house for head forester

What Are You Waiting For?

Characters: Gabriel x Reader

Summary: There are a million reasons why getting together with Gabriel would be a terrible idea but when he crashes yet another hunt can you counter all his arguments or should you just give in?

Word Count:  1667 words

Prompt: “I’m fuzzy on the whole good/bad thing, whadda ya mean bad?”

A/N: This one is my entry for the lovely @jalove-wecallhimdean and the superbusters challenge which was inspired!

Originally posted by lucifersagents

“I’ve got a bad feeling about this.” You hummed as you made your way down the dark hallway of the abandoned school behind Dean with Sam bringing up the rear.

“Really?  You’re quoting Star Wars right now?” Dean rolled his eyes and huffed out a sigh. He couldn’t deny his spidey senses were tingling too but he’d wanted to use that line.

“I can’t think of a better time.” You shrug as you peer into the blackness of yet another empty classroom.

“I have no idea what you two are bickering about now but can you just not for, say, the next five minutes?” Sam sighed.  You and Dean had been niggling at each other for the past few days and Sam had no idea why, wasn’t sure he wanted to know, but it was getting on his last nerve.

“I’m just saying, it’s quiet…” you began innocently only to have the elder Winchester stop dead in his tracks and glare at you.

“If you finish that sentence with ‘a little too quiet’ I swear to god…”

Keep reading

Believe

This is for an anon request on @wtfmulder blog recently:  Starts at Requiem- Scully is taken and pregnant and it’s Mulder looking for her again.
This is still a WIP but I am nearly finished and will try to post regularly.

Read part One

Two

She wakes. Or at least she thinks she does. She’s not sure she’s really awake because the dark is so thick she can taste it. There is a silence so deep she can hear her own blood pulsing. She is stiff with fear. She can’t move but she can’t decide if it’s because she’s afraid or because she is physically restrained. She can’t shake the feeling that if she moves she’ll pay some heavy price. She instinctively knows to be still. Maybe it’s her training. Maybe it’s base human response. Breathing as shallowly as she is able she makes herself think.

When she was young she always had a special hiding place, wherever they lived. A place where she felt safe. She could get away from Melissa and her bossy mouth and later, her lurid stories of boys . She could get away from Bill and his deliberate teasing which became more controlling as she got older and she could get away from Charlie who was sweet for a few minutes a day, but exhausted her with his childish demands. She’d build a treehouse, not high on a thick branch, but at the base of bushy stand of trees. She’d worked out pretty early on that adults automatically expected things to be as they should: kids hiding in their bedrooms would be under the bed or in the closet; kids running away would pack random clothing or toys and no food and would invariably head to their best friend’s house; kids hiding in the forest would clamber up to a horizontal branch.

Girls who studied hard and prayed would become good doctors.

          One day, after a quarrel with Missy about borrowing clothes (she hadn’t taken the sunshine yellow crochet tank because sunshine yellow looked gross on her) and a subsequent yelling match with Bill who threatened to tell Father Ryan and her parents that she’d used the word bitch (she called him a little bitch multiple times on her way out of the house), she found herself huddling her knees to her red hot face and crying burning tears.

She wasn’t usually prone to crying fits. She hated the way the emotion drained her, tore out her soul for little reward other than a stuffy nose and no logical answer to the question that had made her cry in the first place. She’d practised so hard over the years to hold in tears, to swallow them down and to use her brain to ask why she felt so vulnerable. She’d created a strategy. First, breathe. Second, breathe again, swallow. Third, dig her nails into her palms and feel the sharp pain. Fourth, take a step back and work out what the trigger was. Fifth, ask why it hurt so much. Finally, do something positive to turn hurt into action.

               That day, huddled in her tree fort, with a warm evening wind whipping the fronds around her so they sounded like a choir of saintly mothers hushing their babies to sleep, she dug her nails into her knee caps and watched the half-moons whiten, redden then fade. She repeated, breathing and swallowing. She cuffed away the tears she’d already shed and sniffed. The scent of pine filled her. Her mouth was dry, her head pounded, waves of nausea gripped at her stomach.

Why had this series of events hit her so hard? The argument really wasn’t much different to the ones they’d had before. Missy always launched into her before she had her facts straight. The yellow tank was probably on the back seat of her latest boyfriend’s car. And when she found it, she’d hug her and tell her she loves her. Bill was always itching to take command. He loved to see himself as the great mediator, the politician of the family. But what he really was, and he was the best at it, was a bully. He used his size and his gender to win. And he often got the backing of their father. But why was this time so painful? Was it because they’d both called her a child? She hated that. Hated knowing that the world treated her differently because of her age. That she was supposed to just accept some things because of her position in the family hierarchy?

