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Lemmings and Undead: A Souls-esque Game of Yelling at Others to Put. The Hamster. Down...

Raiu

Per Aspera Ad Astra
Location
United States
Lemmings and Undead: A Souls-esque Game of Yelling at Others to Put. The Hamster. Down.​

Congratulations, Poor Unfortunate Soul. You had the incredibly bad luck to die and then come back with the Curse of Undeath. Don't worry too much though, you're not the only one. In fact, just about everyone in your village bit the dust with you, so management is currently dealing with quite a lot, but at least you have friends to slowly go insane with! Management is also quite sure that your village did not suffer through an incursion by Things Man Was Not Meant To Know, thus creating a blood craze that most certainly did not happen in the Old District. Quite sure.

Since Management is currently working to solve certain problems, you and the others will just have to manage yourselves for a bit. Management doesn't have any suggestions, though this messenger believes that trying to solve the Undead Curse would be a perfect starting point!

Toodles,
Messenger Yarick



Welcome to Lemmings and Undead: A Souls-esque Game of Yelling at Others to Stop. Eating. The Magic. Pumpkin. This quest is slightly unusual because of one simple fact. Rather than having a Main Character, we have a Cast. Who is the Cast you say?

Why, it's you! Congratulations, you've been granted the Curse of Undeath, along with every other poster in this thread! That's right, you, personally, are in a quest like it's shitty self-insert fanfiction.

Now, I can hear the question forming in your throat. "But Raiu, how will this quest work if I, more magnificent and grander than any other Poster on SV, am in a Quest with a bunch of plebeians?" The answer may surprise you...

This Quest is what I would like to call a Mob Quest. A Mob Quest is a variation on a Riot Quest in that rather than having every post be an action that one character preforms, every post is an action that affects one character in a group (kinda)! The more people that you brow beat into working with you, the more information you'll get out of it, and the more I get to hate you for making me write so much. No matter what, your plan will effect yourself, represented by your username.

Finally, a bit of ground rules. These are important. Remember them well, because no one wants to see you go Hollow.
1. I, Management, am the final arbiter of actions. Some will just full on fail. So feel free to try to build a tower of bodies to reach the moon. At the very least you'll get a nice look at the ground as you find out that corpses are not structurally sound.

1.1: There are also some actions that plain won't work without others working to help you.

1.2: On the same token, some actions may need for one or more of the participants to have a Power.

2. I will be using the Soul Hunters RPG system for this game, which is a Souls-like RPG that can be found online if one digs hard enough. Because Management cares in the benign, loving way that only Management can, has dug it up for you and crafted a lovely link to the creator's blog, where you can easily find a copy. LINK

2.1: The dice system is based on a simple 1d8 die roll. If your roll is 5 or higher, you succeed (Unless Management is feeling like you need to feel the full weight of the Undead Curse). Likewise, if it's 4 or lower, you fail and thus take some sort of loss. This can be anything from Death, Embarrassment, or worse of all, losing some of your stuff! This number is modified by the number of people who state their support, who also roll. This can lead to something interesting, like one person rolling a 3 and another person rolling a 2. This brings up the total to 5, so they succeed in what they are doing, but both people take a loss for doing so. Oh, and 1 is always a failure, 8 is always a success, in most cases.

2.2: To keep things interesting, you will first declare your plan of action. I will be setting aside a timed segment (usually a day or two) where everyone creates their plans and finalizes them by using the [X]@(insert username) (Insert plan stuff). If you are assisting someone in their plan, state so in your vote. After the plans have been finalized, there will be another segment where each player rolls a die, which will determine their fate. After all the dice have been rolled, or the time runs out, I'll announce the results. Anyone who doesn't put down a roll after voting will be counted as rolling a one.

