I always seem to go overboard when I do things, and then I end up feeling shitty afterward. I went walking today, playing pokemon go, and just went too far too long. Now I'm feeling burned out on walking and my ankle and thighs hurt. Why can't I just do these things in moderation? Or at least start slower? I don't really know what slower would be, I guess. Hooray, now I feel dumb, awesome. Way to fill me with endorphins, brain.
Saturday, September 17, 2016
Sunday, August 14, 2016
When I nearly lucid dream
Did she die because of me? Am I responsible for her death? I
could hear her just fine, no matter what I said in the dream. Why didn’t I pull
her up? Why did I ignore her pleas to be pulled up? I know she went over the
side willingly to fight, but that doesn’t mean I had to send her to her death
needlessly. She never even swung her great axe, not that I’m sure they would
have been much help. The rest of the dangling crew doesn’t seem unnerved, and
the captain, excuse me, acting captain, the actual captain is in the city,
tells me that someone had to die. ‘Oh well, we’ll have to use someone else
instead.’ She was just a torn dangling rope at that point. Consumed whole by
the gaping shark maw that severed her line. I don’t know if we’ll win this
fight, but she shouldn’t have had to die that way. Why did she have to die?
Because it was a dream and my dreams have plot and someone needed to die? I could feel as I claimed to not hear her
screaming to be lifted up that it was a dream, and that awareness revealed my
claims of deafness as a lie because of my omniscient narrator status. I could
have pulled her up…and now she’s gone, it’s too late. I’m sorry.
I don’t even remember now why the captain was in the city,
only that an enemy has tracked his progress. The enemy’s allies freeze the
water of the bay and they ride orcas or sharks through what little water still
flows. The enemy swims off on his orca, telling a lackey that it’s time to
attack. Somehow our ship has had a slight forewarning of this attack, and that’s
why half the crew went over the side. The frozen bay would make short work of
our ship if we tried to move too much, so we have to defend it while
stationary. Our ship is wooden and we have simple rope to support our fighters.
Armed with great double sided axes, these members of the crew are lowered over
the side to swing at sharks and potential riders while the other half of the
crew holds them up.
I took my narrator camera and hovered within one of those holding
the warriors aloft. I watched as she got nervous. I watched as she sensed the
attack coming and begged to be pulled up. And I watched as the crewmember I
inhabited was unable to hear her. ‘What? I can’t hear you!’ Then the shark
breached, aimed right for her. No rider, but it knew what it was aiming for and
she disappeared in snap of jaws and a broken rope.
The cruelty was that I could not feel the remorse of this
broken line and my inability to do anything to save her until after she’d
already been killed. That was when I truly inhabited the soul of the crewman. I
felt horror that I’d just let that happen, even though logically I knew I could
hear her cries for help only because I was an observer of the dream, and if I’d
actually been the crewman I may have not heard her. If only the acting captain
hadn’t been so blasé about it, maybe if he’d taken it as the opening attack
like he should have, you know, acted like her death meant something, even if it
was just to warn us the enemy was upon us. But nothing, just, ‘Oh, we’ll have
to use someone else instead.’ That I should pull the rope up so we could tie
someone else in. Fuck. I didn’t know her. I never got a name or a backstory or
a proper appearance. I do know she was a deer-taur. And after the dream had
ended I knew that sharks slamming warriors against the outside of a ship’s hull
would end poorly, no matter how many swings it allowed of their axes to fight
them off.
Hopefully the real captain will finish things up soon and be
able to defend himself and us and whoever else needs it. Except for her. There’s
no saving her. I’m sorry.
Wednesday, July 27, 2016
Characters for Original Character Tournaments I want to Do
Csilla is a waitress. She's leaving work when she's 'recruited.' She's got her purse, her apron and her car keys out. Under her arm is a circular serving tray that she managed to forget she was carrying and then just settled on bringing it back the next shift. Her purse has a granola bar, a bottle of water, a taser, and a can of mace. Her apron has a Server Book and a pen, maybe some coins and a little lint. She is wearing her work uniform, including fancy flats. This her inventory when she picks up the envelope. (http://fav.me/da7zvsg) The star sticker is already peeling, so out of curiosity she pulls it open and thumbs a postcard out of its confines. After reading it, she remarks on its oddity, looks up to continue walking to her car and realizes she's in the Woods. She only has a single class of self-defense training under her belt from college. She was just starting to date this pretty girl, too. She's not white.
Name: Azar Ziba, answers to Azar. Ziba is a middle name. She knows she had a surname, but has no idea what it was, so doesn’t worry about it.
Gender: Female
Age: 17
Species: Human, Iranian
Hair: Black, short, very short (think Samantha Wright’s hair)
Eyes: Brown
Height: Not terribly tall, about 155cm.
Weight/Body Structure: She’s a waif, in more ways than one. She’s scrawny, very little muscle. She can run and lift things in general, but she’s mostly a weakling. She can’t even pull herself up onto a ledge without immense difficulty. She leaves heavy lifting to others.