She flopped her head down between her knees again and that’s when she saw it. The dark stripe at the crotch of her denim shorts. The patchy streaks down her inner thighs. She touched the skin there and lifted her fingertips to her nose. Metallic. Dried blood. She stood up and felt the gush between her legs. She laughed.

Sunset at Yaquina Head Light House, OR April 2016
The forest fires in the Norse Peak Area, Diamond Creek, Uno Peak, Crab Creek, and Sawmill Creek, and the accompanying smoke has seriously curtailed the birding and photography expeditions the last month; So I have been going thru older photographs that I haven’t processed before. Hope you enjoy.

HOGWARTS SCHOOL for HUNTING - THE HOUSES

Winchester

  • Founder - James Winchester*
  • Symbol - Handgun
  • Head - Dean Winchester
  • Colours - Navy Blue & Forest Green
  • Traits - Brave, bold, proud, courage & honesty.

McLeod

  • Founder - Fergus McLeod
  • Symbol - Handshake
  • Head - Gavin Walker*
  • Colours - Charcoal & Scarlet
  • Traits - Cunning, strategic, clever, ambitious & self-preservation.

Fitzgerald

  • Founder - Galahad Fitzgerald*
  • Symbol - Heart
  • Head - Sam Winchester
  • Colours - Dark Brown & Plum
  • Traits - Caring, patience, tolerance, kind & hard-working.

Novak

  • Founder - Elijah Novak*
  • Symbol - Wings
  • Head - Castiel Novak
  • Colours - Tan & Cornflower Blue
  • Traits - Intelligent, imaginative, wise, witty & eccentric.

House trivia
The founder of the McLeod House, Fergus McLeod, is now more famous as Crowley, the King of Hell. It is also he who choosed the handshake as a symbol for his House since it represent making a deal, and people belonging to this house is generally good at making deals that serves them.

Sam Winchester is the only person from the Winchester-family that didn’t belong to the Winchester House during his time at school. He got sorted into the House Fitzgerald, which he now is the Head for.

Elijah Novak was an eccentric man, obsessed with angels. Unfortunately he didn’t live long enough to see his great great grandson becoming a vessel to one. This vessel fell in love with a mortal woman and together they got the rather famous Castiel Novak, now head of the Novak House.

(* All names marked with a star is made up by me.)

Guild Wars Lore: Factions

“Many generations ago, evil walked the shores of Cantha. It rode the wind, and skulked in the shadows. Waiting for the right moment to strike… Much time has passed. Evil, has returned….”

Hey everyone! Time for the next lore post, continuing on from last week’s Prophecies post, we are moving onto the next campaign from the original Guild Wars, and the second in the series of lore posts, Guild Wars: Factions. Guild Wars: Factions introduced us to a whole new land, Cantha! It is very heavily influenced by Asian culture, drawing inspiration from all over the continent. This campaign also introduced two new professions, the Assassin and Ritualist. The Assassin was a quick and deadly warrior, specializing in chaining together attacks to take down enemies quickly. The Ritualist was more a support profession, and unique in that they are one of the oldest profession in Tyria, even existing before humans were gifted magic. Before receiving magic from their Gods the ritualists would channel Spirits of their ancestors from the Mists, granting them power. We can see this class being an inspiration to the newly revealed Revenant (Also I would like to point out that Guild Wars: Factions is NOT an expansion, but a standalone campaign, Prophecies is not necessary to play it, though owning both means characters created in either game can then travel to the other)

(THIS GOES WITHOUT SAYING, BUT MAJOR SPOILERS AHEAD FOR GUILD WARS: FACTIONS)

The Betrayer

The story for Factions actually starts about 200 years before the present day in game. In 872 AE, in the Harvest Temple, then Emperor Angsiyan was slain by his trusted bodyguard, Shiro Tagachi. He absorbed power from the dead Emperor, given to the Emperor from Dwayna while in prayer, and proceeds to slay all in the Temple, but not before one of the Ritualists is able to alert the outside by ringing the Temple bell. Among those that enter the Temple to face Shiro are Vizu the Assassin, Saint Viktor of the Kurzicks and the Luxon Champion Archemorus. Vizu dug her blades deep into Shiro’s shoulders, forcing to drop his two swords. This gave Viktor and Archemorus the opening they needed. The two champions of their factions each took up one of The Betrayer’s dropped swords and slew him with his own blades, cutting him almost in half. With his last breath, Shiro changed Cantha for centuries to come, unleashing what is now known as The Jade Wind. With his death wail, Shiro unleashed the power he had stolen from the Emperor, now corrupted, it washed over the land, turning the Echovald Forest to stone, and the Jade Sea to (well…) a block of solid jade for miles. The Betrayer was dead, and Cantha now had to deal with the destruction it had brought with it, and also answer the question of why Shiro would slay the Emperor. For two hundred years the people moved on, with limited resources now that a whole sea and forest could no longer sustain life, the Kurzicks and Luxons again warred with each other. However, it would seem all too soon that all of Cantha would have to confront their past yet again…