2.2: You may have noticed that there's technically a level up mechanic. The method in which Management grants Souls is notoriously labyrinthine and draconian, but a general rule of thumb is that accomplishing important things tend to give Souls. Please note that Omakes always count as an important thing, so long as Management deems them canon. Oh, and stabbing people who are a part of your plan will also give your souls if you manage to survive while they fail. Send Management a PM if you want to do so. :)

2.3: Souls can be spent in the following ways:
  • 1 Soul returns you back to a human appearance, so you no longer have to look like the walking corpse that you are.
  • 1 Soul allows you to pick up an item and not have it rot and decay at your touch. This item can be used to augment your roll in some way, like give you a +1 to certain actions, ignore a Harry, or even bypass a Ward in combat. (Management will modify your roll accordingly.) (Some items may be immune to rot.)
  • 1 Soul allows you to buy a Memory. Upon buying the Memory, you'd need to tell us what this Memory is as well as why it's important to you. It's a memory of your life before you became Undead, and it's so important that it keeps you from going Hollow. If you're buying it for someone else (good for you!), the recipient will be the one who tells us the Memory, since you can't determine what people remember. See Rule 3 for more information.
  • 3 Souls buys you a Power. Powers are things that a regular human would be unable to do. This could be anything from being Incredibly Strong (Do you Even Lift, Bro?), Summoning Fire (Hello Firebending 101), Form of the Hawk ("Shape of: a Hawk!" to quote Superfriends), or anything in between. Keep in mind that Powers are Powerful. For example, with Incredibly Strong, you are either always strong enough or required to make a roll. If there is no risk, you are always strong enough. Powers are also Situational. Just because you are Incredibly Strong, that doesn't mean you can convince an talking tree to not wallop you simply by talking at it. (Again, Management will modify your roll accordingly.)
  • 5 Souls buys you a Ward. Wards are powerful things that allow you to not die in a single hit in combat. This can be things like skin of stone, a constant spell of protection, limited prescience, ect. Wards are not totally invincible though. Whenever you buy a Ward, you need to describe what that Ward is. I will then secretly tell you what one weakness it has. If someone exploits that weakness, the Ward is completely bypassed, so keep it secret. That's my one hint to any Player Killers out there.
2.4: The only certainties in this game are that Management Loves You All And Wishes You A Pleasant Undeath and that Death is painful. You don't just lose a Memory when you die, but also all the improvements that you bought with your Souls. Such is life as an Undead.

2.5: Another certainty is that any Souls you would have gotten are divided equally is you are in a group. This number is always rounded down. If you betray your group and manage not to die in the process, the amount of Souls you will get will be increased by 1.5x. Oh, am I not just a consummate falsehood dealer?

3: The thing that distinguishes Undead from Hollow is the presence of Memories: memories of their past lives which contain such significance to the Undead that they keep a hold of it even after death. In order to join the ranks of the Undead, you must select a Memory that has not been claimed. You can find it in the following post.

3.0.1: If there are no Memories left to claim, you can create your own but you may have to start with NEGATIVE SOULS as a result. This is an interesting state to be in.

3.1: And to make Memories even more important, you'll have a bonus to your roll the more Memories you have. Having 1 Memory grants no bonuses, but it also means you are not rolling at a penalty. Having 2 Memories gives you a +1 to your rolls, which means you've become that much more impressive. Having 3 gives you a +2, ect. Management apologies for the lies it must tell in order to engage the Cast. Memories do not, in fact, increase one's rolls. Rather, they force Management to create Advantages and Disadvantages. See 4 for details.

3.2: Death can take away your Memories, so you can think of them as lives in a video game. Each death makes you lose 1 Memory and all your acquired Souls, Powers, and Wards, but it's not the end of the world if you have no Memories. While your rolls are at a -1, you can regain a Memory if another player spends a Soul to buy a Memory to give to you, or (though extremely, extremely unlikely) chooses to sacrifice one of their Memories to give to you. While this has no in-game benefits, let's face it. If someone does something that nice for you, you'd have to be a real jerk to not want to help them.

