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[TDM] September 2023 (again!)
SEPTEMBER 2023 TDM (part 2!)
You wake up, completely alone in an unfamiliar place. The forest around you is awash in the pleasant coolness of early autumn. Any time-telling devices have stopped working and nothing looks familiar. But the visitors center has maps and information on the area, and with a bit of looking around you find the name of a nearby town: Ashbrook.
Welcome to the (second) TDM for September! Please direct any questions you may have here.
Welcome to the (second) TDM for September! Please direct any questions you may have here.
Object Terror
What:
A haunted house with some haunted hitchhikers
When:
Evenings in October
Warnings:
Varies, see here
As the air chills, the nights cool, and the leaves dress up in autumnal splendor, the yearly spooktacular surprises begin to take root in the town once again. While Turnit Around Turnip makes their auspicious charms the focal point of their sales – it's good for casting away evil spirits and bad luck, you see – there's the rising excitement of Miss Fortune's Mystery Manor returning as well. It's a rather old house, normally abandoned with "private property" signs hung with care and watched over carefully by the local force to ensure no miscreants find their ways inside, but with fall sweeping in on the northern winds new signs have appeared.
Come on by! They say, decorated with colorful leaves and pumpkins stickers. Harmless as can be, skeletons greeting any who should pass with a hand perpetually raised. Feeling brave? Test your courage in this year's haunted house!
Bring a friend, it implies, or maybe a date. It'd be a nice time to try your luck with a little "physical comfort" as the teens like to say.
The yard is decorated with all sorts of 'spooky' bits and bobs, like inflated ghosts and a cauldron spilling out smoke. Hands from the ground. Shadows in the window. Maybe even a face or two, but it's plain to see they're just illuminated cutouts if you dare to look too long at them. Within is much the same affair, with cobwebs both real and fake in the corners of the rooms, a worn red carpet indicating the pathway through the haunted exploration. There's your usual jumpscares, closets opening and cabinets banging, dolls that blink and books that fall on their own... A ribbon that wraps itself around your feet, paintings whose eyes follow your every move, the hand of a skeleton grasping your arm that definitely was not moving before–
The guide had mentioned, you remember, that a number of the possessions here had come from possessed homes and individuals, knick-knacks that had a life of their own, and allowed out only this time of the year. Employees who work the haunted attraction can attest to suddenly finding hitchhikers when they'd gotten home, and warn with almost a joking tone to make sure you're not a victim yourself! How funny, charming, and definitely not going to happen.
But it does.
Some of the "haunted items'' look pretty nifty. A pocket watch that tells time backwards. A doll that bleeds from the eyes. A book that always falls open on the same pages, paragraphs describing the gruesome death of a young couple at the hands of some fictionalized serial killer with each sentence underlined in a dark, dull brown and dotted with the same. Easy to take, easy to fence off to the right sucker – or just to keep as a souvenir. Steal if you'd like.
Others seem to find their way home in a less natural way, tucked away in your pocket when you go to protect your digits from the chilly fall air or sitting in the entryway of your house. That large painting of a mysterious woman wasn't in your bathroom when you went in, but one look into the mirror and she's staring right back at you, judging your teeth brushing techniques. Just fascinating, unusual things like that – and they'll always find their way "home", too.
TL;DR
- A haunted house is in town, and in that house are haunted objects
- One way or another, these objects will find a way into a characters home, where they'll cause various spooky effects
- You can make up your own item and effects, or comment here to have the mods generate one for you
- Existing characters are allowed to request a haunted item, but we ask that they not post top level comments on the TDM itself
What:
A fundraiser with completely normal food
When:
Throughout September and October
Warnings:
Memory loss, delusional thoughts, aggression, violence, food that's been tampered with
Where there is fall, there is bound to be fundraisers galore – that's what the odd pop-up shop that seems to appear overnight is for, probably, though the most forgettable face on the planet running it won't say one way or the other. It's "getting pretty chilly out there, huh?" and "say, how about you take a few ciders off my hands" for starring topics, and to his credit the food and drink he offers does look absolutely delectable... not to mention perfect for the cooling weather.
