sticksandbonesmods: (Default)
2023-08-24 11:28 am
Entry tags:

NPC CONTACT

NPCs
To request a thread with an available NPC, put their name in the subject line and anything else you feel is relevant. NPC threads cannot be used for Main AC, but can be used for Bonus AC.

Available NPCs:

Shopkeeper / Heimr.

(he/him)

A tall, heavier man who dresses in slightly oversized clothing not unlike that of a wandering merchant of sorts. He has golden orange eyes and long, curly dark hair that's starting to turn silver here and there, and though he carries a certain weeriness, this does nothing to mask his kindness. He has absolutely no pokerface whatsoever. During the day and late at night he mans the General Store with the help of Plum's magic, though now that he needs to sleep, he's more prone to catnaps at the counter. That said, he'll always be ready to listen or offer a cup of tea. Late winter/early spring, he became human — but not the man he used to be. Heimr gained his name from Mizuki.

Trader / Ydalir.

(she/her)

A large woman who adorns herself with rich colors and baggy clothes to hide her shadowy form, and the Shopkeeper’s sister. Like her brother, she has given her name to the forest and with it, her identity and humanity. She is much more energetic, but more likely to anger as well. She runs a trading booth, armed with magical items from who knows where and a mirror that allows her to reach for items across dimensions, which she will use for the new residents of the Grove! For a price. Her name was given to her by Mizuki.

Rusty.

(he/him)

An old dog who desperately wants to go home. Before the fence erected itself, he spent most of his days trying to get into the manor with little success. The Shopkeeper says the children of his former master are inside the manor, and he wants to return to their side. He can be fussy and has a flair for that doggy judgmental side eye, but he’s gentle and loving as well. What secrets does he hold?

Zahliya.

Played by [personal profile] purifier
(he/they)

A Gargoyle rescued from the fog who is very fond of his titles. Known as "the Purifier, He Who is the First Sentinel, the Grove's Guardian" and fifteen other things, Zahliya is short, combative, and possesses the ability to cleanse corruption by taking it into himself, or burning it out with magic. While formerly unable to conjure said magic, Zahliya is now capable of curing all but the most dire forms of Corruption. His true name is "Amun-Ra", given to him by the Goddesses who created him. He can typically be found perched on the roof of the church, and wields two holy blades called Daybreak and Nightfall.

Zonari.

(she/her)

A Gargoyle constructed by the Fallen Sun/Forest who was brought back to the Grove with some reluctance. Zonari is firmly on the side of the Fallen Sun, though she will entertain being spoken to, and is operating under a truce with everyone here under the promise that they will reunite the Fallen Sun with Beiwe and repair the trust lost between the siblings. She refers to Zahliya as her brother. Her magic deals in Corrupting and modifying memories, and she has a small amount of control over Time. She rarely visits the Grove to "check on you all", and will not get directly involved in affairs of the players at this time.

Moder.

(she/her)

A terrifying, two-story tall moose monster known as the Guardian of the Forest. Moder speaks exclusively in a language that sounds similar to Old Norse, but her words are automatically translated in the heads of those who hear her into something legible. She roams the Grove freely and slips in and out of the fog, regularly killing dangerous monsters to protect the people within the fog's protective bubble. If you ask nicely, she will give you rides around the Grove. During Spring and Summer, mosses and flowers grow along her back and bloom in her hoofsteps.

Sinann.

(it/its or they/them)

The River Guardian, Sinann is a five-foot long fantail fish. It is the reason the river flourishes, and it is the reason you should return the bones of fish you take from the river back to it. Despite appearances, Sinann is just as powerful as the other Guardians. It has the ability to enter a humanoid form to go on land, but will largely still be a fish in the river. Sinann's healing water can heal all but the most fatal of injuries, and it recommends carrying a bottle of it with you just in case.

Callan.

(he/him), art by [plurk.com profile] winterbolt

The Lake Guardian, Callan, lives within the lake primarily, but his "mobile home" is in a fishtank in Pure Vanilla Cookie's house. He has the ability to charm people with his siren's song, though lately he's learnt to "be good" and ask first before he tries to take bites out of people. To make matters worse, he's also a shapeshifter, and tends to take on amorphous forms. He cannot shapeshift to something that would break his usual powers — no birds/flight, and no saltwater creatures. Mostly, he wants to play and taunt people. He acts much stupider than he truly is, but he's not going to tell you that.

The Sky Guardian/"Aurora".

(she/her)

Dubbed "Aurora" by the residents of the Grove, The Sky Guardian, the "bird of rainbow", was killed by the Fallen Sun when it Fell. Thanks to the efforts of Pure Vanilla Cookie, she has been resurrected. When she initally perished eons ago, it is said the stars fell from the sky with her; with her return, the stars, too, have come back. She is kinder and more patient than the other Guardians, and can shapeshift into various types of birds. When in her real form, she stands at three stories tall. A single rainbow tailfeather can bring people back from the dead without consequence — but the offerings required can be steep.

Dragon Hatchlings.

(varies)

A clutch of seven dragon young who hatched upon the beach midwinter. The young vary greatly, but are friendly and playful little things. They like to play at the Rec Center or can be found in various places around the Grove, though they all have favored guardians and caretakers.

You may ask them for a blessing or two, threaded here.

Nene.

Played by [personal profile] mermaidcursed
(she/her)

A young girl who was previously corrupted, but healed by the Cosmic Serpent's holy rain and Pure Vanilla Cookie's efforts. This has resulted in the more malignant plant growths on her to drop and die, but at this point she is still significantly plantlike, as she's come to rely upon these mutations to survive for thousands of years. At a glance Nene will stand out due to her eyepatch, metal legs and the flowers growing out of her hair. As she's now free of the Forest, her exuberant and bright personality is starting to really shine through. Upon death and revival, Nene will personally lead you back to the Grove. Just don’t let go of her hand on the journey.

Elsword.

Played by [personal profile] simplicitas
(he/him)

A young man who was once living among the Grove's residents and formerly Corrupted. Elsword formerly resided in The Garden, where he greeted and spoke to the dead, as well as researched the secrets of it. He decided to resurrect for a chance at attacking the Fallen Sun out of revenge. Fully blind, he can be found living with Mizuki, but spends a majority of his time outside camping out across the river and upstream from Vash's House.

Callisto Abella.

(she/her)

A merchant and 'treasure hunter' if you believe her words, Callisto is a cynical woman who has the unfortunate crime of freeing the Fallen Sun, letting him claw his way back to power. He's kept her as a personal pincushion for centuries, killing and resurrecting her at whim, and though she's still full of fire, she is also weary from years of guilt, suffering and the realization that everyone she knows and loves is dead. Callisto keeps to herself but can be drawn from her room at the inn with good company, good food and good wine- which she also enjoys making.

Semi-Available NPCs:

Semi-Available NPCs are NPCs that are only able to be spoken to under specific circumstances. The circumstances are outlined under each NPC's informational blurb. These NPCs may or may not be moved to Available or Unavailable status depending on further plot updates. Characters who do not fulfill the requirements will not be able to thread with these NPCs. They live under a cut to save page space.

List of Semi-Available NPCs (Click to Expand):

The Behemoth.

(she/her)

The "daughter of Callan", The Behemoth is an enormous, many-eyed crocodile who is now trapped outside of the lake due to the fog wall. She has interest in humankind, and will regularly stalk anyone near the river, but will not try to harm them unless she is harmed first. She claims that she will side with whoever makes her home better, be it humankind or the Creature in the Woods. She can only be spoken to while using the Bone Ring.

Plum.

(they/them)

A little fox spirit within the General Store, Plum is the reason that Heimr can get so many supplies and keep it stocked year-round. There is a shrine to them in the back of it. Plum can only be spoken to while using the Bone Ring.

Beiwe.

(she/her)

The Goddess of the Sun, Beiwe's statue rests next to the well. She traditionally wears armour and wields a sword. She is boistrous, loud, and passionate, and praying to her will make the area feel warm for a time. At one point, she rode on the back of a giant dragon named Sehul. Her statue shows her without her horn-halo cracked, but the real Beiwe does indeed sport that injury. She can be contacted via prayer, but unless otherwise noted, cannot be physically interacted with at this time.

Ourania.

(she/her)

The Goddess of the Moon, Ourania's statue rests next to the well on the opposite side from Beiwe's. She wears a flowing gown and a scarf in her statue. Little is known about her, though she is said to be "very ill". Another humongous statue of hers lies underneath the far-off lighthouse, built into the cliff face. When prayed to, she makes the world feel colder for a moment.She can be contacted via prayer, but unless otherwise noted, cannot be physically interacted with at this time.

Felicity Morais.

Played by [personal profile] amethystic
(she/her)

A young witch and Star who was called to an uninhabited star shrine to empower it once more. She stays to both provide a beacon of safety to other Stars in the forest, share her power and a third, much less pleasant reason: to be live bait for that which would kill the holy lights and give them time to protect themselves best.