Unusual Features: Goggles, wears them when capturing spirits or mixing them together. Also when she’s running around junk yards, makes her feel cooler. They’re mostly decorative, but have their uses.
She also has a nasty (she thinks it’s cool looking, but most disagree) scar on her left shoulder. It’s just a mass of scarred flesh in a more or less perfect circle. She was blasted by her first merged Life Spirit when she tried to force it to stay after it had grown strong enough to leave her. Not a mistake she would make again in a hurry. She was lucky the incident had taken place near a large meeting place of those in the magical community and aid was quick in coming. It took her three months before she could use her left arm again, due to lingering elemental energy messing with recovery. Other minor scars pockmark her body, just leftovers from scuffles and tumbles she doesn’t remember.
Gait/Posture: She’s kind of hyperactive, and likes to run, and resents having to move slowly. She runs by leaning forward and swinging her arms loosely as her whimsy strikes her. She leans on walls or tables whenever possible, hating to stand up straight. She slouches forward when sitting, arms on her knees.
Voice/Speech Patterns: (Any accents? Do they Mumble?) Her accent is a strange combination of Iranian and Chinese accents speaking English.
You are a: Salvage Elementalist (a term she is <i>very<i> proud of coming up with on her own, thank you very much)
Clothing of Choice: (What your character is wearing.) Headscarf, Black tank top, cargo pants, men’s hiking boots about two sizes too big, she stuffs her extra socks in the toes. She gets nearly everything from thrift stores, can’t afford anything more.
Your Inventory: (What items does your character carry into battle?) Carries a patched up messenger bag. One strap goes over her shoulder and she’s affixed another strap to hug the bag to her waist so it doesn’t go far when she runs or jumps. Inside are three big mason jars. They look empty to anyone without magical sight. To anyone with said sight, two of them still look empty. But the third has swirling energy with difficult to define color.
She wears her goggles, which are actually safety glasses she adopted after they’d been abandoned at a bus stop. She calls them goggles, because she’s seen Steampunk cosplayers traipsing through the city every now and then and thinks goggles are cool.
She also carries a kard knife. An Islamic knife given to her by her mother before she died, this weapon is peacebound with wire wrapped tightly from hilt to tip of the sheath. Inside she can hear broken pieces rattle. It’s the last thing her mother gave her, so she keeps it hidden and rarely brings it out.
Personality: (What type of person is your character?) Generally a happy go lucky person and rather friendly, Azar doesn’t tend to be very open. She’ll chat with you for a while, but likes to keep her feelings and opinions to herself.
Special Skills: (Does your character know kung-fu? Spells? Can they shoot mind bullets?) http://longshotlink.tumblr.com/post/96826355959/salvage-elementalist
You Really Like: (Interests, friends, etc.)
You Really Hate: (Phobias, personal issues, enemies, etc.)
Romantic Choices: No one is her type. Completely asexual and aromantic. Absolutely no interest.
How did you arrive?: (How has your character entered Rendell's Mansion)
Your Personal Record: (The history of your character before arriving at Rendell's Mansion)
Goals: She used to say to find her family, but she realized a long time ago that any family for her, she’ll have to make herself. ‘Literally’ has not been ruled out.
More than anything, she’d like to be able to explore, leave her home city and just see what’s out there. Maybe see her birth country, though the politics there sound terrible. Getting swept away to a creepy mansion is close, but she’d love nothing more than to earn enough money to escape.
Name: Azar Ziba, answers to Azar. Ziba is a middle name. She knows she had a surname, but has no idea what it was, so doesn’t worry about it.
Gender: Female
Age: 17
Species: Human, Iranian
Hair: Black, short, very short (think Samantha Wright’s hair)
Eyes: Brown
Height: Not terribly tall, about 155cm.
Weight/Body Structure: She’s a waif, in more ways than one. She’s scrawny, very little muscle. She can run and lift things in general, but she’s mostly a weakling. She can’t even pull herself up onto a ledge without immense difficulty. She leaves heavy lifting to others.
Unusual Features: Goggles, wears them when capturing spirits or mixing them together. Also when she’s running around junk yards, makes her feel cooler. They’re mostly decorative, but have their uses.
She also has a nasty (she thinks it’s cool looking, but most disagree) scar on her left shoulder. It’s just a mass of scarred flesh in a more or less perfect circle. She was blasted by her first merged Life Spirit when she tried to force it to stay after it had grown strong enough to leave her. Not a mistake she would make again in a hurry. She was lucky the incident had taken place near a large meeting place of those in the magical community and aid was quick in coming. It took her three months before she could use her left arm again, due to lingering elemental energy messing with recovery. Other minor scars pockmark her body, just leftovers from scuffles and tumbles she doesn’t remember.
