|| NIGHT 014: GENERAL
As the evening wanes, the clouds over the castle thicken and eventually give way to snow flurries. Within the first few hours of night, a thin layer of snow has accumulated over the ground, and the temperature outside has dropped below freezing.
|| THE TOWN
At sunset, the Caravan rolls into the town square. Those who have arrived with it quickly get to work setting up tables and shops to open the Night Market once again. The wagons seem to have brought in more crafters than usual tonight, and many of the merchants are selling scarves, hats, warm clothing, and other goods that promise to be practical for cold weather.
The Bullmen are tending to the bonfire as usual. They tell stories and laugh amongst themselves, and they are more than willing to let the townsfolk and visitors join in.
The Ready Wailers have once again taken their place on their makeshift stage. Jovial as ever, they sing and play songs all throughout the night, never seeming to tire. They welcome the crowds that form around the stage and will occasionally even call out to invite members of their audience to join their performance.
The Tea Woman is brewing several different varieties of hot tea at her shop. She appears contended and gives off a calm, inviting demeanor; as always, she is pleased to sit and converse with anyone who stops by.
In one corner of the square, the Candle Maker is setting up a table with a variety of candles, crystals, stones and assorted curiosities. He keeps to himself and watches the ongoings in the square with an unimpressed, almost expecting sort of air. The strange slick-skinned beast who pulls his cart is pawing at the snow, restless and faintly agitated.
The Cobbler’s table displays a selection of sturdy, warm boots that look fit for harsh winter weather.
Several large, empty tables have been set up along one end of the square.
The Candy Maker keeps a more than open shop tonight as she leans against her own doorframe and watches the proceedings in the town from there. She offers anyone who passes by a handful of free hard candies, which have a pleasant golden-yellow colour and a fresh, herbal and minty taste. She tells anyone who asks that they’re for a little bit of good luck.
The Apothecary can be seen a few items off for her at the beginning of the night, and they stand talking quietly for a little while, appearing quite friendly. He’s in an out of his own shop during the night, closing the door when he leaves and keeping it open when he’s in.
Signs have been posted around town to alert residents and visitors of three wanted men. They are illustrated with detailed sketches that clearly depict Yamamoto, Mukuro, and Hibari. A bounty of ten gold coins is offered to whoever turns each of them in to the Lord's Guard.
|| CASTLE
The Something that once hunted the castle is back, its near-invisible but windchill presence shimmering through the shadowy spaces of corridors and rooms and spaces. The being, this thing, never stops moving though its pace varies this night; it stays in some places longer than others, the sense that it’s seeking becoming clear the more time it spends in any given location. But it always moves on, and those that get caught in its wake will feel that brush of a shiver and a drained, shaky, tired feeling that takes a while to wear off.
Two of the Eyeless Lads stand on either side of the door into the Museum; they seem bored and restless, in an ill-temper besides, but seem to be obeying some order to stand guard - for now. Along one wall there are a set of new cases, bound in metal with odd markings etched into it that burn anyone touching them; the glass of the cases has an odd sheen to it.
Within these new cases are a handful of items. One is a roughly teardrop shaped opaque stone, polished so that one side is reflective enough to serve as a mirror; it rests upon a folded purple cloth within the case. In the next case is a raggedly faceted glowing stone that puts off enough sparkling light to illuminate the cases on either side of it. The third case holds an ornate weapon of some kind; the arcing handguards seem to be made of stained glass, and a round haft ends in a one-sided blade tooled to look like a massive key made of flower petals. The fourth case has a stand holding a white mantle with a high collar; the gold chain across the front that would hold it closed on the wearer has a crest engraved on gold buttons on either side. In the fifth case is a white wolf's foot; the "ankle" is capped in metal, with a ragged and stained white cord as if it were meant to be worn. The sixth case holds a faceted blue crystal a bit larger than a man's hand that pulses with a quiet, warm light. In the last of the new cases is a leaf-shaped spearblade, the center part of it wrapped in an incongruous sheet of gold metal.
The Tyger prowls the main halls of the first floor as if patrolling. While most of the servants will be greeted with little more than an imperious glare, those who openly carry weapons will find themselves drawing the creature's attention with a growl of challenge and a few moments to ready themselves before it attacks - seeming to seek to draw out the confrontation as long as possible.
The creatures in the Zoo seem subdued; a few drowse in their pens, barely waking up when food is offered.
The Indoor Orchard has a few will'o'wisps similar to those in the Garden floating through the branches of the trees. These do not respond to any curious servants watching them; they simply circle and twine through the leaves, letting out soft chiming sounds that seem to evoke memories of loss and separation in any who hear them.
The Executioner is back in the Torture Chamber, restless once more but in a way that appears almost … joyful. His energy is high as he checks and re-checks all his equipment and tools, and the nonexistent lips are stretched over his teeth in something similar to a satisfied smile. He’s particularly dangerous tonight if you come too close, as if he’s eager to get back to his job.