Unavailable NPCs:

Unavailable NPCs are, well, not available for threads for one reason or another, but are listed here for bookkeeping/lore reasons. They may or may not become available at a later date. Available NPCs may also become unavailable at a later date, and will be moved to this list accordingly. To avoid clutter, this list lives under a cut, but all NPCs are lore-important and should be considered part of the story even if they aren't necessarily contactable.

List of Unavailable NPCs (Click to Expand):

Aldric.

(he/him)

The founder of the Grove, owner of the manor, and Rusty’s previous master. He had planned on establishing the Grove as a pitstop town within the woods while trying to clear space for a shortcut trade route between towns. It seems that he invited people who needed to get away from their hometown as means of refuge as well. ... Recently, the Shopkeeper has confessed to being Aldric, though he can no longer call himself by name.

Renard.

(he/him)

Aldric’s best friend and the co-founder of the Grove. Currently, he is deep within the forest, sealed into a tree and awaiting rescue. He is said to have taken a magic artifact long ago that the forest wants, intending to hide to protect it.

Olivia.

(she/her)

Aldric's sister, who lived within the grove. Apparently she guards the star shards. Through magic and great sacrifice, Olivia gave up her name and with it, her humanity, to become the Trader.

Audrey.

(she/her)

Aldric’s youngest child. Her body was discovered in the manor, laid to rest within her bedroom. She has a gravestone outside of the manor, and both Rusty and the Shopkeeper can be found there sometimes.

Rillian.

(she/her)

Aldric’s oldest daughter, the middle child. She remains within the manor for reasons unknown, and refuses to exit, insisting that it’s for something necessary.

Evan.

(he/him)

Aldric’s oldest son. He remains in the manor alongside Rillian, and refuses to exit, insisting that it’s for something necessary.

"The Forest".

(he/it)

Or rather, the entity possessing the forest as a whole. Childish, sadistic, and power-hungry, the Forest has invited you to play! And you will play, whether you like it or not. Though it can show acts of kindness, it views all life as its toys, and will not be convinced otherwise. Known also as the Creature, the False God, and the Fallen Sun, the entity possessing the Forest was formerly a God that Fell and has seen fit to wreak havoc upon the world. The Guardians will tell player characters to call it anything other than a God so that it doesn't regain any more power. While not available for direct threads on request, the Forest will interact with characters through major events and storylines. At one point, it was named "Suri" by Affogato Cookie, though this name is not known by other player characters and should never be used ICly due to that. Do not do a metagaming, thank you.

Sehul.

(they/them)

A long-dead Guardian, formerly Beiwe's mount and said to be a flame-coloured dragon. Sehul was killed by the Fallen Sun in an attack. The Guardian's skeleton can be found at the lake's edge, sunken into the sediment.

The Cosmic Serpent.

(any/all)

Lying in the whirlpool in the middle of the ocean viewable from the cliffside, the Cosmic Serpent is a long, glittering leviathan who feasted upon the fallen stars eons ago. They will not entertain conversation, and their preferred hobby is taking a nap.
sticksandbonesmods: (Default)
2023-07-28 11:44 pm

Let's go in the garden...

Who: Add and the Claimed
What: Where's Add been?
When: Between his disappearance and reappearance
Where: The Garden
Warnings: body horror, parasitism, death, hallucinations
sticksandbonesmods: (Default)
2023-03-25 01:02 am
Entry tags:

Corruption, Draconic Blessings, and Magic

POWERS

Though some may come to the woods with powers of their own, those who don't - or who may find their own to be lacking - have their own ways of embracing what nature provides, for a price and a trade with the second merchant. Or, perhaps you decided to listen to the allure of the forest.

Or maybe you earned it's wrath instead.

!
CORRUPTION

TRIGGER WARNING FOR SUPERNATURAL PARASITISM, HEALTH FAILURE, MUTATIONS

Corruption happens when the Woods takes an interest - for good or ill - in you. It can manifest in a number of ways, always starting small. The cure for corruption hasn't been discovered in-game yet. The following entry will contain parasite-based body horror.

Low level corruption can manifest through a root, vine, leaf or flower growing off of you or something belonging to you - though items being corrupted doesn't mean that you yourself are just yet, it does increase a certain risk level in using them. This piece of plant can be used to punish you, primarily in that it will squeeze tightly to halt or control movement, at best. Removing the plant part does not remove the corruption, it's just now inside of your body- whether it stays dormant or begins growing from within depends, as do the effects of the corruption. We will personally work with you to find a level of corruption that's both fun to play up and avoids touching any subjects you wish to avoid.

As the corruption worsens, plants will grow or manifest along the outside of your body, almost like a twisted cottagecore aesthetic - vine or flower 'jewelry' that's actually attached to the skin that grows stronger within the sunlight and recoils from the rain. These plants can also attach themselves to vital organs to ensure removal of the corruption is even harder, or controlling you from within. In the case of limb loss, the Woods may generously provide a wooden prosthetic, though this grants the Woods greater control of your body. Eventually one's veins may grow visible, green and black and sickly.

Those who are corrupted as punishment will deal with feeling ill and weakened, puppeteered around and dealing with auditory or visual hallucinations, while those who are corrupted out of 'favor' find themselves being controlled into backing the Woods' desires more, with constant whispers of an unhinged adoration playing in their minds.

Both options can lead to plant based magic, though the plants they manifest and control will also look sickly or poisonous. They will also have the power to rot things with a touch. Beyond that, Corruption may mutate them wildly in a way that suits the setting- insect, plant or animallike mutations are all fine and can be personally attuned to each character.

Corruption can be cured through Zahliya's purging flames (they will not harm the person but it's still unpleasant), exposure to rain caused by the Cosmic Serpent's flight and abated by love... but not cured entirely.

!
DRACONIC BLESSINGS

As of the second winter within the Grove, young dragons live alongside the residents now. Though they are young, they are able to grant blessings to those who wish it. To gain a blessing, characters must contact the hatchlings and ask for their blessing of choice. This must be threaded on the npc contact page, but it does not have to be a long thread.

Players may select up to two per character, and while the blessings are largely cosmetic, but they are also permanent. Also keep in mind that Corrupted characters cannot get blessings while they are corrupted.

SCALES AND HORNS: Characters may take on the blessing of strength, which gives them a slight strength and durability boost and speckles them with scales and horns in a style of your choice. Scales must be in patches, as it is not a full transformation.

WINGS: With the blessing of flight, characters may have functional dragon wings with an aesthetic of your choosing, powerful enough to carry them.

TAIL: With the blessing of balance, characters may gain a dragon tail, as prehensile as you want to play, in an aesthetic of your choosing.

EYES: With the blessing of sight, characters may gain dragon eyes which will enhance their vision to see farther and with more accuracy, as well as being to see in the dark unless noted otherwise in an event.

Alongside the blessings, minor cosmetic changes with no benefit may also follow: hair changes, fangs or sharp teeth, sharper nails are allowed, but they literally only look pretty.

!
MAGIC

A force that has always existed in this realm with the Celestial Magics overseeing all other branches. Unfortunately, this has not yet been unlocked. Please check again in the future.

sticksandbonesmods: (Default)
2023-03-23 07:48 pm
Entry tags:

hiatus & drops

Hiatus & Drops
Please note that it's a hiatus in the header of your comment. A hiatus that lasts at least three weeks will make you exempt from AC. You cannot take a hiatus two months in a row, with exemptions. Please contact a mod about these exemptions before posting. All hiatused characters will be on autopilot.

!
HIATUS TEMPLATE

Name:
Character(s):
Activity Check:
Hiatus Dates: When it starts and ends. Please remember to post your hiatus on your permanent AC as well, with a link.

Please note if it's a drop in the header of your comment. Dropped characters by default vanish within the fog in the woods, though death drop plots are an option. Please contact a mod if you'd like to do a death drop. To reapp characters, two months must have passed.

!
DROP TEMPLATE

Name:
Character(s):
Activity Check:

Permission to use your characters after dropping? Yes or no! As this may frequently involve their death or worse, you may also set any hard limits.
sticksandbonesmods: (Default)
2023-03-23 07:47 pm
Entry tags:

locations

Locations
Aldric's Grove is a settlement within the woods, surrounded by a deep, impenetrable fog. In the center is a well, and the water from it is pristine and cold. The well is bracketed by two statues, one depicting a woman with a circular horn-halo wearing armour and holding a sword, and another depicting a woman wearing a beautiful gown and scarf. The pedestals are respectively engraved with: "TO OUR PROTECTOR, THE SUN, HER RADIANT LIGHT, THE GODDESS BEIWE" and "TO OUR HEALER, THE SILVER MOON, MOTHER OF STARS, THE GODDESS OURANIA". To the south, the fog breaks, letting residents access the river — among the bank are old medallions, scales, particularly unique rocks, and the teeth and bones of many creatures, some recognizable, some human, and some unseen until now.

Player characters can climb or fly vertically up to 100ft before hitting an invisible "wall" or barrier that prevents them from going higher. A friendly, albeit horrifying-looking (cw: monster imagery) moose monster wanders freely in and out of the fog wall from time to time. She will stop to talk to player characters and will fight off threats, but mostly keeps to herself. The Grove is split into subsections; the Southern half of it begins once one crosses the river, and the Northern half begins when one heads north of the inn and manor.