3.3: The first poster's Memory is of a festival in the village, the Spring Harvest if memory serves, where they danced and drank and made merry until long after the sun went down. You can still remember the warmth of the sun on your face, and the taste of the local brandy on your tongue.

3.4: The maximum amount of Memories an Undead can have is 4, as any more makes the Memories lose importance.

4. I have no other rules, so I'm stopping at rule 4 (which is Shi in Japanese, the word for Death~). Have fun! Management wishes you luck in your Undeath. Management apologies for the lies, but there is in fact a few more hidden mechanics which I shall reveal during the course of play. The first is that Memories do more than simply add a bonus to one's rolls, they (by using your explanations of why a Memory is important) aid Management in the creation of one's Advantages and Disadvantages.

4.1: Everyone starts with one Advantage and Disadvantage, as this assumes that they begin with a single Memory. An Advantage is something that the Character is Good at, a positive quality of themselves, or even a bit of history that they remember which helps them do something. Determination granted by a golden moment in one's life, a life spent learning the ways of a knight, and fast feet are all examples of an Advantage.

4.2: A Disadvantage is, as the name implies, something that the Character is Bad at, a negative quality of themselves, or a bit of history which causes them to doubt themselves. An injury which had not healed even after Undeath, clumsy fingers, and memories of whips and chains (and perhaps perished love ones you can never see again) are all examples of Disadvantages.

4.3: Advantages and Disadvantages modify the result of one's roll. When rolling, Management changes the result based upon the number of applicable Advantages and Disadvantages. Advantages each give a +1 to the roll, while Disadvantages each give a -1 to the roll.

4.4: The number of Advantages and Disadvantages will change as the number of Memories an Undead has grows, but there will always 1 Advantage for Every Disadvantage, though they must be discovered first.

5: Combat is both an inversion and an expansion of the rules.

5.1: When combat is declared, each combatant only has 1 day (24 hours) to declare their action for the round.

5.2: There are four types of actions. (with a possible fifth)
5.2.1: Distracting, which is annoying your opponents so much that every action after you (except for other Distracting actions) gain a +1 to their roll if you succeed. Distracting actions can only give a maximum of +3 to rolls, the only way to break this cap is through advantages, Powers and certain circumstances.

5.2.2: Exposing, which is used to disable one of the opponent's Wards by creative means. Every Exposing action must have a specific plan to take out the opponent's Ward. Particularly creative ways of getting around Wards can get a +1, while incorrect plans gain a penalty. If you succeed at an Exposing action, you can immediately make a Wounding action, but if you fail you must make a Defensive action or die.

5.2.3: Wounding, which is used to kill your opponent. A Wounding action can only be taken when the opponent has no Wards left. If you succeed at a Wounding action, the foe is killed unless it can make a successful Defensive action and the Souls it had are given to the "leader" of the group. If you fail, you must make a Defensive action or die.

5.2.4: Defensive, which is used to evade attacks that would kill you. A Defensive action is only ever taken as a reaction, and it is a "Hell or Heaven" action. If you succeed at a Defensive action, you live by either dodging or absorbing the blow. If you fail, you die and your souls go to your killer.

5.2.5: Other, which is a catch all term for actions that are not covered by the above four. This is used mostly to try and use the environment to some end, and is strange. The Messenger will deal with this on a case by case basis.

5.3: Once declared, an action cannot be changed. You have to commit if you want to survive.

5.4: Actions occur in the order that they are posted, and things that occur in later posts do not affect your roll at all.
 
