Towards the end of July I saw
a post in the fediverse for AuGhost, for ghostie or spooky things based on a daily prompt, and I absolutely had to go for it despite not at all doing art — not least of which because, posting on fedi, I could challenge myself to stay inside the character limit including title and tags (in my case, 500 characters).
I didn’t want to spam up the blog with small individual entries, though, and I’ve learned from other prompt months that after a point any blog post being updated daily eventually becomes a hell to load and edit — but oh hay, last fall I posted Knightober entries in batches, why not do it that way again?
So here are the first ten days of AuGhost. I initially planned on more spells and the like, but it looks like it’s going more absolutely system-less places, people and things. That’s fine, though.
01. Palesliver Gates (“doorway”) The fearful say there’s only one Palesliver Gate. The fearful are fools.
Any door, any arch, any crossroads — any verge between one place and the next — may Gate when the passage is right. The shadow of iron-briar leaves opening flickers over, and
between breaths
the next step carries you to the still lands beyond all life.
To call the Gate, they say, touch bone or mourn-cloth or true grief to the threshold and walk without turning back.
02. Sir Michel (“transfix”) Whatever these shattered walls once were, one thing remains:
A greatsword, plunged deep into one crumbling wall.
A murmur, if touched: Do not free me. A price is paid.
Freeing the sword frees its captive — and Sir Michel does not come gently. A black-bone knight in shattered steel, keening for loss of honour, pride, the chance to repent, he is relentless in his wrath.
If Michel is put to rest, the blade gleams, now proof against the fallen.
03. Soulfire (“flicker”) “Oh sweetie, now, don’t back out.
“This is what you wanted, remember?
“Did you think you’d make them feel your pain all on your own?”
Of course. All is unjust. But it will be worth it. You just need to do it once.
Just once.
The luminous wisps of the trapped ghost have weight as you swallow them.
It feels strange.
But that’s fine.
Until the ghost fades, that fluttering glow will wrap your spells in truly /grave/ torments when they strike.
04. The Frozen (“winter”) There are lost ones out there.
Sometimes they scratch at the windows and tap at the door, softly, insistently, like snowfall against glass.
Sometimes they howl in fury, a storm of thwarted life and endless terror.
Sometimes they merely drift just out of sight, a moment’s wistfulness for what could have been.
No matter their form, do not respond.
Nothing you can offer can warm them now.
But they will ask it of you, oh yes.
Please
It is so cold
05. The Lady in Green (“spring”) Through new-sown fields walks the Lady in Green. She nods in greeting if you call, but doesn’t stop for you; the living are not her concern.
The Lady walks to see the crops prepared — and the bloodgift doing their work.
Fields that pass her test grow well, life sprung from death.
A cry of neglect from the soil brings down her wrath in famine.
The Green Lady, they say, was the first.
Perhaps that’s why the leaves in her hair are red.
06. Joyeuse (“summer”) In sunshine and warmth, who wants to think of lost ones?
Some do. With all their heart.
As do the dead.
Sometimes you just want to reach out — from either side — somehow.
That’s where the Veil works.
Joyeuse is one of them, a youth with an easy smile and a quick cold blade and a satchel sealed up close.
Letter for a loved one? Warning? A moment’s glimpse, veil parted? Joyeuse can arrange it.
And don’t try to nick his satchel. Bad idea, that.
07. Hunt-Heart (“fall”) Do not be greedy, nor wasteful, nor cruel when the leaves turn and the hunt begins.
Take what you need, and do so as swiftly, as cleanly as you can.
A swift end, delivered without malice.
And thankfulness, in necessity, for what they render unto you.
Else you may find yourself stalked by your own prey — bone and chill wind and withering relentlessness, they have nothing to fear from you now.
And they will hunt you to the ends of the earth.
08. Wandering Stone (“gift”) No one knows who moves the Wandering Stone. A generous spirit or two, or itinerant devotees, or even the Veil.
It doesn’t matter. It’s there; that’s important.
The Stone is towering, pitted with niches; a broad dolmen strung with ribbons, paper ornaments and cloth streamers, its niches filled with cakes, notes, old toys, flowers, carvings.
A place to leave things for those with no name, no grave-place.
Many grateful dead follow in its wake.
09. Royal Edge (“sacrifice”) It is royal, yes; the ancient crest, with crown above, is yet visible on the dagger’s worn blade. And worn indeed, from blade to the browning ivory of its grip to the faintly greening copper rivets holding all in place.
Draw your blood with it and she appears in milky mist, half-armoured, wry smile on her colourless lips.
Royal Edge claims a year from your blood; but that is enough for the Ember Sage Prince to answer your call for one night.
10. the Bone Garden (“maze”) Once upon a time there was a gardener whose joy was a magnificent mazy path of tenderly shaped cherries and lovingly trimmed roses. Folks came from all the land to wander the twisting paths and lose themselves in the arching boughs and dizzying blooms.
Then came conquest, and death. The garden, blood-soaked, was torched.
The next new moon it rose again, a labyrinth of bloodwood and bone.
The gardener walks its paths, wailing.
Will you enter?