General Store.

The General Store is overseen by the ever-watchful shopkeeper, and while he'll permit browsing and using the store as a brief rest stop, he won't take kindly to thieves or excessive loitering. Within the back room is more things than could reasonably fit in the building, and the shelves are lined with clothes, basic housewares, tools and a few other things. As time goes, the stock will expand as well. The shopkeeper accepts trades in bartering or in the items you can find on the shore of the river.

The Inn.

An almost entirely empty inn- the beds and dressers have been put out in every room, the kitchen semi-stocked, but any decorations were left in the storage room, half-unpacked like they were abandoned in the middle of setting up. Residents are welcome to use the rooms in this inn, free of charge- but sometimes at night you can hear footsteps far heavier than any of your companions, either dragging along or running for their lives. Several doors on the first floor are locked and will not budge without the key. The kitchen is on the ground floor, alongside a store room that leads to a wine cellar, all of which are free to use. Every guest room also has a very small stove top and sink, but not an oven. In the inn lobby is a bright, pink-red fire that never burns out, unless the residents of the Grove collectively lose their hope and will to carry on — only then can the flame be extinguished.

The Manor.

Almost in the center of the ring of buildings is the manor. It is completely dark and tangled up with black vines and black thorns that prevent access via window or door. The vines will not break or yield. When someone attempts to cross the fence around the perimeter, they will be thrown back over the fence automatically and without exception. Lying just outside the boundary is a stone grave covered in white, cloth flowers. The name "Audrey" is inscribed upon the stone.

Beiwe's Church.

A brilliant, shining church in the middle of the North Grove, Beiwe's Church is a safe, sun-blessed place of worship for the Sun Goddess. Notably, the Corrupted or those willingly working with Suri cannot enter it, automatically barred and blocked by some invisible force. A tall bell tower overlooks the forest. When close to or inside the church, there's an overwhelming feeling of warmth and safety. Because it's Beiwe, the middle of the church has a pseudo-arena space for the holy battles she sponsors... which may as well be any battle, really. The rooms in the back contain a kitchen, dining room, and a room for making pottery including pottery wheels and a kiln.

Nene's Cottage.

A cute home to the north of the Grove where Nene lives. It's surrounded by flowers, safe and secure from troubles. Sometimes a host of small animals run past the fence to steal some treats from her garden.

The River.

The river currently has no name, only fish and a trove of treasure and teeth on the banks. The fish themselves are varied, with many appearing to be fish found natively in the homeworlds of the Grove's current residents. Recently, baby Seaborn have been introduced to the environment, and are under the protection of the River Guardian, Sinann. The deepest the water gets at points is five feet, and the river ranges from 30ft to 60ft across. Stepping stones in the middle of the river leading from one side of the bank to the other make it easier to cross to the other side. Though the fog cages the river heavily, the accessible space is wide; an apple tree grows within the open space that you can pick from freely, and a blackberry bush on the opposite side of the river is frequented by the resident moose monster. When you fish from the river, you must return the remains as a show of respect. Notably, being at or in the river grants a feeling of relaxation and security, even though the fog eventually cuts it off as the river traverses into the east and west.

The Fog Wall.

A white blanket of fog keeps the enemy out and you in. Without the Golden Glasses or some other form of truth sight, it's impossible to navigate your way out of the Grove and into the deeper parts of the forest proper due to it. The Fog Wall extends out to the far edge of the lake to the west, to the north and south after exposing some areas of the woods, and blankets the cliffside to the east bar one specific section to the northeast where a fallen tree allows access to the seaside. A secondary fog wall surrounds the isle the Grove lays on and stops midway out to sea.

The Boneyard & Lake.

The lake is a three-day journey to the west from the centre of Aldric's Grove, though it can be made faster by asking for a blessing from the River Guardian. The canopy is so dense here that sunlight doesn't reach the forest floor, and a thick wall of fog blankets the westmost banks and prevents further passage into the forest. This is the home of the Lake Guardian, who willingly entertains guests if they can tolerate his insufferable personality. On the shore itself is a gargantuan skeleton of a long-deceased dragon, and glowing mushrooms surround the forest, providing minimal light to the dark woods.

The Cliffside & Cove.

The cliffside is yet another three-day journey, to the east this time. The further one gets to the cliffside, which is obscured by fog, the more they will smell the salty sea and hear the steady hum of a waterfall. The forest in these parts is made of dense sequoias, and the grass is marked with moose tracks the size of an inn room. Getting close to the cliffside allows one to see the ocean, the lighthouse in the far distance, and a whirlpool containing a shimmering leviathan known as the Cosmic Serpent. Being here induces a sense of overwhelming calm. Further north of the furthest points of this fog wall is a safe passage to the beach.

The Beach, Cave, & Pier.

Reached via a toppled sequoia tree at the northeast of Aldric's Grove, quite a ways from the cove, is the beach. The tree serves as a bridge down the 50ft drop off the side of the cliff and held in place by thick vines. The beach itself is inhabited by a number of living fruit creatures and has direct access to the cove; opposite the cove is a cave filled with glowing corals and crystals that, when navigated, leads to an old pier and ten cabanas. The beach is a three-day journey from Aldric's Grove, though the trip will only feel about three hours long due to the strange passage of time. At night, the cave floods due to high tide, and the ocean itself is full of sirens and other much more dangerous creatures.

The Library.

A magic library hosted within a demiplane by Beiwe and Ourania. This library was curated and founded by the Fallen Sun back when he was the God of Knowledge and not the harbinger of destruction that he is today. An ever-changing, ever-expanding place where comfort and learning take priority, it is maintained by some cute critters to the best of their ability. ... But they'll happily come give you hugs. It also hosts a spirit who is reluctant to show themselves.
Player Locations
Players are free to add their own locations! Construction of buildings can be purchased on the bonus AC page. The mod team will work with you to pick a location out and add it to the map afterwards. Player buildings do not disappear upon dropping unless it is personal housing. For unique buildings that serve a function and come with attached personal housing, those will remain intact.

Bath House.

A Japanese-style bath house owned by Felicity. Strangely, the wooden walls look as though they had been burned at some point in the past, but everything else within is fine. There are male, female, and mix-gendered baths. It smells strongly of sweet flowers and herbs, and all bath products contained within are free to use (and mysteriously regenerate every day). There is a sign posted on the door that reads: "NO INAPPROPRIATE CONDUCT IN THE BATH HOUSE." Please behave.

Therapy Office.

Owned and operated by Mizuki. There are seven total rooms, consisting of:
  • The lobby: Consists of comfy chairs, cots, and stuffed animals. There are (player-provided) gaming consoles on a table, do not break them. Six doors in the lobby lead to other rooms.
  • Physical room: Covered entirely in rock climbing walls with a trampoline floor. There is no safety equipment.
  • Sensory deprivation tanks: Four total.
  • Paint room: An entirely-white room from floor to ceiling with buckets of paint in the centre. Paint brushes are included if you don't want to throw paint at the walls. The room will reset once current occupants have left. Infinite paint hack.
  • Library: A small library full of mostly self-help books, but also some origami and art books and coloured pencils. There's a sign that states "you can bring the books out to the lobby to read, just remember to put them back when you're done."
  • Rage room: A very homey looking room with plates and vases and tables and chairs and counters. All the furniture does look pretty cheap. There's a sledgehammer on the wall that some force seems to not allow you take it out of the room, but there's a sign above it that says "Get your anger out! Go nuts!" Like with the paint room, it will reset once current occupants have left.
  • Office: This room is locked. Mizuki and the Shopkeeper both have a key. On the outside, there is a form on a clipboard you can fill out. You can write your name down, a brief blurb about what you want to talk about, who you wish to talk to, etc. etc. and slip the paper under the door. Inside the room, it's set up to be very earthy. Greens and blues to invoke both calm and creativity. There's a lot of potted plants, but none with flowers, and a comfortable couch and separate chair. There's a desk in the corner.
  • School.

    Built by a former resident and currently maintained by Livio, this dilapidated school building is composed of a single floor and multiple small wings for each subject, a library, and a run-down observatory. There are holes in the floors, walls, and ceilings, and the whole thing generally needs to be refurbished. The nurse's office within it contains some ancient supplies as well as old records of all the past attendees of the school, several of which are player characters' from their past lives.

    Lab.

    Owned & operated by Gnosis, the rudimentary lab contains plenty of vintage laboratory equipment, several workbenches, and a desk set up at the far corner usually covered in paperwork. There is a locked area off to the side containing a small living space, but the rest of the lab is unlocked 24/7 to allow others to conduct their own research. Gnosis simply asks that items be labelled and put away appropriately before he starts locking doors on people.

    Clinic & Greenhouse.

    Owned by a former resident and operated by White Lily Cookie, the clinic has an attached greenhouse where flowers and food can be grown year-round. The clinic contains a small waiting room/lobby with two chairs and a front desk, and your typical array of medical rooms, including beds for sick patients covered by privacy curtains. The clinic remains open at all hours for the health of patients.

    Workshop.