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Character "Sheets"

@Nathaniel Wolff
  • Souls: 0
  • Memory: You are at a festival in the village, the Spring Harvest if memory serves, where you danced and drank and made merry until long after the sun went down. You can still remember the warmth of the sun on your face, and the taste of the local brandy on your tongue. (Given by Management)
    • Advantage: ???
    • Disadvantage: ???
@Bondo
  • Souls: 0
  • Memory: You remember facing off against a pack of wolves who were menacing the sheep. You and your faithful sheepdog managed to drive them off, but in the process, one of the wolves mangled your sheepdogs hind legs. It grew infected, and you were forced to put him down. (Given by @Nathaniel Wolff)
    • Advantage: ???
    • Disadvantage: ???
@Troglodyte
  • Souls: 0
  • Memory: You remember a tunnel. Sounds of steels clashing against rocks rang in your ears. You and your fellow miners were finally fed up with the working conditions, and so you rose. But being a bunch of miners, you and your comrades stood no chance against your overlords. You died muttering the words 'Damn you, Konami.' (Given by @Bondo)
    • Advantage: ???
    • Disadvantage: ???
@Zaratustra
  • Souls: 0
  • Memory: It had been a cold night, there was barely anything left to eat, but you were happy, because your family was still here, you had a roof over your head, and tomorrow would be a better day. At least, you thought it would be. Until then, the warm fire served as entertainment along with songs of summertime. (Given by @Archeo Lumiere)
    • Advantage: ???
    • Disadvantage: ???
@Nevill
  • Souls: 0.2
  • Memory: It was a hot summer day , the sun was shining the birds singing and you had gone to the lake with your friends, you aren't sure what happened, you just remenber a lot of water, a lack of air, of waking to see her for the first time, and no one ever letting you live it down. (Given by @Zaratustra)
    • Advantage: ???
    • Disadvantage: ???
@Terrabrand
  • Souls: 0
  • Memory: You remember a chapel, a man and a woman exchanging vows as you bless their union. You recite the passages from the Holy Book as your thoughts take you back to your youth, and fumble some of the words, but the attendees do not seem to notice, confident in their knowledge that their priest could do no wrong. If only you could share their faith... (Given by @Nevill)
    • Advantage: ???
    • Disadvantage: Worn Down Faith. Long ago you lost your faith in the Lord of Sunlight when he did nothing to quell the plague as it rampaged through the countryside. You buried too many poor souls that day to not doubt Gywn and the Gods existence. However, you remember looking at the newlyweds and and feeling a new seed of faith take root.
  • Memory: "You stand in front of a huge gate, your mouth dry and your hands shaking. People pass by, walking under the dragon statues and inside the city, occasionally pushing you, but you don't pay attention to them. You are here. You are finally here, where you were always meant to be. Vinheim." (Given by @Melancholeric)
    • Advantage: Petty Magic: You have remembered some of the lowest magical spells, more apt to parlor tricks than actual magic. However, these spells are still useful, and they don't require you to carry a magic stick everywhere.
    • Disadvantage: Heartless: Perhaps it's a trick of fate, but nothing beats in your chest in a mockery of life. You seem strangely distant from others, and they can sense something... off about you.
@Archeo Lumiere
  • Souls: 0
  • Memory: You drifted. That was your life. In a world like the one you lived in? There could be no other way besides ensuring you stayed free and didn't get caught on something trivial that would get you killed. Sure it hurt to move on after attachments were made in one town here or a city over there, but you always moved on. Sometimes the places were made better by your passing. Sometimes they were made worse. But that all came to a sudden halt when your feet wouldn't move passed the city limits of the town. There was nothing stopping you. You weren't under any spell or compulsion. You could do anything you wanted, but try as you might...leaving? You couldn't do that. Not anymore. (Given by @Troglodyte)
    • Advantage: Wanderlust: A history of traveling from place to place has given you a good idea of the world and it's people, as well as the hardships of the road. You think they were peaceful times, given that you have to make a rather obvious guess which side of the knife is for harming others.
    • Disadvantage: The Road Not Taken: Something lingers again in your heart, a little doubt that asks why you did not continue to travel? Why did you decide to stop and put down roots? Why did you come here, only to die with a crypt built for one?
@Sightsear
  • Souls: 1
  • Memory: "Finally, you emerge from the dusky corridors of the Grey Labyrinth and tears prick at the corners of your eyes. Sunlight shines down, illuminating your path forward, warming you to the core. Resolve restored, you heft your traveler's pack and continue as you always have. Ever onwards." (Given by @Pandemonious Ivy.)
    • Advantage: ???
    • Disadvantage: ???
  • Powers:
    • Jump Good: Strangely enough, this Undead has chosen to place the power of Souls into his legs, giving him the ability to leap great distances, even without a running start. Landing good is included, for the most part.
  • Equipment
    • Ruined Armor: You still wear the ruined remains of your Paladin of Sunlight's Armor, though it is so damaged that it hardly protects you at all. Perhaps if you repaired it...
@Pandemonious Ivy
  • Souls: 0
  • Memory: "You feel the skull splinter beneath your club. You can barely walk, though your unsure if it's from the pain, or the ankle deep mud and blood that you stand in. You've lost the ability to count, but you know there are more of them than you. You HOWL, and march towards your end..." (Given by @Sightsear.)
    • Advantage: Righteous Hatred: Hate is a powerful thing to have, and you've managed to hone yours into a razored edge against the Undead scourge. The applications are... well, trying to rationalize hatred is an interesting pastime.
    • Disadvantage: Broken Promises: In the past, you're rather sure you had fought under the promise that your righteous bloodshed would be rewarded in the afterlife. It wasn't.
@Melancholeric
  • Souls: 0
  • Memory: You remember your father, dying to save you and a half dozen other children from wolves. Two dozen did he fight, and eighteen did he slay before the rest fled, only for him to finally give in to his wounds and die. His swordplay, spectacular, his persistence, heroic, the wolves, brutal and fierce. The rest of the town guard arrived before the wolves could return, you dimly recall. (Given by @Terrabrand.)
    • Advantage: ???
    • Disadvantage: ???
  • Item: You were buried with a steel blade emblazoned with an icon of the Sun. It is a well worn thing, but it feels like an extension of your body rather than a simple weapon. This is yours, without a doubt.
@Exter
  • Souls: 0 1
  • Memory: Your daughter smiles at you.