Hibari will find eleven bottles of red wine stacked neatly in his trunk.
|| GARDENS AND YARD
The paths of the Garden are dusted with snow that filters through from the odd canopy it has grown. The snow is attempting to drift in some of the larger clearings, but small mobile masses of blooming roots and vines clamber through the garden, using broad leaves to pass it among themselves in a relay to the vines along the outer walls, where the vines deposit it outside. The Green Man moves through the garden as if supervising, occasionally lending his own branches and leaves to help with larger masses of snow. The glowing flowers that have been acting as light sources seem to be maintaining their task with a vengeance, and radiate a gentle warmth that takes some edge off the cold around them; the cluster particularly thickly around the fruit trees and more delicate plants.
Glowing orbs of light drift through the garden as well; these seem to give off more heat than the flowers, although not enough to risk a fire hazard. They seem to react to attention paid to them, dancing in patterns before darting off into the trees. Curious servants who give chase may find themselves led in confusing circles through the thick undergrowth, and anyone who manages to catch one will find themselves affected oddly.
A few blankets and spare warm clothes have disappeared from Rose House, along with a basket and some foodstuffs. Sil is also absent from the house for a period of time after nightfall, delivering the borrowed goods to the two Former Prisoners who have taken shelter in the Garden.
A pack of Glass Dogs are engaged in an energetic romp over the grounds, reveling in the fresh snowfall. Despite their apparent high spirits, they remain dangerous towards anyone who comes in their way. They will not hesitate to chase and hunt down lone travelers and those who seem defenseless.
A strange young woman is wandering throughout the Stables. She wears a thin, tattered dress that seems decidedly out of place for the freezing weather, though she doesn’t appear to be in any kind of discomfort. She walks slowly and stares into the distance with a glazed expression, and she will not so much as acknowledge anyone who attempts to interact with her.
All animals in the stables seem unusually agitated and fearful tonight. Regardless or whatever their usual demeanor might be, they will lash out aggressively at anyone who attempts to calm them—or even so much as approaches them. Strangely, none of them are tied up, and all of their stalls are unlocked.
The lone Hunter, however, is markedly more listless than usual. It lies flat on its side without moving, growing visibly and progressively weaker as the night goes on.
|| THREAT DOWN
GENERAL: • The temperature has dropped below freezing, and it has started to snow
THE CASTLE: • The Something that once haunted the castle is back • Two Eyeless lads are guarding a new display in the Museum • The Tyger prowls the first-floor main hall • The creatures in the Zoo seem subdued • There are will’o’wisps in the Indoor Orchard • The Executioner has returned to the Torture Chamber • Hibari has received a gift GARDENS & YARD: • The Green Man supervises as the garden adjusts to the snow • Glowing orbs are drifting through the garden • Sil is delivering goods to the Former prisoners • Glass dogs romp over the grounds • A strange woman is wandering though the Stables • All of the animals are agitated and aggressive • The Hunter is listless
THE TOWN: • The Night Market has arrived once again • The Bullmen tend to the bonfire • The Ready Wailers are playing music • The Tea Woman, Candle Maker, and Cobbler have set up their shops • Several tables have been set up in the square • The Candy Maker is offering free hard candies • The Apothecary is open • Wanted signs for Yamamoto, Mukuro, and Hibari have been posted around town
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Museum items
#1 - A stone mirror, it comes from Rei's world
#2 - A seventh fonstone, from the Abyss cast's world; it might have Score written on it?
#3 - A keyblade, most likely not a main cast one from what we can tell
#4 - Giotto's mantle, it's usually black but got bleached last cycle; from the KHR cast's word
#5 - A Belmont artifact from the Castlevania's world
#6 - A water-aspect crystal, from the FFXIV world
#7 - The Spear of Longinus
NIGHT 014 PLOTTING THREAD
Luce
Second half of the night, he will be in the garden chasing orbs.
Mukuro, Murtagh, Kaito
Murtagh is still waiting for Zeph to appear and he's growing a little more anxious. I haven't thought of what he's going to do.
Kaito will be in town for a little while and might try ripping down some posters. Planning to talk to the Candle Maker depending on his conversation with Lucus during Day 14. He'll later explore the Metalworker's shop with Sync and at some point play with the fae lights in the garden.
Basically mine are lying low for the night. Kaito won't go up to the castle proper unless accompanied, and Mukuro can't for obvious reasons. If anyone wants to do something with them then drop me a line.
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Soma
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it's not like Asch doesn't go slightly trance himself in response to music, he usually vaguely avoids the wailer's stage for that reason but it's not hard to have him wander over there.
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hey
heeeey
wanna put luke in a trance
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