    Owned & operated by Sesa, the workshop is attached to the lab by a breezeway for easy access between the buildings. The inside of the workshop is a wide-open space with plenty of workbenches and sufficient floorspace for large-scale projects, and enough tools to get the jobs done. At the back of the workshop is a small living space behind a locked door, just large enough for two people to live in comfortably.

    Rec Center.

    Owned by a former resident and currently maintained by Sesa, the recreation center/sports complex looks almost too small to hold what it actually holds, but it is, as the ancient texts say, "bigger on the inside". The rec center includes a gym, an expansive and fancy pool with water slides, a weight circuit room, a cardio workout room, and spare rooms for gathering or other exercise types. Gymnastics equpiment and safety mats are included. Each cardio room has manually-powered elipticals and treadmills due to the lack of technology, but they still fulfil their role adequately.

    Church.

    Lying south of the Grove near the river is a small but cozy Catholic Church operated by Wolfwood. It contains a sanctuary, pulpit, confessional, and a room for storage. All the religious texts within reference a cult surrounding plants, but whether they're the Plants native to Wolfwood's home world or the plants within the Grove is difficult to tell. The Grove's local Gargoyle sits on the roof and monitors the area from on high.

    Watchtower Bar.

    A combination watchtower and bar owned and operated by Luca, the bar serves food and drink even when Luca is unavailable to manage it thanks to the help of a particularly helpful old ghost. Though the spirit can't be communicated with directly, he understands you when you place orders, and will bring food and clean the space up. The first floor features a fire pit in the middle, and the second floor features an open-air circle where customers can look down on the first floor. The third floor remains inaccessible to those who aren't Luca, but contains a small living space.

    Barn.

    A barn owned by Kiera where livestock and other animals can be housed, with a stablemaster's quarters in the back where she lives. All Kiera asks is that you clean up after your own animals, and don't leave things in disarray. A list of housed animals can be found here; players interested in housing any animals here are required to fill the provided form out for housekeeping.

    The Magic Lamp Cafe.

    A Sargonian-style cafe with ample floorspace, and a riverside view with outdoor seating, the Magic Lamp is owned and operated by Passenger and serves a number of Sargonian (Arabic)-inspired treats and drinks. When Passenger isn't running it, a ghostly figure mans the place, though he isn't capable of talking to customers, and is assisted by a tea spirit named Oolong, who bounces around to serve customers drinks from its spout. A menu can be found here.

    Tailor Shop.

    A small, cute tailor shop owned & operated by Ain where repairs to clothing, modifications, or full outfits can be custom-made. Ain is happy to take orders via a note slipped into the shop's mail slot when the shop isn't open. To avoid making the bonus AC store defunct, full outfit requests through the tailor shop take an in-game month to complete; if you want something faster, the bonus AC store is the way to go. Modifications and repairs, however, will be completed as they are requested.

    Archives.

    Owned and operated by Enciodes, the Archives serve as both a library and historical collection of all that has occured in the Grove from the time of its establishment to its demise to its more modern era — provided player characters wish to write about those events, anyhow. Writings from the past lives of characters can be found in the locked room to the back, as well as mythology on the deities and history. Some accounts may not be entirely accurate, as history is written by the victors, after all. A studious spirit runs the Archives and functions as a librarian when Enciodes is out, and is responsible for maintaining the check-outs and returns. Not returning books by the deadline or damaging them in any way results in the perpetrator being chased down by that spirit's monstrous pet, also a spirit. Luckily, it just wants the books in question back.

    Bunny Bakery.

    Owned by Ezell, this adorable bakery that comes with an added bonus of being filled with bunnies. The bunnies will run around the main room and play with you or hop on you, and are all too happy to receive pats and love. In the back of the bakery and leading upstairs is a decently-sized living space. When the bakery itself isn't being manned, the spirits of children can be seen running around it, playing with the bunnies and tending to customers if they ask.

    Tattoo & Piercing Parlour.

    Owned by Flamebringer, the parlour is a small shop where anyone over 18 can get inked and pierced. Younger residents can get their ears pierced, but no more than that. The shop will not be manned by any spirits when Flamebringer isn't available, and Flamebringer mans the parlour "when requested" instead of having business hours.

    Clock Tower.

    A clock tower that cannot seem to actually tell time, with the arms of the clock spinning backwards rapidly before jumping forward, staying still for hours, and more. The clock tower doubles as a workshop and living space, with several floors that are completely open save for the supporting pillars. It smells like croissants and sugar.

    Moon Shrine.

    A shrine that also doubles as a home. The first floor is open to all, being a place of worship and peace, decorated in silver tapestries and candlelight, while the second story is a personal residence. Mayoi is able to keep an eye on the shrine from both his bedroom and in many shadows.

    Vash's House.

    A small, bare-bones home made of wood, lying across the river from the rest of the town. It has a single bedroom, bathroom, and a combined kitchen-living room. There isn't a lot of space, and one has to cross the wide river via the stepping stones to get to it, but it is a home all the same.

    White Lily's House.

    A comfortable stone-and-wood house for two people that smells strongly of baked goods. A plantanimal stoat growing a white lily can be seen frequently around the home, and there's plenty of spots for gardening outside of it. It has the visual appearance of something made of sweets, but it is certainly not. Please do not attempt to eat the walls.

    Odile's House.

    A large cabin with many windows and skylights, including one room that's almost entirely glass. It's built to house a small family, and radiates warmth.

    Pines' House.

    A cozy, rustic log cabin with on the tree line of a burnt patch of forest. Features a sitting room, parlor, a handful of bedrooms, an attic loft, and more trap doors and secret rooms than anyone can keep track of. Supposedly there is a basement, if you can find it. In fact, trying to keep the layout straight just doesn't work. Weird! The Pines probably will tell you "That's normal" and "Don't worry about it."
    sticksandbonesmods: (Default)
    2023-03-23 07:46 pm
    Entry tags:

    bonus activity.

    BONUSES.
    Bonus AC may only be filled after primary AC has been submitted. You may not use the same threads that were used for your primary AC, but you can use threads from any time. Once a thread is used for a purchase, it cannot be used again. Each thread must contain at least 5 comments from your character. If you have multiple characters, you cannot use Character A's threads for Character B. NPC threads are applicable for bonus AC.

    Threads with TDMed characters that meet the required length will count for 2x the threads required for Bonus AC during any month they're redeemed, but you may only use them once! Please indicate to us which threads are TDMs when submitting your Bonus AC.

    !
    GENERAL STORE

    MUNDANE BITS

    Mundane items that have no magical qualities such as seeds, musical instruments, furniture, etc. (Click to expand)

    A set of clothes. Though a little plain, the cloth is warm and comfortable. Comes with pants and a shirt, a skirt and a shirt, or a dress. This option only exists for things Heimr himself makes — branded General Store shirts & simple traveller clothing — so if you want something more involved, please use the "small item from home" regain instead. 1 Thread.

    Bath set. Contains a wash rag, two towels, a shampoo, a conditioner and a body soap. Everything smells faintly of pine and honey. Refills can be handwaved. 1 Thread.

    Tinder box. Sometimes, a fire is the safest thing out here. And it works for the fireplaces in the inn, too. 1 Thread.

    Seeds. A 12-pack of vegetable, fruit, and flower seeds that can be found on Earth. Comes with a trowel and watering can. Players should specify what type(s) of seeds they want, otherwise the mods will pick for you. 1 Thread.

    Fishing gear. A simple rod and 25 pieces of bait. Fishbait refills can be handwaved. 2 Threads.

    Hunting knife. While sharp, the blade is made of bone rather than any metal. 2 Threads.

    Cooking set. A five-piece set of pots, pans, and skillets alongside kitchen knives and a wooden cutting board. The set is bundled in brown wrapping paper and twine. 3 Threads.

    A musical instrument. An instrument of your choice. Whatever doesn't fit on the shelf, the shopkeeper can drag out of the backroom. It's something to do, at least. 4 Threads.

    Silver bullets. A pack of 12 silver bullets. The shopkeeper isn't sure why you'd want this when there's not a gun in sight. But he sells it all the same. Should you find a gun, you have an advantage against canine monsters. Otherwise, the silver works just fine as a ward. 4 Threads.

    Compass. An old copper compass. It always points to the well, but the fog seems to confuse it. 4 Threads.

    Furnishings. Furniture. It can range from decorations for your room at the inn to proper house furnishing to anything you may need for a business- please specify what you're going for when purchasing (ex: Furniture for a house, Furnitue for a clinic, ect.). As a note, all furnishings will be wood unless other materials are provided. Limited to One a month per character. 5 Threads.

    MAGICAL BAUBLES

    Minor magical items with various usages from talking to animals, seeing hidden truths, tracking things, etc.

    Tracking Whistle. A magical whistle that produces no sound when blown. Instead, the whistle alerts the whistleblower to the location of the Forest’s creatures by making them subtly glow for up to ten minutes. Also doubles as a Zonari finder. 2 Threads.

    Bag of Holding. A magical bag that can hold any amount of non-living objects in a small and portable fashion. Carrying something living within it will cause them to suffocate within sixty seconds. The bag’s contents can be emptied all at once by turning the bag inside-out. 2 Threads.

