Participants on these visits frequently report strange events, such as unexplained noises or the sensation of invisible hands touching them.
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The regularity and frequency of accounts indicate that something otherworldly might indeed persist at Port Arthur, despite some doubters attributing these events to the power of suggestion and the naturally gloomy surroundings. It is a popular destination for paranormal enthusiasts due to its tragic past and the many reports of ghostly activity. Port Arthur's ghosts are more than simply legends; they are an essential component of the site's past and enigma. The eerie stories serve as a moving reminder of the human misery that took place within its walls, regardless of one's inclination toward supernatural belief. Port Arthur is a reminder of a sordid period in Australia's history, where mystery and history converge to leave a lasting impression on tourists.
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photomanipulation1 · 5 months ago
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Unleashing Creativity: The Art of Halloween Photo Manipulation
In digital artistry, Halloween photo manipulation is a captivating niche where creativity knows no bounds. With the fusion of eerie elements and imaginative concepts, artists weave visual tales that send shivers down the spine and ignite the imagination. Through the skilled manipulation of photographs, these artists craft scenes that evoke terror and fascination, making the impossible seem hauntingly real.
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Exploring the Depths of Horror
In horror photo manipulation, artists delve into the darkest corners of the human psyche. With deft hands and keen eyes, they transform ordinary images into macabre masterpieces that evoke a sense of dread and fascination. Shadows dance menacingly while ghastly figures lurk in the periphery, waiting to spring forth and trap the viewer in their sinister embrace.
In this realm of digital darkness, every pixel becomes a brushstroke, and every click of the mouse adds to the growing sense of unease. From abandoned asylums to haunted forests, the landscapes of horror photo manipulation are as vast and varied as the imaginations of the artists who bring them to life. With each composition, they invite viewers to confront their deepest fears and embrace the thrill of the unknown.
The Magic of Halloween Photo Manipulation
As the veil between the worlds grows thin, Halloween photo manipulation offers a gateway to enchanting and terrifying realms. Through spooky imagery and supernatural elements, artists conjure scenes that capture the season's essence and ignite the imagination. Jack-o'-lanterns flicker ominously while spectral apparitions drift through mist-shrouded landscapes, casting an otherworldly glow upon the scene.
In the hands of skilled artists, Halloween photo manipulation becomes a means of storytelling, with each image serving as a chapter in a larger narrative of fear and fascination. Whether it's a witch's coven gathered under a moonlit sky or a haunted mansion shrouded in mist, these compositions transport viewers to realms where anything is possible, and the line between reality and fantasy blurs into insignificance.
Embracing the Spirit of the Season
As Halloween approaches, artists worldwide embrace the season's spirit through their work. With a nod to tradition and a flair for the macabre, they create images that capture the essence of All Hallows' Eve and invite viewers to join them on a journey into the unknown. Whether it's a playful take on classic horror tropes or a chilling exploration of the supernatural, each creation is a testament to the power of imagination and the enduring allure of the darker side of human nature.
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Conclusion: 
The world of photo manipulation offers a canvas upon which artists can unleash their creativity and explore the depths of the human psyche. Through the art of Halloween and horror photo manipulation, they craft images that captivate and disturb, inviting viewers to confront their fears and embrace the thrill of the unknown. To discover more spine-tingling creations and delve deeper into this captivating art form, visit photomanipulation.com.
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theplotmage · 3 months ago
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+50 (Similar) Fantasy Worldbuilding Ideas and Prompts
1. The Forbidden Library - Contains forbidden or dangerous knowledge that could change the course of events.
2. The Time-Traveling Fountain - A mystical fountain that allows characters to travel through time.
3. The Cursed Artifact Room - A chamber filled with cursed objects that hold great power but come with severe consequences.