The Affliction

The Shing Jea Monastery is a tiny island just west of Mainland Cantha, where students come to learn and train with great masters of their chosen profession. In 1072 AE (it should be noted that Factions and Prophecies happen at essentially the same time) The Player Character (PC) catches the eye of Master Togo, a highly respected teacher in the Monastery, and half-brother to the Emperor, and as his most promising student, he takes the PC to see Minster Cho, as is a yearly tradition. As they approach Minster Cho’s Estate, a very dangerous problem presents itself. A very deadly disease has swept through the estate, turning all those infected into vile monstrosities called The Afflicted.

The PC and Master Togo fight through waves of the Afflicted and are forced to kill the now transformed Minster Cho. Togo takes the PC to search for the origin of this plague, finding it in the holy valley of Zen Daijun. Killing the Afflicted as they make their way through the valley, and avoiding the deadly miasma, they come to where it all seems to be spreading from, the Daijun Library. After slaying the Afflicted in the library, Togo makes a startling discovery. Etched on the ground is the Guild Emblem of The Betrayer, Shiro Tagachi. Even though Shiro has been dead 200 years, Togo believes that this symbol may point to Shiro’s involvement in spreading this plague. 

The Betrayer Returns

Togo and the PC head for Kaineng City on Mainland Cantha, hoping to stop the plague from reaching the crowded city. Togo also calls for his old student Brother Mhenlo, who was studying in Tyria, to come help him. In Prophecies, Brother Mhenlo was a Monk henchmen a player could add to their party. Upon reaching Kaineng City Togo and the PC realize it is too late, the plague has already taken root within the city. Whole areas are being closed off for quarantine, chaos is starting to take hold. Togo and the PC head to Vizunah Square, believed to be the center for this latest spread of Afflicted. This is also where native Canthan players receive help from afar. For Guild Wars: Factions they had a unique mechanic for this, if playing a native Canthan character, the next mission in Vizunah Square has you fighting the Afflicted to reach another team of players, coming from either Tyria (if Prophecies character) or Elona (a Nightfall character). A foreign character playing through Factions would begin their campaign in this mission as well, starting from a different mission outpost, and fighting through a different route, to meet up with the native Canthan team. Before the mission, a flashback is played where Shiro, before he is a bodyguard to the Emperor, is confronted by an old fortuneteller woman. She tells Shiro that she sees great things in his future, and that he would be remembered for generations. Shiro brushes off the woman and continues on his way. In the mission and after the two parties had met, they proceeded to try and find the source of the plague. They find that indeed Shiro Tagachi has returned, as a spirit he is building an army. Togo and the PC discover that the Affliction is not a disease, but the result of living creatures getting too close to Shiro’s evil spirit. Whether or not this was done on purpose by Shiro, or simply an unintended result is unknown. In either case Shiro uses the Afflicted in his schemes, but he sets loose a new creation, the Shiro’ken. Shiro had taken spirits and bound them to constructs to serve his will, creating an army of powerful warriors. After the party is able to defeat this Shiro’ken, Shiro manifests himself and kills everyone present, having dealt with them, he leaves to continue building his army. As the players lay dead, several mysterious spirits appear and after debating among themselves, they return them all to life. The spirits explain that they are Envoys, the spirits of terrible criminals guilty of horrendous crimes in their mortal lives. As punishment for their evil deeds, Envoys are tasked with taking the recently dead to The Mists. Shiro was one of these Envoys, but has since been taking the souls he was supposed to be bringing to The Mists and turning them into Shiro’ken. The Envoys cannot fight Shiro, as the Envoys cannot fight each other, so they task the PC and the others with taking Shiro down, in exchange for returning them all to life. To this end they suggest they become Weh no Su “Closer to The Stars” (this is the same thing as becoming Ascendend in Guild Wars: Prophecies). Only by becoming Weh no Su can they even see Shiro, and thus be able to stop him.