    Potted plant. A small clay pot with a surprisingly thriving plant. The shopkeeper seems reluctant to part with them, and simply having them in your room showcases different effects: Mint will ward off nightmares, aloe will heal your wounds a bit faster, feverfew will aid with sickness, lavender gives you good luck, and chamomile aids with sleep. That said, you can also harvest the flowers or leaves for things. Please list what plant you'd like when purchasing. 3 Threads.

    Travelling Garden. A small treasure chest with a glass lid made for easy transport. The box can house up to six flora samples indefinitely, requiring no sunlight or water. Large plants such as trees will grow miniature versions of themselves. 3 Threads.

    Bone ring. A ring made of bone, polished and almost indistinguishable from marble. Almost. Wearing it allows you to speak with animals. Some may be more verbose than others. 3 Threads.

    A cloak of the night. An eerily dark cloak. Wearing it during the day lets you pass unnoticed at a glance, wearing it at night lets you pass unseen and unheard. 4 Threads.

    Blackout candle. A dark purple candle. Flames that touch the wick will turn black. When the candle is lit, it makes the area surrounding it in a 30ft radius dark as the night. Only light from the Undying Lantern can penetrate it. The darkness dissipates when the candle is snuffed out. 4 Threads.

    Yggdrasil leaf. A divine leaf from a tree beyond all realms, which when imbibed somehow will cure poisons, curses and even relieve slight burns. It also gets you pleasantly very high, with a notable smooth come-down after. 4 Threads.

    Spectacular Spices. A small wooden box that contains various, unusual dried spices. Using a pinch of any of the spices within can change the flavour of any organic matter to whatever you wish, and make the organic matter digestible if it isn’t already. If the flavoured material is poisonous or diseased, the spices will make it safe to consume. The spices themselves are tasteless when eaten raw. 4 Threads.

    Golden glasses. A pair of gold frames with lenses that almost seem like a reflective dragonfly's wing in certain light. Using these can show you hidden items, spirits, and paths. Limited to one per character. 5 Threads.

    Undying lantern. An oil lamp that never seems to run out of fuel, nor will it go out without your direct intervention. The light is warm and shines even through the thickest darkness. 5 threads.

    !
    TRADING POST

    ITEMS FROM HOME

    Regains for items from your character's canon.

    Seeds from home. A 6-pack of seeds for any plant from your character’s canon. Comes with a trowel and watering can, and the magical promise that whatever you’re growing will grow “just fine” in the soil here. 2 Threads.

    Small item from home. Something you'd be able to carry in your bag. Powered items and weapons may be nerfed. 3 threads.

    Medium item from home. Something the size of a smaller piece of furniture, such as a chair. Powered items and weapons may be nerfed. 5 threads.

    Large item from home. Items larger than the above options. Powered items and weapons may be nerfed, and we hold the right to reject items that we feel may not suit or may break the game. 10 threads.

    YDALIR'S ODDS & ENDS

    Stronger magic items made by Ydalir.

    Magic Item Gacha. A mystical bag big enough to reach your hand into, made of soft velvet. Inside is a random magical item that could be either useful, useless, or downright silly. The mods will come up with an item for you at the time of redemption based on a die roll. 5 Threads.

    Spirit Lantern. A lantern formed of a glass skull and a glowing, blue whorl of energy within. If the lantern is shined on deceased remains for one minute, ghostly illusions of the deceased will manifest. The illusions will reenact the last five minutes of the creature’s life silently, but does not reveal any other creatures who may have been present at the time of death. 5 Threads.

    GIFTS FOR 2

    Items meant to be shared between two (or more) people, that confer benefits to all involved parties. While these items are sold in sets of two, you may purchase more by specifying that you want three, four, etc, for an extra 2 threads for each extra item.

    Bracelets of Eternal Bond. A set of two bracelets inlaid with matching gemstones of the buyer’s choice. When you and another person wear the bracelets, their magical link allows each of you to sense each other’s emotional state and direction relative to each other, and allows for long-distance mental communication, as long as you’re both on the same plane of existence. Starts at 4 Threads. Additional bracelets will incur a +2 extra thread cost for each at the time of purchase.

    Amulets of Shared Strength. A set of two heart-shaped amulets with matching gemstones of the buyer’s choice. Up to twice per day when activated, the amulets will allow the wearers to borrow a power or ability from their partner and utilize it perfectly. Starts at 4 Threads. Additional amulets will incur a +2 extra thread cost for each at the time of purchase.

    ITEM ENCHANTMENTS & QUESTS

    Enchantments ranging from minor to major for items only. Quests are for regains that aren't listed and don't fit the criteria of any other bonus AC items.

    Minor item enchantment. A small enchantment for a non-magical item, i.e. a small fire enchantment, making a trowel dig faster, making a broom float and sweep by itself, etc. Please specify what type of enchantment you would like, keeping in mind the mod team may limit things that are too powerful for this tier. 3 Threads. Limit of 1 per month.

    Intermediate Item Enchantment. A medium-scale enchantment for a non-magical item, i.e. making a weapon able to be on fire but never melt, making it so that your shoes make you run faster permanently, etc. Please specify what type of enchantment you would like, keeping in mind the mod team may limit things that are too powerful for this tier. Questions about the power level of an enchantment you want may be asked on the FAQ or Q&A in the Discord. 5 Threads. Limit of 1 per month.

    Major Item Enchantment. A large-scale enchantment for a non-magical item, i.e. enchanting a clothing article so that it allows you to breathe underwater, enchanting your shoes so that you can walk on air, etc. Please specify what type of enchantment you would like. Questions about the power level of an enchantment you want may be asked on the FAQ or Q&A in the Discord. 10 Threads. Limit of 1 per month.

    Quest. If there's something you need that can't be found at the store, or summoned from home- or perhaps materials you hope to gain from home- you may ask instead for a trade. This will get you a quest from the trader to fulfill. You may ask for this option here or on NPC Contact, and quests given must be threaded with a partner to count for the regain. Submit your quest thread here on this page, in lieu of turning in the usual payment threads.

    ROCK GACHA

    Rock Gacha :)

    Rock Gacha. A random set of three (3) mundane Earth rocks. If the mods roll a 100 on a d100, the player will instead receive one (1) magical rock from another player's canon. Dangerous. Ydalir isn't sure why you all wanted this, but have at it! 1 Thread.

    !
    GUARDIAN MAGIC

    BLESSINGS

    Blessings ranging from minor to extremely powerful from the Guardian NPCs.

    Zahliya’s Blessing. A glass bottle full of Zahliya’s purifying fire. It can be thrown at a Corrupted monster to instantly kill it, or used as an emergency Corruption cure in case you get hurt. One use. 5 Threads. Limit of 1 per month.

    Sinann’s Blessing. A vial of the purest water in a glass vial textured to feel like a fish’s scales. The water is insignificant upon first glance, but when imbibed or poured on someone, it can heal all but the most grievous of injuries instantly. One use. 5 Threads. Limit of 1 per month.

    Moder’s Blessing. The shed antler of a deer carved with ancient runes, with vines and flowers woven between the beams and crowns. It can passively stop nightmares, but once per month, it can also be used to summon a protective deer spirit that will fight off threats for 24 hours. 10 Threads. Limit of 1 per character.

    Callan’s Blessing. A suspiciously fresh organ from a strange creature, torn out and cleaned with four fish bones stabbed through it. Lovely. Though hideous, each bone can be pulled from the organ and used to make a wish that will come true within a day’s time — wishes can be anything from wanting a useful item from home to something more extreme like copying the abilities of someone you know for 24 hours. The item can be used gradually, but please use Standard DWRP Judgement when wishing for something powerful or reach out to a mod if you have questions about what’s allowed. When the last bone is pulled from the organ and a wish is made, 48 hours later, the organ will grant the person who pulled the last bone a random but temporary negative effect. The more powerful the wishes, the more extreme the blowback. Please contact a mod when the last bone is pulled, and inform them what wishes were made. 15 Threads. Characters can only possess one Callan Blessing at a time.

    Aurora’s Blessing. A rainbow feather shed directly from Aurora’s tail. Ridiculously powerful magic courses through every inch of it due to Aurora’s status as the eldest of the Guardians. It contains the following effects: It can temporarily redirect the flow and strength of the wind for up to an hour per day; it can manipulate the flow and colour of light for up to an hour per day; it can be used for flight for an unlimited duration; and finally, only once, it can be used to resurrect a dead character and prevent them from going to the Garden (but it cannot be used during a Game event where death results in only a minor consequence). After being used to resurrect someone, the feather disappears in a burst of light. 20 Threads. Characters can only possess one Aurora Blessing at a time.

    !
    ZONARI'S MAGIC

    BLESSINGS

    This is probably a bad idea.

    Zonari’s Blessing A blessing from the Forest’s Gargoyle that might be the worst idea you’ve ever had. Zonari will give you a beneficial blessing that might have a severe, random drawback. You may choose one blessing from the following: You may understand and read the Old Tongue (the language the Forest and other deities speak); you may have resistance to one type of damage that excludes Corruption (e.g. slashing, blunt-force, fire, etc); or you may gain protection from mental effects such as illusions or mind-control. Drawbacks are random, and will be given at the time of blessing redemption. The drawback received will depend on the character’s CR with Zonari, if any. The blessing and its drawbacks can be removed at any time by asking Zonari on NPC Contact, free of charge. 5 Threads. Limit of 1 per month.