    She doesn't care about anything else but your being there.

    The blood of a Greater Drake coating your frame.
    The torn and ragged armor exposing brutal wounds.
    The look of exhaustion that only those who've fought in a war can understand.

    It doesn't matter.

    Your daughter smiles for you.
    • Advantage: ???
    • Disadvantage: ???
  • Item: You awoke clutching a small handcrafted doll. It's hair is made of straw, and it's mouth is just a few lines of string, but for some reason you don't want to let go of it, not even for a moment.
@Kosjurake
  • Souls: 0
  • Falling, falling, falling

    You feels the wind blowing against you, thunderous like the cries of a thousand morningbirds

    Falling, falling

    You passes through the tree canopy, a sea of inviting greens and jagged browns

    Falling

    For a moment, all is dark. For a moment, all is still.

    Fal-

    Nothing.
    • Advantage: ???
    • Disadvantage: ???
@Aoditor
  • Souls: 0
  • Memory: "You stand upon a hill, looking over a great plain. Beyond the horizon, you see mountains, reaching up into the sky, a gargantuan barrier against all the world. Beside you, you can feel the warmth of your one companion..."
  • Advantage: ???
  • Disadvantage: ???
@FatedBread
  • Souls: 0
  • Memory: Fire. Fire and death. You remember kneeling on a burning hill, the weapons and bodies of comrades scattered around you. Blood flowed into the ground along the sword-ah, what was its name again?-supporting you. You remember someone charging up the hill toward you, a burning spear in their hands. You stand up -painfully, oh so painfully- and pull your sword from the ground. Emerald energies flow around it, as you lunge toward the spear user, a scream of grief and rage on your lips.
    • Advantage: ???
    • Disadvantage: ???
@gilded king
  • Souls: 0
  • Memory:
    You remember standing in front of an army of abominations. Gibbering beasts and creatures from man's deepest nightmares were charging you, to rip and tear at those people you protected. You could not-no, would not- stand aside, and for that, they would make you like them. Yet, even as that frothing wave came at you, you felt... at peace almost. You raise your sword, and golden flame gathers around its blade. Then, you breath a single word.