Guidance From The Past

The PC and the party proceed to Nahpui Quarter, there they must prove themselves worthy by fighting celestial creatures, each representing a human vice. After defeating them, the player is finally Weh no Su, and is granted access to the sacred Tahnnakai Temple, where spirits of Cantha’s greatest heroes are honored. Among them are Vizu, the Spirit of the assassin that helped taken down Shiro 200 years ago, Togo believes she may possess knowledge in defeating Shiro now. They arrive almost too late, as Shiro has started binding the spirits of the heroes into his Shiro’ken. The party is able to free all the heroes before they are bent to Shiro’s will. Speaking with the spirit of Vizu, she reveals that while she was responsible for incapacitating Shiro 200 years ago, the death blow was struck by Saint Viktor and Archemorus of the Kurzick and Luxon people respectively. Vizu tells them to seek out their spirits, Archemorus’ spirit resides in an ancient spear made of his bones, and Saint Viktor’s urn, housing his ashes, also holds his spirit. After this mission, another flashback plays, with Shiro going to meet the fortune teller. She tells Shiro that great things are coming to him soon, and that the Emperor has his eye on him. The next scene has the Emperor appointing Shiro Tagachi as his personal bodyguard, seeming to prove the fortune teller’s prediction true.

Relics of The Past

Mhenlo and Togo decide to split up, as Mhenlo has a personal connection with the Kurzicks, so Togo leaves to work with the Luxons, as he knows the Elder of The Turtle Clan, Elder Rhea. Mhenlo and the party meet Danika, the daughter of Count zu Heltzer, leader of one of the Great Houses of the Kurzicks. With her help they head to the petrified Echovald Forest to meet with Count zu Heltzer, in requesting the use of Saint Viktor’s urn. The Count agrees to help Mhenlo, but Cathedral zu Heltzer, where the urn is stored, has become corrupted, and the wards put up no longer recognize and responded to the Kurzicks. The PC and party fight their way into the Cathedral, fighting corrupted guardians along the way.They are finally able to locate, and secure the Urn, but as soon as it is removed the Cathedral begins to crumble. The party barely escapes, but almost as soon as they are able to savor victory, Togo appears with news with the Luxons. They will agree to let them use the Spear of Archemorus, but only if they can win the right to wield it in a tournament known as the Convocation. The Convocation is an event where all the Luxon Champions fight for the privilege to wield the spear, and use it to slay the legendary kraken Zhu Hanuku, a legendary Sea Spirit that rises every year. The PC enters this tournament, and is able to best the champions, and the Kraken, and finally, the Spear is awarded to them. With the Spear and Urn, the PC heads back to Kaineng City, where news reaches them that an attack by Shiro and his army seems to be imminent. In the Undercity below Kaineng, Shiro is opening spirit rifts, bringing in legions of bound spirits to fight for him. The PC destroys the rifts, and the powerful constructs guarding the rifts. Finally, they confront Shiro, who merges with a bound spirit to fight them. Using the Urn and Spear, the PC is able to fight Shiro, and as his construct is destroyed he is nowhere to be found. Unsure if Shiro is defeated, the Envoys appear to the party once again and reveal that The Betrayer is not gone for good, but a great blow has been struck against him. The Spear and Urn were destroyed in the fight with Shiro, but it matters not, as the Envoys reveal that they will not be enough to destroy him this time. The Envoys tell them they must unite the warring Luxon and Kurzick people together, to fight as their champions did 200 years ago, and take down Shiro. It is here that the PC must make a decision, go with Mhenlo to try and convice the Kurzicks to lend their strength, or with Master Togo, and seek the power of the Luxons. Another flashback is shown, this time the Fortuneteller has grim news for Shiro, newly appointed royal bodyguard. She tells Shiro that the Emperor plans to kill him in the Harvest Temple, that he is afraid of his power. Shiro can’t believe it, but she tells him that he would have to make a choice, his life, or the Emperor’s.

(While it is possible to do both of these next missions after you beat the game, since you must choose which faction to join, Kurzick or Luxon, these next missions happens at the same time)

Factions United

If choosing to join the Kurzicks, they welcome the PC and ask for their help in bringing 3 of their people to the Eternal Grove. These 3 have volunteered to become Juggernauts, plant constructs that are created by binding the soul of a human volunteer to one of the Forever Trees. These Juggernauts are immortal, as long as the tree they are bound to lives, the Juggernaut will spawn at the tree if destroyed in battle. These Juggernauts act as eternal guardians of the Kurzicks. While preforming the ceremony, The Awakening, Luxons attack, trying to kill the Trees, preventing the creation of more Juggernauts. The PC is able to fend off the Luxon attackers, but soon the Luxons return, this time surrendering. The Luxons are fleeing an attack by the Afflicted that have entered the Echovald Forest. Using the situation at hand, the PC convinces the Kurzicks and the Luxon to put aside their rivalry and work together. Together, they are victorious, and an alliance is forged, if only for the time being.