    !
    BUILDINGS & CONSTRUCTION

    For buildings you want to build, or buildings you want to expand. Please note that locations not in the "player locations" list on our page are exempt from expansion purchases; if you are paying to expand a building another player currently owns, the other player must confirm with us by leaving a comment under yours saying they confirm the purchase.

    Complete building. Complete a building how you like- be it a home, a restaurant, a clinic or something else. 10 Threads. Limited to one per character, total.

    Building expansion. Add a maximum of two new rooms to a player-purchased building. Mysteriously, the building in question doesn’t seem to change size, but the additional room(s) are to your exact specifications. 5 Threads. Limit of 1 per month.

    !
    CANON UPDATES & MEMORY REGAINS

    As it says on the tin.

    Canon updates are not given out by either the Trader or Shopkeeper. They will involve the character in question going to sleep and dreaming, and then waking up with the new memory; if the canon update involves a physical change at all, they will instead be compelled to walk directly into the fog and will disappear for several in-game hours. 10 threads.

    A memory. A memory from your past life in the Grove. Please specify what “type” of memory you’d like, i.e. a childhood memory, a plot-relevant memory, a memory about a person, etc. 10 Threads. Limit of 1 per month.

    !
    submission form

    sticksandbonesmods: (Default)
    2023-03-23 07:45 pm
    Entry tags:

    activity check

    Activity Check

    !
    FORMAT

    Upon acceptance, please post a blank comment with your name, character, and canon as the header. When posting your activity, reply to the toplevel with the month and year as the header.

    !
    REQUIREMENTS

    Activity is two threads with at least five comments from you each, with 2 different characters. NPC threads are not applicable for main AC, but usable for bonus AC. Characters accepted within the current calendar month are exempt and simply have to check in. Toplevels will count as a comment. You're also welcome to use backtagged threads starting from the current AC period, but only for one thread, and you cannot use that same thread twice. The AC period is from the 1st of the month to the last day of the month, and in the case of using a backtagged thread for main AC, we ask that you link the thread so that it starts in that calendar month. Additionally, should you experience a long-lasting character death, AC will be waived by half, and you will only have to turn in one thread.

    During TDM months (i.e. when the TDM is posted), submitting a thread with a TDM'd character that reaches app length (5 comments from you, enough for a TDMer to complete their app) will count for your entire AC that month. This can only be utilized during the months the TDM is posted. If you're on hiatus, a check-in saying so should be posted after your hiatus is posted. To be waived from AC, a hiatus must take up at least three weeks of the AC month. A half-hiatus, granted under extraneous circumstances, requires only half AC: one thread with 5 comments from you.

    STRIKES are allowed, but after you take one strike, if you have to take another you must provide double ac for two months after. However, should an emergency come up, please let a mod know and we can work something out! AC is check-in only during November & December.

    !
    ACTIVITY TEMPLATE

    sticksandbonesmods: (Default)
    2023-03-23 07:43 pm
    Entry tags:

    invitations

    INVITATIONS
    After two months, a player can invite others to the game. Each player holds up to two invitations per month, though this may be subject to change in the future. Potential invites, please wait for approval before submitting an application. I reserve the right to say no for any reason.

    !
    logs.

    Lavvy - 04/19/2023 - Invited Ren

    Maggie - 04/25/2023 - Invited Laws

    !
    template

    sticksandbonesmods: (Default)
    2023-03-23 07:04 pm
    Entry tags:

    FAQ / PREMISE

    FAQ & PREMISE


    !
    STICKS AND BONES

    Perhaps you were simply going about your day, or perhaps you were in the middle of some life-changing fight, staring down death. Perhaps you're already dead. Either way, you hear a voice whispering somewhere in the back of your mind: "Do you want to play with me?"

    It does not wait for an answer.

    You wake up in the center of a small settlement in a dark, dreary forest. An absurdly large turtle sits beside a warm-looking red tent by the well, and the general store’s lights shine bright no matter the time of day or night. A walled-off manor peers out of the fog, a gravesite just before it. You are not the first to arrive here, and you will not be the last — and should you attempt to leave, the fog surrounding the area stops you if one of the residents doesn’t. After all, toys don’t get to decide when they’re done.

    STICKS AND BONES is a panfandom jamjar run by Amity ([plurk.com profile] amity_rose) and Wolfie ([plurk.com profile] wolfchan). Within a nameless forest, characters will take up residence in the settlement of Aldric's Grove and seek out answers as to what happened, why it was abandoned and how the forest has so much power. Events will be within the settlement or in the form of the woods opening up to invite characters to explore... for better or worse.

    Any and all updates will be made on the ooc coms, as well as announced on the mod plurk, [plurk.com profile] sticksandbones. As a general warning, this game can and will include reincarnation, child death, body horror, emotional & physical abuse (from a supernatural entity toward player characters), possession, and supernatural parasitism towards humans and animals alike, among other potentially upsetting content. All instances of this will be marked in the header when used in the game.


    !
    MECHANICS

    WHEN ARE APPLICATIONS PROCESSED?

    Apps are always open and are processed as soon as possible.

    HOW ARE APPLICATIONS HANDLED? WHO CAN APPLY?

    Anyone can apply at this time without an invitation. This may be subject to change at a later date should we go invite-only.

    That said, as we want to keep our small community drama-free and safe for all players, we maintain the right to reject anyone from joining for any reason, including if we don’t think you would mesh well with the playerbase or setting. It is very important to the mod team to keep the environment curated so that everyone feels safe and welcome. We will examine each application on a case by case basis and use our best judgment, and we take player conflicts of interest very seriously. While this may sound harsh, this is to ensure that Sticks & Bones is, as stated, drama-free and safe.

    HOW ARE TRIGGER WARNINGS HANDLED?

    The mod team takes trigger warnings extremely seriously. As stated above, Sticks & Bones includes your “standard” horror game tropes, including: reincarnation, child death, body horror, emotional & physical abuse, possession, and supernatural parasitism. It will also include additional triggers such as gore and violence. Other trigger warnings are tagged on a case-by-case basis on the event logs before the prompts begin.

    In the case of the players, we ask that all players be mindful of triggers — please have personal triggers outlined in your permissions posts, and any potential character triggers as well so that players know what they can expect. We have an expectation that these player permission posts will be read and honoured, and that all players put appropriate content warnings in subject lines both in IC Inboxes and the main comm. A good rule of thumb is that if you’re not sure, tag it.

    In a case where trigger warnings are not used on an event post or something goes missed, we ask that the players contact us immediately so it can be rectified. In threads between players, all major triggers should be cw’d appropriately. We understand that everyone here is human and that mistakes can and will happen, and that’s okay. However, players who blatantly disrespect the comfort of other players by refusing to trigger warn, who ignore permissions posts, and who believe that trigger warnings do not matter, will be swept and banned from the game. If the mods do not believe a full ban is necessary but issues arise, we will ask all involved players to save and delete their thread comments up to the point where the content warning needs to be posted, and allow reposting from there.

    WHAT’S THE ACTIVITY REQUIREMENT?

    Activity checks are due at the end of the month but can be put in at any time. They require two threads with two different characters, with a minimum of five comments each. Strikes are permitted, and more information is available on the activity check page and bonus activity page.

    WHAT KIND OF CHARACTERS ARE ALLOWED?

    Canon characters, original characters, tabletop OCs and silent protagonists are allowed. Canon AUs or characters from canons with multiple adaptations are allowed, but direct doubles are not. For example, we would only allow two Noah Ebalons if they were different paths (Liberator and Celestia rather than Liberator and Liberator).

    Customizable characters will have one of each permitted, but WoLs will not be allowed. Reality or dimension-traveling characters are also allowed, though their abilities would be cut off within the game.

    Fandom-based original characters are permitted so long as they have no major connection to a canon character — the main character's sibling wouldn't cut it, but someone who attends their school would. CRAU is also allowed, but with a limit of one game history. The sole exception to this is if the games are directly linked, such as Deerington and Deer County, or multi-round murdergames. Otherwise, if you have stacked CRAU, please use the first game.

    As a note, there is an age cap of 14 and older.

    At this time, Nene Yashiro from Toilet-Bound Hanako-Kun, and Elsword (Genesis) from Elsword are not appable characters for plot reasons.

    IS THERE A CAST CAP?

    Not at this time.

    IS THERE A CHARACTER OR PLAYER CAP?

    As of August 2023, players are capped at 25.

    As of March 2025, players may app up to 4 characters total- though we must stress that they cannot app 4 at once- and should they consistently meet AC and prove they are active within the game without skirting AC or meeting the bare minimums, players may app a 5th character. Players are also permitted to play from the same canon so long as their characters do not have overlapping interactions or are particularly close to one another.

    WHAT'S THE TIME SCALE LOOK LIKE?