    "Eidras."

    You bring the sword down, and the darkness is swept away in a flood of golden light.
    • Advantage: ????
    • Disadvantage: ????
  • Equipment
    • Armor Stolen By Sightsear
@banelord
  • Souls: 0
  • Memory: You remember long nights with your mother, teaching you the basics of Pyromancy, an art passed down from parent to child for generations in her family. She emphasized the importance of discretion with it, as Pyromancy is said to be the power of one's own soul.
    • Advantage: ????
    • Disadvantage: ????


And what other important information? Why, unclaimed Memories, of course! Well, that and Undead who have not yet reached the requirements of becoming fully awake.
Memories marked as Memory (1st) were created by people who have not had a Memory claimed by another, while Memory (2nd) were created by people who already have the requirements to start.

FatedBread said:
It was ironic. How they smiled as told you how strong you were, as they told you how brave you were, as they tried- and failed to keep up their cheerful image, complete with strained smiles and red eyes.

Brave? Noble? Dignified? Strong? You were none of that. You were terrified, in pain — the agony of your every breath a constant reminder of your failing body.
And yet they had unloaded all their worries on you. They had held you up as an ideal, reassuring themselves that you were fine, that you were strong enough to handle it.

Somewhere in the middle of it all, you had became their support, their strength.

You... you just wish it didn't have to be this way...

Kosjurake said:
You stood there on the edge of your hometown. You had been on a trading journey for a few weeks with a merchant caravan, and now all that was left of your home and family were ashes. From what news you had gathered a plague had struck the town. Almost Everyone had become infected no matter how hard they tried. Proper burials were too difficult to manage, and a mass funeral pyre had been erected. The flames had gone out of control.
 
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And now the posting will begin. Who will claim the impressive honor of having a Memory directly given from Management?
 
@Natheniel Wolff You already have! Congratulations! However, there is two more things that needs to be done. You need to create a Memory for another poster who is not Management (me). You also need to explain why this memory is important to you. I mean, this is a memory that you kept even after you died, so it has to be important.

Character Sheets Updated.
 
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@Natheniel Wolff You already have! Congratulations! However, there is two more things that needs to be done. You need to create a Memory for another poster who is not Management (me). You also need to explain why this memory is important to you. I mean, this is a memory that you kept even after you died, so it has to be important.

Character Sheets Updated.
So, like:
  • You remember facing off against a pack of wolves who were menacing the sheep. You and your faithful sheepdog managed to drive them off, but in the process, one of the wolves mangled your sheepdogs hind legs. It grew infected, and you were forced to put him down.
On that day, I met my wife.
 
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So, like:
  • You remember facing off against a pack of wolves who were menacing the sheep. You and your faithful sheepdog managed to drive them off, but in the process, one of the wolves mangled your sheepdogs hind legs. It grew infected, and you were forced to put him down.
Because I had a dog who died of an infection.
Yep, that works. In the future, I won't be interjecting to talk about Memories unless it is to veto one of them. Remember I hold that right due to Rule 1. Now you just need to nominate someone to give it to, and they need to accept it. Now, people can come forward to claim that Memory if they want, and you can even nominate someone who had not posted in the thread before (just mention them to do so) if you want to pull someone in. That's right you lurkers, none of you are safe.
 
And it's here that I realized that I made a minor mistake. Just a mistake in clarification. Rather than explaining why the memory you created for someone else is important, I meant that you explain why the memory you RECEIVED is important.