4. The Portal Nexus - A place where various portals to different worlds or dimensions converge.
5. The Lost City - An ancient city buried underground or hidden in a remote location, filled with forgotten secrets.
6. The Sacred Grove - A magical forest clearing where characters receive divine guidance or visions.
7. The Underground Labyrinth - A complex network of tunnels and chambers that hold vital clues or treasures.
8. The Seer’s Cave - The dwelling of a prophet or oracle who provides cryptic advice or prophecies.
9. The Enchanted Mirror Room - A chamber with mirrors that show alternate realities or hidden truths.
10. The Ghost Ship - A spectral vessel that appears in the night, carrying important messages or lost souls.
11. The Blood Altar - A ritualistic site where powerful magic can be performed at a great cost.
12. The Ancient Battlefield - The site of a historic battle where powerful artifacts or restless spirits remain.
13. The Floating Fortress - A stronghold in the sky that holds a powerful weapon or key to victory.
14. The Dragon’s Hoard - The lair of a dragon, filled with treasures and vital information guarded by the beast.
15. The Crystal Cavern - A cave filled with crystals that enhance magical abilities or store memories.
16. The Wishing Well - A magical well that grants wishes with unforeseen consequences.
17. The Sunken Temple - An underwater temple that holds ancient relics or powerful spells.
18. The Hidden Monastery - A secluded place where monks guard secret knowledge or powerful artifacts.
19. The Whispering Woods - A forest where the trees or spirits within provide cryptic clues or warnings.
20. The Elemental Shrine - A site dedicated to one of the elemental forces, holding immense power or knowledge.
21. The Haunted Asylum - An abandoned mental institution with lingering spirits and dark secrets.
22. The Forbidden Mountain - A perilous peak that holds a key artifact or the source of a kingdom’s magic.
23. The Celestial Tower - A towering structure that reaches into the heavens, holding cosmic secrets.
24. The Hidden Oasis - A lush, hidden retreat in a desert, containing ancient wisdom or artifacts.
25. The Vampire’s Lair - The hidden dwelling of a powerful vampire who holds important information or items.
26. The Fey Court - The palace of the faerie realm, where powerful enchantments and political intrigues unfold.
27. The Arcane Academy - A school of magic where characters uncover powerful spells or forbidden knowledge.
28. The Rogue’s Den - A secret hideout for thieves and assassins, filled with valuable intelligence or tools.
29. The Deserted Village - An abandoned settlement with clues to a mysterious event or curse.
30. The Lunar Temple - A temple dedicated to the moon, where characters can gain lunar-based powers or insights.
31. The Enchanted Maze - A magical labyrinth that tests characters with puzzles and challenges to reveal hidden truths.
32. The War Room - A strategic command center where crucial plans are made or important secrets are revealed.
33. The Necropolis - An ancient city of the dead, filled with undead guardians and lost knowledge.
34. The Star Observatory - A place where astronomers and seers study the stars to predict future events.
35. The Ice Palace - A frozen fortress containing secrets of winter magic or a powerful artifact.
36. The Mystic Lagoon - A secluded, enchanted body of water with healing properties or hidden dangers.
37. The Sphinx’s Lair - The home of a sphinx that poses riddles and guards ancient wisdom.
38. The Ruined Fortress - A dilapidated stronghold that holds keys to the past or powerful remnants.
39. The Celestial Garden - A heavenly garden with plants that offer magical properties or insights.
40. The Mirror Dimension - A parallel reality accessed through mirrors, holding alternate outcomes or truths.
41. The Shaman’s Hut - The home of a shaman who provides mystical guidance or powerful potions.
42. The Pirate Stronghold - A fortified hideout of pirates, containing hidden treasures or crucial information.
43. The Eternal Flame - A sacred fire that never extinguishes, offering purification or powerful enchantments.
44. The Warlock’s Workshop - A laboratory of dark magic where dangerous experiments and spells are crafted.
45. The Dreamscape - A realm accessed through dreams, holding surreal and symbolic truths.
46. The Gravity-Defying Spire - A tower where gravity behaves strangely, guarding important relics or knowledge.
47. The Singing Stones - A place where rocks produce harmonious sounds, revealing hidden messages or powers.
48. The Infernal Gate - A portal to a fiery underworld, guarded by demons and containing forbidden power.