Like any normal shopkeep, he's got exactly three stupendous items for sale:
A warm, spicy apple cider perfect for chasing away the chill and easing that homesickness the Visitors might be feeling about now. It just brings back golden memories, sitting by the hearth or surrounded by loved ones, or if one's past is more of the sad type it's those snatches of happinesses, the small kindnesses shown to them and Lady Luck turning her wily gaze their way. It tastes like nostalgia, it just might not be your own.
Second for sale is the dark rustic coloring of maple syrup in its own leaf-shaped glass jug, sweet enough to give the dentist a week's worth of appointments. In fact, the salesman claims that "nine out of ten dentists" recommend it as a mouthwash – he's just joking of course, for legal reasons. Perfect for everything breakfast and finding a place in some beverages as well, take a bottle or two home for the missus (or mister!) to make use of this autumn season.
Lastly is a special spice mix for the culinary connoisseurs of the town, a special blend of cinnamon, ginger, nutmeg, cloves, allspice, and his own flair thrown in that gives it a bit of je ne sais quoi (just like how grammy used to make it!): black pepper. Guaranteed to kick any recipe up a notch, he claims it can be used in drinks, desserts, and as a topper for each as well. Just don't do what the kids call the "pumpkin pie spice challenge", or the hospital's the next place you'll wake up.
But of course, it can't be that simple. Each of these food items has a strange effect on Visitors—and only on Visitors, as it turns out. Each of these effects will last for up to an hour, and are as follows:
The apple cider feels so much like home you'll forget you aren't home. Visitors will forget their lives in canon and believe that they are, in fact, their Ashbrook counterpart. They won't gain any new memories to facilitate this belief, however.
The maple syrup is so sweet you could forget all your worries! ... Literally. The syrup causes total amnesia, causing Visitors to forget their canon memories and their time spent in Ashbrook.
The spice mix has some kick! Too much kick. Characters will find that they're hearing other people's thoughts, projecting their own thoughts at other people, and moving objects without touching them. This can happen even around townsfolk, though they'll be quick to dismiss it as their imagination.
And, finally, all of the foods have a chance of causing heightened feelings of aggression, anger, and paranoia. This could just make you a little more snappish in a slow checkout line... or it could drive you to commit acts of violence, even extreme ones, against your fellow residents of Ashbrook.
TL;DR
- A suspiciously normal man is offering spiked food to any interested parties.
- Every food item has a chance of increasing aggression, anger, and paranoia, which could lead to violent outbursts.
- Apple cider makes Visitors believe that they're actually their Ashbrook counterpart
- Maple syrup causes total amnesia
- Spice mix gives Visitors minor—and uncontrolled!—telekinetic and telepathic abilities.
Fire Burn and Cauldron Bubble
What:
It's time to learn magic!
When:
Weekends in September and October
Warnings:
None
As many Visitors were able to establish last month, the Witch of the Woods isn't just a rumor. She's a real person, a stern but beautiful woman who's willing to teach anyone who seeks her out. Bring her a suitable offering and knock three times on her door in the middle of the night, and she'll answer to teach you what she knows of the supernatural and magic.
... Or at least, those are the rumors. The truth is much simpler: flyers, decorated childishly with bat and cauldron stickers, can be found throughout town, inviting the reader to the "Witch's Retreat". They appear as a Visitor glances away for a second to pick something up, or gently drift down right into their hands. Even the most skeptical, scoff-likely of Visitors will find their interest piqued in the days before it, mind drifting back to the promise of help in their unusual situation.
The retreat itself is headed by a middle-aged woman, who's narrowed gaze inspects the people who've come before she grumbles something under her breath and waves her hand.
"Look in the tree holes for your books and pick a partner to pair with — they aren't the kinds of things you'd want to test on your own. First rule: Always have a third hand. Second: Don't do it in public if you can help it. Final: Don't even try skipping ahead, because they won't answer you."
Whatever that means. It's time to learn magic.
The Witch — if pressed, she'll begrudgingly allow the students to address her as 'Ms. Spinner' — will force characters together with a surprisingly powerful shove of her hand if she passes and you aren't already paired with someone too, so don't think you can get out of this little exercise by going solo! You can't. As far as the promised spirituality goes... listen to the voice within, find your inner peace, and the rest'll come naturally. The Witch isn't too pressed for you whelps to understand off the bat, though she won't leave you out on a limb either.