The process is like this:
1. Player 1 creates a Memory for Player 2.
2. Player 2 either accepts or denies the Memory.
-If Player 2 accepts, they must explain why the memory is important to their character.
-If Player 2 Refuses, the Memory passes to another person, either by the creator or someone coming up to claim it.
3. Player 2 then creates a Memory for Player 3, etc.
 
Welp, in that case.

So, like:
  • You remember facing off against a pack of wolves who were menacing the sheep. You and your faithful sheepdog managed to drive them off, but in the process, one of the wolves mangled your sheepdogs hind legs. It grew infected, and you were forced to put him down.
Said dog was named Scooby, and was the first sheepdog my character ever had. Raised it all by himself since it was a pup. Had a very rough night on the day he had to put down Scooby.

Poor Scooby ;_;

Memory 3
  • You remember a tunnel. Sounds of steels clashing against rocks rang in your ears. You and your fellow miners were finally fed up with the working conditions, and so you rose. But being a bunch of miners, you and your comrades stood no chance against your overlords. You died muttering the words 'Damn you, Konami.'
 
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Memory 3
  • You remember a tunnel. Sounds of steels clashing against rocks rang in your ears. You and your fellow miners were finally fed up with the working conditions, and so you rose. But being a bunch of miners, you and your comrades stood no chance against your overlords. You died muttering the words 'Damn you, Konami.'
I would like to accept this memory; however, I have work and it may take awhile before I can make a new memory for someone else and explain why this is an important memory to me.

@Raiu I would like to suggest the possibility of having player create multiple memories (for others) since this is the start. I'd like to get involved, but would prefer not to hold the process us you see.
 
@Troglodyte I'll allow it. What I suggested was actually the bare minimum. There's nothing in my rules that stops people from giving others more Memories, but someone can only have two Memories at the start, just to head off that particular question.
 
Reserving @Troglodyte's memory, and
  • It had been a cold night, there was barely anything left to eat, but you were happy, because your family was still here, you had a roof over your head, and tomorrow would be a better day. At least, you thought it would be. Until then, the warm fire served as entertainment along with songs of summertime.
 
It had been a cold night, there was barely anything left to eat, but you were happy, because your family was still here, you had a roof over your head, and tomorrow would be a better day. At least, you thought it would be. Until then, the warm fire served as entertainment along with songs of summertime.

I would like to acept this memory, now for the reason this memory is important to my character is because this is one of the earliest memories fom his youth, a moment of hapiness back when the family was whole.

Now to make a memory :

  • It was a hot summer day , the sun was shining the birds singing and you had gone to the lake with your friends, you aren't sure what happened, you just remenber a lot of water, a lack of air, of waking to se her for the first time, and no one ever letting you live it down.
 
I must apologize, for I have not done as I said and made one later 'today'.

I do have time for such a task later...today. In order to compensate for my failure, vaguely define to me the type or style of memory you desire.
Give it a feline theme, if you would please.
 
Nevill joining in!
It was a hot summer day , the sun was shining the birds singing and you had gone to the lake with your friends, you aren't sure what happened, you just remenber a lot of water, a lack of air, of waking to see her for the first time, and no one ever letting you live it down.
Taken. Obviously important as that's how the character first met their heartthrob.

Memory:
  • You remember a chapel, a man and a woman exchanging vows as you bless their union. You recite the passages from the Holy Book as your thoughts take you back to your youth, and fumble some of the words, but the attendies do not seem to notice, confident in their knowledge that their priest could do no wrong. If only you could share their faith...
 
Memory:
  • You remember a chapel, a man and a woman exchanging vows as you bless their union. You recite the passages from the Holy Book as your thoughts take you back to your youth, and fumble some of the words, but the attendies do not seem to notice, confident in their knowledge that their priest could do no wrong. If only you could share their faith...
Eh, what the heck, I'll join up and take this one. It's an important memory because, afterwards, conversing with the newlyweds helped restore Terrabrand The Characters' faith.
 