    Time within the forest is nebulous at best — though time passes, and the sun rises and sets, and the moon has its phases, it's hard for characters to keep track of how many have passed and how long they've been in the woods. Major events like holidays or birthdays are best guessed based on the vibe, especially since sometimes you get three full moons in a row and then a new moon.

    CAN WE CANON UPDATE?

    Yes. Canon updates can be purchased on the Bonus AC page.

    WHAT HAPPENS WHEN A CHARACTER DROPS?

    Dropped characters will disappear from the Grove without a trace and be unable to be found by remaining characters. They will have functionally died, though the cause of death may be somewhat nebulous — they could have been eaten by something, drowned in the ocean, or what-have-you. On our drop form, we have a field indicating if we can have the dropped character’s corpse be discovered at a later date, but this is not mandatory to participate in (we will take no for an answer)!

    If that dropped character is re-apped by the same player, they will suffer death consequences, elaborated on the “CAN WE DIE?” section below. If that dropped character is re-apped by a different player, there will not be any death consequences unless that player wants there to be. In the case of an old character being picked up by a new player, the mods will reach out to the new player first to let them know that this character was previously here.

    ARE POWERS NERFED?

    Only enough to not break the game or setting- teleportation is limited to places within the settlement, for example. The woods are notably impossible to traverse without being invited in- which will be established as happening from a mod for player plots and event posts- and cannot be harmed past a certain point through any means.

    Should you desire a full nerf for character development or other reasons, just let us know and we will work with you!

    At this time, magic cast in the Grove often warps and becomes uncontrollable. Player characters may notice that their native powers may sometimes come out stronger than intended.

    WHAT WILL EVENTS BE LIKE?

    Events are posted on the first Friday of every month, consisting of multiple prompts. Several may be connected somehow, intertwining into an overarching theme of the month, or may be stand-alone. All events are canon but engagement with specific prompts is not mandatory.

    Occasionally there will be mini-events or player plot events as well, hosted separately and further in the month.

    All main events and TDMs will feature an Investigation prompt, allowing characters to explore or investigate specific aspects of the environment at their leisure. This is open to TDM characters as well during these specific events. Investigations allow player characters to learn more about the game setting, be it the Grove proper, aspects of their past lives, or in regard to the current event. Occasionally, in lieu of a proper investigation prompt, there may be other ways to engage with similar aspects of the game. Investigations can also be handled on the NPC contact page if preferred, though this is closed only to current players.

    IS THERE A NETWORK?

    The "network" is composed of enchanted notebooks that, when written in, will have that same writing appear in the other enchanted notebooks ("netbooks"). Considering that mechanic, that means there are no private messages. Characters who purposely write in another language to try to circumvent this will find that their language is automatically translated to something everyone can understand. "Usernames" are merely the character's preferred name. All characters automatically receive a netbook. “Network” posts should be made on the main IC comm and should be labelled & formatted appropriately as such.

    ARE THERE BONUS ACTIVITY REWARDS?

    There are! All threads submitted must contain at least five comments from you, though the ammont of threads needed will depend on the item. More information is available here.

    CAN WE BRING ITEMS OR PETS WITH US?

    Upon entering the game your character will have their immediate inventory or a signature item- adventurers will have one (1) weapon no larger than an adult man and up to five repeat items (such as potions), for example, you could have your backpack of things, or something you often have on you (a phone and a sketchbook).

    Only one animal companion is allowed, so long as it's not already an applicable character already — no Team Rocket's Meowth, Jesse and James. Familiars or summoned creatures are permitted — but only the one, as said. Animal companions may be shrunk down to be no taller than 5 feet if they're especially large, and may face power nerfs to avoid breaking the game or setting.

    If you choose to regain empowered animals like Pokémon, we are capping them at three total. Additional animals can be regained as well if your character had more than one pet, but only once you are in the game — and there are also a breadth of native animals to the Grove that you can also steal, uh, we mean adopt totally ethically, who would love to be yours.

    CAN CHARACTERS GAIN ABILITIES FROM THE GAME? WHAT ABOUT OTHER CHARACTERS?

    Yes to both, though currently any game-granted abilities are locked, and the page is under construction. The information pages for these mechanics will go up once unlocked in the game. Characters who have magic or the knowledge to grant mechanical upgrades are able to teach or implant these themselves, if their magic is something learnable and not a biological ability. That said, powers gained from the game mechanics cannot be taught — everyone has to go through the process to get those, but they can practice together!

    WHAT HAPPENS IF A PSYCHIC CHARACTER IS APPED?

    At least once a month they will get a vision of an upcoming event, but maybe not with context. This vision may not also relate to the immediate next event. Good luck!

    IS THERE BE A GAME DISCORD?

    There is, but it is closed to game members only. It isn't meant to replace the OOC comms for plotting, however.

    WHAT TIMEZONE ARE THE MODS IN?

    The mods are scattered across the United States timezones, so the bulk of modwork will be done during about 9AM to midnight MST.



    !
    IN-GAME INFORMATION

    WHAT IF WE NEED WOOD OR OTHER SUPPLIES?

    Heimr at the General Store will be able to provide most things — even items you may not expect from a general store. He also can provide fresh produce, but not fresh meat.

    Wood and forageable items can be found in the immediate area, including amongst the bits of trees not shrouded by fog. The Forest demands thanks for these items, however.

    Alongside the river is an apple tree and a series of blackberry bushes, as gifts of thanks from the Guardians. Flowers grow within the settlement and are able to be picked freely, alongside a few berry bushes beside what would be houses, but within the woods... it will depend on the situation, and noted on logs when this arises.

    HOW DO WE GET WATER?

    At the center of Aldric's Grove is a well that provides pristine water- and nothing seems to contaminate it either, as has been noted in various explorations. The Inn and player-built locations also have running water.

    HOW DO WE GET FOOD?

    Supplies such as food or cloth can be purchased from the shopkeeper himself, or wandering traders when they come to the settlement, in return for scales, medallions found while exploring, or other items you may have. He'll offer fruits, vegetables, grains, and materials to make your own bread, alongside cured meat.

    Foraging in what parts of the forest are accessible is also possible, with a bounty of mushrooms and berries available, alongside fish from the river — though you must thank the forest for permitting you the former, and the bones and anything else uneaten from the fish must be returned to the river to continue the cycle of life as upheld by the River Guardian.

    Alternative diets for those who require things like blood or, you know, human flesh, simply have to ask the merchant siblings to provide. Just don't ask them to elaborate, please. Or do.

    HOW FAR CAN WE TRAVEL?

    Aldric’s Grove and the outlying areas are expanded from time to time, meaning the explorable area grows less constrained every few months. Most areas not directly connected to the Grove such as the beach to the east and lake to the west have a ~3 day travel time, although a blessing from the River Guardian can shorten it to only 1. The north and south sides of the Grove, the south being across the river, are only a brief half-hour walk from the well.

    To keep up with area expansions, regular check-ins of the plotting posts, event logs, and Locations Page are necessary. We try to make it very clear whenever there’s an expansion to an area in multiple spots, but if you’re ever confused or forget, feel free to head to our FAQ or the Q&A section of the Discord server so we can clarify!

    WHAT’S THE WEATHER LIKE?

    The weather tends to lean towards a little foggy with a dull cloud coverage, and a neutral temperature that may seem either a touch chilly or just brisk enough depending on the person. Any significant changes will be noted within specific logs.

    WHY ARE THERE WEIRD PHOTOS OF ME AND ALSO WHY DO I APPEAR IN THIS DEAD GUY'S JOURNAL?

    Player characters will note that Aldric's Grove feels familiar to them. This is because once, many centuries ago, they lived here and helped build the town in their own way, be it contributing to adult society or simply being the next generation destined to inherit the town and its legacy. However, the Forest slaughtered most of the inhabitants and it was decided that since escape was not possible, rather than fuel the entity possessing the Forest, all survivors would take part in a ritual to send their souls to another dimension, reincarnating out of its grasp... up until now, that is.

    Every few months, we will hold a past life plotting meme to establish details of these past lives!

    ARE THERE ANY ANIMALS?

    There are fish in the river, and terrestrial animals who range between terrifying biblically-accurate deer to cute little plant-animal hybrids. There is an old dog who sits at the General Store. His name is Rusty, and he is your friend now. There is also a (cw: monster imagery) slightly-horrifying moose monster who roams freely between the Grove and the fog wall. She's friendly and will entertain conversation, but mostly keeps to herself. Other animals may be introduced to the game during events. The forest has many a monster however, each one unique.

    Native to the world are also Plantimals, animal spirits that feature plantlike features. This may mean their fur is also moss, or they have leaves and flowers growing from them. They are distinguishable from Corrupted creatures in that they look much healthier and are immensely friendly and try to help, even if they do not understand what it is they are helping with.

    HOW DO WE UNDERSTAND EACH OTHER? WHAT ABOUT MULTILINGUAL FOLK?

    You understand each other because the forest wants you to. However, you can only be universally understood in the first language you speak within the game — any other, and only those who also know that language will understand you. Keep in mind that the latter rule does not apply to the netbooks.

    CAN WE DIE?

