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snowblindrpg2016-12-28 04:14 pm
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Entry tags:
- !event,
- adelina (two princesses of bamarre),
- alexander pierce (mcu),
- alfie solomons (peaky blinders),
- alphonse elric (fullmetal alchemist),
- amber volakis (house md),
- brian thomas (marble hornets),
- bucky barnes (mcu),
- charles yvry (original),
- charlie kelly (always sunny),
- davesprite (homestuck),
- death the kid (soul eater),
- ecks (original),
- enoch (el shaddai),
- frisk (undertale),
- ginger hale (original),
- gregory house (house md),
- hange zoe (attack on titan),
- hans christian andersen (fate/),
- haurchefant greystone (ffxiv),
- jade harley (homestuck),
- jim hawkins (treasure planet),
- john watson (bbc sherlock),
- joker (dc),
- kunsel (final fantasy vii),
- leonard church (red vs blue),
- lutha pahr (original),
- melanie (girl with all the gifts),
- phi (zero escape),
- quark (zero escape),
- roxas (kingdom hearts),
- sheena fujibayashi (tales of symphonia),
- sherlock holmes (bbc sherlock),
- stephanie brown (dc),
- stephen strange (mcu),
- sylar (heroes),
- the warden (dragon age),
- tony stark (marvel comics),
- toushiro hitsugaya (bleach),
- undertaker (black butler),
- zack fair (final fantasy vii),
- zell dincht (final fantasy viii)
[log] Event: Lavender's Green, Part Two [open]
Characters: everyone
Location: mysterious, white hallways
Date: Day 193-194
Summary: Find friends. Get lost. Don't look.
Warnings: Potential for gore and psychological horror. Please note any specific warnings in your subject lines!
While confusingly similar, the area is split into a few different sections:
The Core
The hallways here are narrow and twist at a rapid rate. With how dazzlingly white everything is, it's easy to not realize you're coming on a turn and slam right into the walls. There are no rooms here--no one starts here, though they may find it while they wander. At the center is a large, round area, like the center of a spiral. There's a lot of air pressure here.
The Inner Hallways
The largest area, filled with dead ends, gentle slopes and twists, and, occasionally, difficult-to-see drops where a higher hallway intersects with a lower one without a wall to separate them. The whole place tastes vaguely like blood. Most rooms are here--most people start here.
The Outer Hallways
The outer ring of the ball of yarn. It's not as thick with halls and twists as the other two areas, leading to a lot more boring walking in one direction. It's totally possible to circle around the same path multiple times without realizing it, as everything is so similar here. Occasionally, footsteps can be heard just outside the farthest walls. Sometimes, something breathes. There are a few rooms here--some people will start here.
Remember to note what kind of eyes your character has in their top level!
Location: mysterious, white hallways
Date: Day 193-194
Summary: Find friends. Get lost. Don't look.
Warnings: Potential for gore and psychological horror. Please note any specific warnings in your subject lines!
While confusingly similar, the area is split into a few different sections:
The Core
The hallways here are narrow and twist at a rapid rate. With how dazzlingly white everything is, it's easy to not realize you're coming on a turn and slam right into the walls. There are no rooms here--no one starts here, though they may find it while they wander. At the center is a large, round area, like the center of a spiral. There's a lot of air pressure here.
The Inner Hallways
The largest area, filled with dead ends, gentle slopes and twists, and, occasionally, difficult-to-see drops where a higher hallway intersects with a lower one without a wall to separate them. The whole place tastes vaguely like blood. Most rooms are here--most people start here.
The Outer Hallways
The outer ring of the ball of yarn. It's not as thick with halls and twists as the other two areas, leading to a lot more boring walking in one direction. It's totally possible to circle around the same path multiple times without realizing it, as everything is so similar here. Occasionally, footsteps can be heard just outside the farthest walls. Sometimes, something breathes. There are a few rooms here--some people will start here.
Remember to note what kind of eyes your character has in their top level!
the core, prophet eyes
-I think this is it. Whatever we were supposed to find.
no subject
[The air pressure makes his ears keep trying to pop and feels like it's almost distorting sounds, but he thinks he recognizes that voice... behind him? To the left? Kunsel has to turn and squint until he finally sees something beyond the disorientation.
Jim, is that you?]
I'm not sure if we were supposed to find anything, but... Yeah. It's got to be significant.
no subject
[ He's certain it is, but everything about this is disorienting.
Jim rubs his ears, trying to push away the pain without much success. ]
This wasn't an accident. Not this time.
no subject
[Kunsel takes a few steps in the direction he's pretty sure that Jim is in, reaching out to find the teen's shoulder. It's a gesture meant to reassure himself as much as it is to reassure Jim, that he's real, that they're both there.]
The question is, why are we here? Why did they want us to find this?
[He gestures at the dizzying expanse of white.]
no subject
[ Jim, without much thought, is reaching up to grab Kunsel's hand. It's not something he'd usually do, but considering how many people he's found and lost today it doesn't really seem that crazy. ]
To do repairs, or something?
no subject
If that was the case, you'd think we'd be provided with more information, or even just a hint about what we're supposed to do.
no subject
[ Jim's bitter, but at least it's not defeat in his tone. He stares out at the whiteness, and then turns to Kunsel. ]
Ready to go deeper?
no subject
[But then, that's kind of a given, and has been the case since even before Norfinbury. Kunsel's not going to dwell on it.
Instead, he's going to let Jim's hand go in favor of slinging an arm around his shoulders. Not quite the kind of move of someone horsing around, but not just companionable either. And absolutely not designed to keep in contact with Jim and make sure he doesn't disappear.]
Ready when you are. Lead the way, cadet.