Now you create a memory for someone else
Whoops, forgot that step. alright then...

Memory:
  • You remember your father, dying to save you and a half dozen other children from wolves. Two dozen did he fight, and eighteen did he slay before the rest fled, only for him to finally give in to his wounds and die. His swordplay, spectacular, his persistence, heroic, the wolves, brutal and fierce. The rest of the town guard arrived before the wolves could return, you dimly recall.
How about that?
 
Whoops, forgot that step. alright then...

Memory:
  • You remember your father, dying to save you and a half dozen other children from wolves. Two dozen did he fight, and eighteen did he slay before the rest fled, only for him to finally give in to his wounds and die. His swordplay, spectacular, his persistence, heroic, the wolves, brutal and fierce. The rest of the town guard arrived before the wolves could return, you dimly recall.
How about that?
And now either we wait, or you can nominate the memory to someone who's not here.
 
  • You remember a tunnel. Sounds of steels clashing against rocks rang in your ears. You and your fellow miners were finally fed up with the working conditions, and so you rose. But being a bunch of miners, you and your comrades stood no chance against your overlords. You died muttering the words 'Damn you, Konami.'
It was my greatest failure.

I'm not sure how they figured it out-we were all tired of surviving under their rule, none of us truly wanted them to continue ruling. So I went and roused my fellow rabble. Long days, long nights, and and even longer tunnel-morrows spent fanning the flames of hope, nursing dreams of a better tomorrow, coaxing the growth of a brotherhood strong enough to stand any trial.

All of it...gone.

You hear nothing else but the quiet sound of a man reduced to nothing. The silent echoes of his bawling and crying covered by tons of dirt.
I can do that easily enough.
Give it a feline theme, if you would please.
But that's a bit harder.


You drifted.

That was your life.

In a world like the one you lived in? There could be no other way besides ensuring you stayed free and didn't get caught on something trivial that would get you killed. Sure it hurt to move on after attachments were made in one town here or a city over there, but you always moved on.

Sometimes the places were made better by your passing.

Sometimes they were made worse.

But that all came to a sudden halt when your feet wouldn't move passed the city limits of the town.

There was nothing stopping you. You weren't under any spell or compulsion. You could do anything you wanted, but try as you might...leaving?

You couldn't do that.

Not anymore.
 
You remember your father, dying to save you and a half dozen other children from wolves. Two dozen did he fight, and eighteen did he slay before the rest fled, only for him to finally give in to his wounds and die. His swordplay, spectacular, his persistence, heroic, the wolves, brutal and fierce. The rest of the town guard arrived before the wolves could return, you dimly recall.

I'm taking this one, thank you very much.

***
Ironic — the only memory I would have after going Hollow is this one. It seems noble, aye. A father defending his little girl and other children from wolves, making a stand and taking on two dozen beasts at once. He fought like a paragon, as if Lord Gwyn and Artorias themselves have blessed him with vigor, but his virtue is not what comes first to mind when I relive this memory.

It's the wolves.

Rotting alive, swollen, dripping with Dark taint, these creatures still haunt my dreams, biting away at my father and trying to howl but coughing up vomit instead. I can see the lice that fests on them, the atrophied limbs growing out of places they shouldn't be, the bones bulging out where meat is gone, everything that is unnatural and twisted and was never meant to exist-

I was a paladin once. My clothing tells me as much. I have the Holy Book with me — an old and worn out exemplar, with countless bookmars on paragraphs describing things that lie outside of light and warmth the First Flame provides. Corruption, mockery of life and humanity, death of mind and heart... I read them again and again, and something rings faintly in my mind, echoes of what I once believed in. Conviction. Devotion. Self-sacrifice. Light.

But then I look at my hollowed hands and can't help but laugh at a cruel joke the Darksign played on me.
 
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