With the turning of the seasons, the Witch has a new spell to teach: protection against intruders. Combine rosemary and bay leaves in a stone bowl and set the mixture alight on your doorstep. Mix the ashes with rock salt, then sprinkle on the window sills and thresholds of exterior doorways of your home.
The Witch warns that this spell won't keep anyone out (Invest in a good lock, she advises instead), but it will make uninvited visitors feel uneasy about entering your home. Sometimes that's enough.
TL;DR
- The characters — Visitors, as they're referred — are able to learn basic level magic with the help of the Witch.
- Pair up and practice. This is essential to the process, and the Witch will force unpaired individuals to partner up.
- Any higher level magic won't come to the character; it may feel like there's a kind of blockage, even to those who're used to magic themselves.
- The Witch isn't open to questions about the town in particular (are you here to gossip or learn?) and won't answer anything about it, so stay on task if you want answers to your questions.
A Day In The Life
New Visitors may wake up in the woods, but that's not where they're going to be spending all of their time. They have homes, jobs, work, entire lives they need to attend to. They'd better get to it!
A Visitor will be instinctively drawn towards both their home and job; they will always know how to navigate the former, and may find the tasks they perform at the latter suspiciously easy. Outside of that, their life will be incredibly normal for the first few days. No one will acknowledge the strangeness in the woods, and a Visitor's insistence that they're not from around here will be treated like a joke.
And then suddenly it's weird again. They wake up one day and realize they have a different job, perhaps even a different home. They will lose any instinctive understanding they may have had of their old job and gain similar understanding of their new job. Visitors will retain all of their memories of their previous job, but if they bring it up to the townsfolk none of them will have any idea what they're talking about.
TL;DR
A Visitor will be instinctively drawn towards both their home and job; they will always know how to navigate the former, and may find the tasks they perform at the latter suspiciously easy. Outside of that, their life will be incredibly normal for the first few days. No one will acknowledge the strangeness in the woods, and a Visitor's insistence that they're not from around here will be treated like a joke.
And then suddenly it's weird again. They wake up one day and realize they have a different job, perhaps even a different home. They will lose any instinctive understanding they may have had of their old job and gain similar understanding of their new job. Visitors will retain all of their memories of their previous job, but if they bring it up to the townsfolk none of them will have any idea what they're talking about.
TL;DR
- This prompt is meant to allow players an opportunity to experiment with the role mechanic, without forcing them to retcon their threads if they receive a markedly different role after applying.
- Retconning is, of course, still an option - but if you want to give your character another bit of existential confusion, this is the prompt for you.
OOC Notes
If your character dies... While characters may die during the TDM, these deaths do not count towards a character's death count. If a character dies, they will vanish the instant they lose consciousness. The dead character will reappear safely back at the nearest visitors center, and both they and any witnesses will have only a hazy recollection of the event.
If you have any questions, please direct them here.
If you have any questions, please direct them here.
no subject
[grumble grumble...]
You need to respect the forest if you want to be out here. Most animals won't attack you if you leave them be, but the Goatman is no mere creature. It will pose as a corpse or wounded person to draw attention, then strike when you let your guard down. I would like to know more about it so that I can end its tricks once and for all.
[ Reyson has an incomplete understanding of the Goatman and doesn't want to get too deeply unsubstantiated rumors of what else it can do. He recognizes the possibility that he might be speaking to the Goatman right now, but also. ]
It likes to make people afraid of coming to the aid of others. But if you stop doing what is right because of a monster, it will win.
no subject
[ or, horrible ways to die in space. he says this like it should be obvious because it is when that's the only environment you've ever known. ]
If this creature is a threat to humans, it should be destroyed. Do you know where to find superior weapons in this place?