49. The Meteor Crater - The impact site of a fallen star, filled with alien minerals and energy.
50. The Endless Staircase - A magical staircase that leads to unknown destinations or higher planes of existence.
50 Worldbuilding Setting ideas for your fantasy book
Cities and Settlements
1. Capital City - The central hub of political power and culture in the realm.
2. Harbor Town - A bustling port city crucial for trade and naval activities.
3. Elf Village - A serene settlement hidden within a forest, home to elven inhabitants.
4. Dwarven Mines - An underground city where dwarves mine precious metals and gems.
5. Nomad Camp - A temporary settlement for wandering tribes and traders.
6. Market Square - The commercial heart of any major city, filled with vendors and artisans.
7. Sky City - A floating metropolis held aloft by magic or advanced technology.
Natural and Enchanted Locations
8. Mystic Forest - A dense, magical woodland filled with ancient trees and mythical creatures.
9. Enchanted Lake - A serene body of water with mystical properties.
10. Secret Cave - A hidden cavern that might contain treasure or danger.
11. Dark Swamp - A treacherous wetland often home to dark magic and creatures.
12. Forbidden Desert - A vast, arid expanse known for its harsh conditions and ancient secrets.
13. Floating Island - A landmass suspended in the sky, often home to unique flora and fauna.
14. Hidden Valley - A secluded, fertile valley protected from the outside world.
15. Charmed Meadows - Peaceful fields imbued with protective enchantments.
Magical and Supernatural Places
16. Wizard’s Tower - The abode of powerful sorcerers, filled with arcane knowledge.
17. Sacred Temple - A place of worship and spiritual significance, often protected by divine magic.
18. Haunted Castle - An ancient fortress inhabited by ghosts or malevolent spirits.
19. Necromancer’s Crypt - The lair of a dark sorcerer who practices necromancy.
20. Oracle’s Sanctuary - A holy site where oracles deliver prophecies and visions.
21. Magical Academy - An institution where young sorcerers learn the art of magic.
22. Alchemist’s Workshop - A place where alchemists experiment and create potions and elixirs.
23. Time Portal - A gateway to different eras, allowing travel through time.
Dangerous and Uncharted Areas
24. Ancient Ruins - The remnants of a once-great civilization, often hiding secrets or dangers.
25. Dragon’s Lair - The home of a fearsome dragon, filled with treasure and peril.
26. Cursed Forest - A dark, haunted woodland where malevolent forces dwell.
27. Battlefield - The site of a significant past conflict, often haunted by the spirits of the fallen.
28. Volcanic Wasteland - A desolate, fiery landscape wrought with volcanic activity.
29. Giant’s Keep - A massive fortress built and inhabited by giants.
30. Pirate Cove - A hidden inlet where pirates gather to plan their exploits.
31. Shadow Realm - A dark, parallel dimension filled with malevolent entities.
32. Frosty Tundra - A vast, icy wasteland where few dare to venture.
Cultural and Social Hubs
33. Royal Palace - The lavish residence of the ruling monarch and their court.
34. Thieves’ Guild - A secretive organization of thieves and rogues.
35. Warrior’s Training Grounds - A facility where soldiers and heroes train for battle.
36. Arena of Champions - A grand coliseum where warriors compete in combat.
37. Goblin Market - A chaotic and colorful marketplace run by goblins, offering exotic goods.
38. Hermit’s Hut - The secluded home of a wise hermit, often sought for advice.
39. Secret Hideout - A concealed refuge used by rebels or outlaws.
Mystical and Legendary Sites
40. Ethereal Gardens - Magical gardens with rare plants and enchanting beauty.
41. Celestial Observatory - A tower dedicated to studying the stars and celestial events.
42. Sanctuary of Lost Knowledge - A hidden library containing ancient and forbidden texts.
43. Sunken Ruins - The underwater remnants of a lost civilization.
44. Gryphon Nesting Grounds - A mountainous area where gryphons make their nests.
45. Spiral Staircase - An enigmatic, seemingly endless staircase leading to unknown depths.
46. Giant’s Keep - A colossal fortress built and inhabited by giants.
47. Protean Plains - A region where the landscape constantly changes, reshaped by powerful magic or ancient curses.
Adventurous and Explorative Spots
48. Treasure Hunter’s Camp - A gathering spot for explorers seeking lost relics.
49. Relic Seeker’s Cave - A cave rumored to contain powerful artifacts.
50. Explorer’s Outpost - A base for adventurers preparing for expeditions into unknown territories.
***
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