Gait/Posture: She’s kind of hyperactive, and likes to run, and resents having to move slowly. She runs by leaning forward and swinging her arms loosely as her whimsy strikes her. She leans on walls or tables whenever possible, hating to stand up straight. She slouches forward when sitting, arms on her knees.
Voice/Speech Patterns: (Any accents? Do they Mumble?) Her accent is a strange combination of Iranian and Chinese accents speaking English.
You are a: Salvage Elementalist (a term she is <i>very<i> proud of coming up with on her own, thank you very much)
Clothing of Choice: (What your character is wearing.) Headscarf, Black tank top, cargo pants, men’s hiking boots about two sizes too big, she stuffs her extra socks in the toes. She gets nearly everything from thrift stores, can’t afford anything more.
Your Inventory: (What items does your character carry into battle?) Carries a patched up messenger bag. One strap goes over her shoulder and she’s affixed another strap to hug the bag to her waist so it doesn’t go far when she runs or jumps. Inside are three big mason jars. They look empty to anyone without magical sight. To anyone with said sight, two of them still look empty. But the third has swirling energy with difficult to define color.
She wears her goggles, which are actually safety glasses she adopted after they’d been abandoned at a bus stop. She calls them goggles, because she’s seen Steampunk cosplayers traipsing through the city every now and then and thinks goggles are cool.
She also carries a kard knife. An Islamic knife given to her by her mother before she died, this weapon is peacebound with wire wrapped tightly from hilt to tip of the sheath. Inside she can hear broken pieces rattle. It’s the last thing her mother gave her, so she keeps it hidden and rarely brings it out.
Personality: (What type of person is your character?) Generally a happy go lucky person and rather friendly, Azar doesn’t tend to be very open. She’ll chat with you for a while, but likes to keep her feelings and opinions to herself.
Special Skills: (Does your character know kung-fu? Spells? Can they shoot mind bullets?) http://longshotlink.tumblr.com/post/96826355959/salvage-elementalist
You Really Like: (Interests, friends, etc.)
You Really Hate: (Phobias, personal issues, enemies, etc.)
Romantic Choices: No one is her type. Completely asexual and aromantic. Absolutely no interest.
How did you arrive?: (How has your character entered Rendell's Mansion)
Your Personal Record: (The history of your character before arriving at Rendell's Mansion)
Goals: She used to say to find her family, but she realized a long time ago that any family for her, she’ll have to make herself. ‘Literally’ has not been ruled out.
More than anything, she’d like to be able to explore, leave her home city and just see what’s out there. Maybe see her birth country, though the politics there sound terrible. Getting swept away to a creepy mansion is close, but she’d love nothing more than to earn enough money to escape.
Notes: Tech could be as loosely defined as a hoe or an axe
or even…a sword. Azar finds a shattered sword in its sheath. The pieces are
held in place only by the hilt being peace bound. She can feel the broken
elemental spirit within. Instead of deteriorating over time like most elemental
spirits, this one seems to have gained in potency. The reason for this is an
opposing elemental barrier created by the bonding. Azar has no idea what the
elements are. She’s never experienced them before in an elemental form and
cannot recognize them. This sword is a shamshir, an old Persian sword.
An elemental spirit, when put into a container with an
opposing elemental barrier, has only one reaction. Escape. Push back. This is
what has caused the spirit in the sword to gain in strength. It has been
pushing for a long time. Trying to escape ever since it was sealed within.
Sealed evil within a can. The element is Destruction and the opposing barrier
is one of Creation. Since Azar claimed the sword, the Creation element has
regained strength and is beating Destruction back, since the opposing element
now has a magical source of ‘food.’ Before it had barely been able to hold back
the destruction as it laid unclaimed. Since the girl picked it up, the sheath
and hilt have become more ostentatious and detailed. Artwork of its sealing has
appeared on the sheath along with complicated designs that deepen with the day.
Azar, through her traditional magic learning, was taught an
unlocking spell. An opening spell. Most casters simply find it useful if they
forgot their keys, used for locks on doors, cars, chests. But Azar found
another use, it’s been helpful ever since she found she could manipulate
elemental spirits into her mason jars and seal them in with opposing elements.
This spell allows her to open those sealed jars back up and manipulate the
elements within. She can feel the bonding on the sword, and while it would take
a lot of magic, she could certainly open it. She’s hesitant (and she won’t
realize that’s secondary charms on the bonding doing that) to open it, however,
she doesn’t want to waste something so powerful on something so temporary. So
she saves it. Until she gets desperate enough. Another thing she’ll never
notice is that with the Creation elemental barrier feeding off her, it also
influences her. Many of her recent spirit creations have been more artful, more
stylized, rather than groupings of clumped together elements.
Just another note, thanks to a mary sue quiz. It asked if
animals are unnaturally drawn to her, and I realized that thanks to the company
she tends to keep, of the elemental variety, animals are actually repulsed by
her and she rarely has contact with animals of any kind.
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