[ ledo's priorities exist, even if they're wrong. secondly, he hasn't caught on that they won't just arm people who are basically kids, but that won't stop him from trying. ]
no subject
[ He says this with great confidence, not knowing what any of them are. He has not heard about any of them. He does have his second hand college experience but it's not really second nature for him to access that and if he did he would be very confused about vacuum threat levels anyway. He has also gotten much colder, in the voice. And general demeanor, for all that anyone can make out body language on someone flying overhead in the fading light. ]
I'm not going to help arm anyone who elevates humanity that way. I just finished with a great war sparked by that kind of small-minded thinking; I won't see another start under my eyes.
[ Ironically Reyson is one of the few people around who wouldn't think twice about arming a teenager with whatever deadly weaponry they could handle. Plenty of mages start young. ]
no subject
[ because ledo hasn't reached a point where he can accept that he's just here now and they're also his dwellings now, too. he's still very sure he'll find his way home again... somehow.
at the unwillingness to tell him where to find weapons, however, ledo looks mildly surprised before frowning. ]
You described an enemy. An enemy is a threat to humanity. It may also threaten non-humans, but I have never met one before, so it would be foolish to assume that to be the case.
[ this makes perfect sense to ledo, who is used to the word enemy referring to the Hideauze. those two species alone comprise all life in the entire universe as they know it, and humans in the Alliance would never dare to lower themselves to infighting.
reyson was still right to call him small-minded, though. ]
no subject
Do I look like a human to you?!
[ He's more incredulous than mad. Okay, he's moderately mad but he is very incredulous. ]
no subject
You do not look like the humans in the Galactic Alliance, but neither do the humans in this world. I could not discount the fact that you might be a form of human, so I waited for you to confirm otherwise.
no subject
I'm a laguz, from the heron tribes. We prefer to live in peaceful harmony with nature.
[ This is simplifying his whole species quite a bit but
this person is like a little baby who needs things explained simply as far as he is concerned. ]
The humans here are like the beorc I know, but not as colorful. I've seen silver hair on a young person like you before, if that's the kind of thing you mean.
[ He is privately being petty by comparing Ledo to a famous individual who formerly fought against the laguz. It is a fun little in-joke that nobody here would get, and he doesn't feel any better for having made it.]
no subject
[ he repeats the new word to commit it to memory thoughtfully. it should be remembered properly, in that case. ]
I see. And that is what I mean, yes. More importantly, if you seek peace, then you are not an enemy.
[ everything is very binary in a society run by machines.... ]
The people here wish to live peacefully, but this creature threatens them. If coexistence with it is impossible, then it is an enemy.
Therefore, you have no reason not to tell me where the weapons are because I have no quarrel with you.
no subject
I could not help you in order to keep you out of danger. This Goatman does kill people, you know. Are you any good at fighting?
[ Honestly, the simplistic way of viewing things is something Reyson can respect a little. Laguz tend to be straightforward people too. ]
no subject
Yes, I am good at fighting; I have been a soldier for over one hundred and forty-nine thousand hours.
Translated to this planet's definition of time, that is about seventeen years.
no subject
anyway that's a perfectly reasonable time frame, right? ...whatever, you of all people can't judge him for asking stupid questions: ]
That's a long time for a beorc, I know that much. Don't you people live to be around - what was it, sixty years?
[ He's more impressed by Ledo being able to do that kind of math in his head on the spot than anything else he's seen from him thus far. Reyson can't do math ]
no subject
[ but since most people die young in the war, that's where the luck comes in. ]
In the Galactic Alliance, one is born into service. If they survive long enough to complete one-hundred and forty-five thousand hours, they become eligible for four weeks of leave in Avalon, where they may eat, sleep, and procreate as they wish.
[ ledo might as well be parroting all the propaganda pieces he's absorbed over the years.
also, to be fair, ledo had calculated that number when he got here and had to figure out all the local units of measurement. ]
I will admit that I was surprised to discover that standard units in the Galactic Alliance are nearly identical to the units commonly used during this period on this planet. It is a curious coincidence.
[
if you didn't realise humanity originated on this planet.]no subject
[ This is sarcasm. What the hell. There's children opting into war and knowingly taking on the responsibility of defending their loved ones and then there's whatever this is..? ]
Laguz are not so disciplined, and we have much more freedom than that. Your alliance sounds like a waking nightmare to me. Do you even like fighting?