    For a little while! Characters who die will awaken in a part of the woods called the Garden, where the NPC Nene will guide them back — however, to leave the Garden and re-enter "life", they must pay a price to the forest. This can manifest in a memory, skill that cannot be relearned, or a body part. Please contact the mod if your character has died.

    There will also be events where death is possible, but does not result in arriving at the Garden, but will often end with a resurrection within the Grove. These deaths will have their own consequences, but will vary depending on the event.

    For characters with resurrection powers or items, they will work as intended on a much smaller scale, but something else may happen in turn — this will be situational, and a mod will keep you informed as it comes up.

    SINCE WE CAN DIE, CAN WE KILL?

    Sure, if you plot it out with a player! You can attempt to attack the NPCs, but this will be a case by case basis. Absolutely do not kill a character without permission. That said, do you really want to kill your fellow survivors when they'll come back and know damn well what you did?

    ARE THERE CONSEQUENCES TO MISTREATING OR ANGERING THE WOODS?

    Oh yes! The more you upset the Woods, the more it takes from you. This can range from something small, like an item, to something major, like a memory, a skill, or even a limb. It's also possible to trade these things to the woods for resources, or to lose them while 'playing', or as a cost of death. If your character is at risk of this, we will alert you and we can proceed from there if you wish to continue down that route.

    WHAT ARE THE GUARDIANS?

    Guardians are powerful spirits akin to demigods that oversee and protect certain facets of the game environment. All but one have been discovered — the guardian of the forest, the river, and the lake. The goddess-made guardian of the people, Zahliya the gargoyle, has also been resurrected and empowered with sun & moon magic through player actions. The fourth guardian has been slain, but through player action, change is always possible.

    Within the ocean is also a guardian-like leviathan called the Cosmic Serpent, a shark who consumed a frankly ungodly amount of Celestial magic and mutated from it. The Cosmic Serpent is solitary and seeks to protect the oceans from outside forces, and is the source of holy rain that can ease corruption. However, it is not wise to ask them for this too often, because it likes its sleep very much and does not answer to mankind.

    Related to the guardians are also the Star Shrines, little temples that are home to Stars who descended from the heavens centuries ago to aid humanity during the entity’s initial release and takeover of the forest. Discovering a Star shrine may lead to blessings!

    IF THERE ARE GUARDIAN SPIRITS, ARE THERE GODS? GHOSTS? GOBLINS?

    As a matter of fact, yes! Three gods have been discovered, though society has long forgotten them. The first two are Beiwe and Ourania, the goddesses of the Sun and Moon respectively, who tend to the skies together. Beiwe is a noted protective warrior, while Ourania is referred to as a healer and the mother of the stars.

    The third is the Fallen Sun (also known as the False God or “the Creature”), who waged war against the other gods before being sealed within a temple. Centuries upon centuries later, he was let out on accident, and now he torments mortals, as one does.

    There are no human ghosts, and the few ghosts that are there seem to be sleeping.

    No word on the goblins, though.

    WHAT’S THIS ABOUT SUN AND CELESTIAL MAGIC?

    Magic is real and native to the setting, with Celestial magic being one aspect of it. Celestial magic is the overarching umbrella term for Sun magic, Moon magic and Star magic, overseen by the Goddesses. They can grant shards of their magic to mortals to empower them.

    Sun magic oversees empowering, fire and purification through destruction. It is the warmth of the sun, and we all know the sun can burn.

    Moon magic oversees healing, water and halting the corruption in its tracks. It is the gentle moonlight, but even the serene moon can inspire frenzy.

    Star magic oversees aspects of both but on a much weaker scale, alongside blessings like rpg-style buffs and nerfs, defenses, and spirituality. They are the guides of fate, but scattered dimly across the night.

    Other than Celestial magic, there are other aspects of magic native to the world. Heimr’s enchanted items in the bonus activity shop are considered to be standard magic items any adventurer could get at a standard store, for instance, and all NPCs have a familiarity with some aspect of magic. More accessible magic has no broad scale term, but is considered to be something anyone could learn.

    …AND WHAT’S THIS ABOUT CORRUPTION?

    The Forest can inflict a corruption upon those who earn its wrath or submit to its control. They are infected with parasitic plant growth that allows the Forest to control their body, influence their mind or speak to them with ease.

    Corruption worsens over time with semi-unique symptoms including mutations, but can also be alleviated with sun magic, halted with moon magic, or cleansed to player choice by Zahliya's magic or with the Cosmic Serpent’s rain.

    It should be noted that corruption can be transmitted from other corrupted characters, but this is by player choice.



    sticksandbonesmods: (Default)
    2023-03-23 06:39 pm
    Entry tags:

    applications

    Applications are currently open, and will be reviewed as they're received. Please post your application in the comment rather than linking to a journal entry. As a reminder, we do not accept direct doubles or app challenges, but canon aus are welcome. Samples are currently required for apps.

    All comments are screened.

    Current Players: 20/25

    UNAVAILBALE CHARACTERS
    At this time, Nene Yashiro from Toilet-Bound Hanako-Kun & Elsword (Genesis Route) from Elsword are not appable characters for plot reasons.

    Due to certain in-game mechanics, please reach out to the mod team before applying for the following characters if you have never played them here before (re-apps from the same player are exempt from this rule):



    PLAYER INFO

    Name:
    Pronouns:
    Contact: Plurk/pms/discord
    Permissions: Linked Like So

    CHARACTER INFO

    Name: (western order, so first name/last name)
    Canon:
    Canon Point:
    Age:
    Species:

    History: A wiki link or a brief summary- no more than 15 sentences- please.

    Personality: Please answer the following questions (delete this sentence)

    ✽ What is your character's main motivation? What drives them and keeps them going?
    ✽ What is their biggest regret? Why?
    ✽ What is their worst fear? Their greatest comfort?
    ✽ Top three strengths?
    ✽ Top three weaknesses?
    ✽ What was their last lie?

    Inventory: Characters are permitted a small inventory upon arrival - be it their weapon and a handful of potions, their school backpack, or just something they usually have with them, like a sketchbook. I'm trusting you to not be game-breaking about this, and potential nerfs to magic items or weapons will be noted on acceptance. Weapons must be no bigger than an adult man, and repeat items such as potions are limited to five. You are permitted one pet/familiar/animal companion so long as they are not able to be treated as their own applicable character (so not Ash's Pikachu or Team Rocket's Meowth.)

    Abilities: List out notable skills and powers here. When it comes to biological abilities, anything above base-level human counts. Potential nerfs will be noted upon acceptance.

    Sample: Please link a sample containing ten or more comments from you here. It cannot be more than a year old.

    TEMPLATE:
    sticksandbonesmods: (Default)
    2023-03-23 05:28 pm
    Entry tags:

    credits

    Codes & Pages
    Layout EMP/RPA Advertisement
    sticksandbonesmods: (Default)
    2023-03-23 05:24 pm
    Entry tags:

    mod contact

    reach out!
    Welcome! Amity ( [plurk.com profile] amity_rose ) and Wolfie ( [plurk.com profile] wolfchan )here. Any questions you'd prefer to ask privately? Concerns? Feedback since this is a new experience? A player plot that you want to keep a surprise? Leave a message here. Everything is screened for privacy, but if you wish to remain anonymous, please make a sock account or you won't know if we responded. IP addresses are on.
    sticksandbonesmods: (Default)
    2023-03-23 04:52 pm
    Entry tags:

    Rules

    RULES

    !
    Just don't be a dick.

    ❖ IC =/= OOC. Communication is key, but just because your characters have bad blood doesn't mean you should.

    ❖ This goes without saying, but discriminatory behavior will not be tolerated out of character, and I ask that you consider why you want to play someone who is ICly overly discriminatory as well.

    ❖ Play fairly! God-moding and Info-moding isn't fun for anyone, honestly.

    ❖ Play actively. It's not fair to anyone if you join the game and do nothing. Instances of joining the game and then not showing any activity through two strikes will result in an immediate removal.

    ❖ Players must be 18 or older to join. If you lie about your age this will result in an immediate ban, alongside the mods alerting other games' mods of the lie.

    ❖ Do not plagiarize. Be it from your application, or for player plots and events, stealing from other players- be they in the game or not- or other games themselves is unacceptable. Should we find evidence of plagiarism we will reach out to the offended parties, and you will be removed from the game.

    ❖ Fourth Walling will not be welcome in this game. The closest that will fly is like, say, Twisted Wonderland, where the Disney Villains are regarded as legendary or historical figures from their world's history.

    ❖ Use appropriate warnings in the headers, as well as detailed content warnings at the top of tags as needed, for sexual content, violence, or potential triggers in the headers of comments for every tag that it applies to, not just the start of it's discussion. Explicit smut should be taken to journals, however.

    ❖ Rule violations will be met with a warning. You will get three warnings before you are removed from the game, with extreme circumstances such as harassment being exceptions.

    ❖ Please bring any and all concerns to the mods. You may do so on the mod contact page, or through a labeled private message to the mod journal. Please do not try to use the mod plurk to reach out.

    ❖ New rules may be added as situations arise. Please do not make situations arise.