If the PC chooses to join the Luxons, Elder Rhea  has them prove their worthiness to her people. One of the tasks is to take newly hatched Siege Turtles into the Leviathan Pits to be raised. As they are escorting the Turtles, Kurzick raiders attack them, trying to kill the turtles. As they battle, the Kurzicks are suddenly attacked from behind by Afflicted, and it become apparent that the Afflicted will overrun them all if they don’t fight together. A fragile alliance is struck, and the Kurzick and Luxon people fight as one, stopping the Afflicted. 

After either mission, Togo is said to be heading to the epicenter of the Jade Wind, the remains of the Harvest Temple. He hopes to get advice and help with Shiro from the ancient Saltspray Dragon Kuunavang, who was trapped beneath the Harvest Temple during the Jade Wind.

Where it All Began

Another flashback is seem before this mission. Shiro and the Emperor are seen approaching the Harvest Temple. A guard welcomes the Emperor, but informs him that he is supposed to enter alone, as that has always been the case. The Emperor orders the guard to let Shiro and the rest of his escort pass, that ‘there has been a change of plans’. The Fortuneteller’s words ring in Shiro’s mind, this deviation from tradition, coupled with the correct predictions that the Fortuneteller has already made, convinces Shiro that his life is in danger. He had made his choice.

Once the mission starts, it is found that Kunnavang has become corrupted by Shiro. Fighting through waves of Afflicted, the PC and their Kurzick and Luxon allies, finally reach the corrupted dragon. They are able to defeat her, and break Shiro’s hold on her. Along with the appearance of the Envoys, Shiro’s true intentions are finally discovered. He has been searching for a spell that will return him to life. He is almost finished, but he is missing one very important component, the blood of the imperial line. 

The Betrayer Lives

The PC and their party rush to the Palace, realizing that Shiro planned to kill the Emperor in order to return to life. They are too late to warn him though, as the Palace is overrun with Shiro’ken by the time they arrive. Shiro is almost to the Emperor, so the PC and their allies, fight their way into the inner sanctum. They arrive to see Shiro about to strike down the Emperor, but Master Togo steps in to take the fatal blow for his brother. Master Togo is killed by Shiro, and unfortunately his death is the last component Shiro needs for his spell, as he is of imperial blood. Although not the intended target, Shiro has what he needs, he leaves, ready to prepare his spell. Master Togo is mourned, but not for long, as the greatest enemy to Cantha breathes once again.

Shiro was now returned to life, in his mortal body he now had access to all his former power as a legendary assassin. This body did come with a risk, he was indeed mortal once again, so death was once again a reality for him. He worried little, he was eager to enter battle again, starting with the PC and their allies. The Inner Sanctum of the Emperor’s Palace would be the setting of the final confrontation with Shiro. A formidable foe, he was able to hold his own against the heroes. Finally, after a hard fought fight, Shiro, was slain again. As he died, Oracles of The Mists sealed his mortal body in Jade, probably preventing another Jade Wind. Shiro then appears as a spirit, angry, he demands the Envoys release him. But this time Shiro is not an Envoy, he is simply a lost spirit, and rather than make the mistake of giving him that power again, the Envoys seal him away in a ‘Special’ part of the Underworld. The Envoys thank the heroes for their work, telling them that they will be waiting for them to join them in the Afterlife, but to live a long and happy life till then. Shiro was defeated, the plague was no longer spreading, and the Kurzicks and Luxons had struck a fragile alliance. Peace was in Cantha, but many questions remained. Why had Shiro so easily turned on the Emperor, how had he gained so much power. These questions would remain unanswered for a few short years. For in another part of the world, on another continent, another power was awakening, something forgotten, erased from history for its crimes, sought revenge. Its power has been felt throughout the whole world, even if those affected were never aware. Seemingly unrelated events would be revealed to be connected by one long thread, and a common enemy would be revealed…

Alright guys, that’s it for this week’s lore post! Next week we move onto the final standalone campaign for the original Guild Wars, Nightfall. See you then!

-Karn Vileclaw

trashyliving  asked:

It had been months since ruby was attacked by the grimm pyrrha. She had healed up from her last encounter but now her older sister was watching over her so nothing like this would happen again

Pyrrha had been off the island more often then on, working for Lady Salem and finding food that wasn’t the Sweet Soul and those she was with. She was saving her to sate her thirst, which today had finally come to a head. She was stalking her house from the edge of the forest, keeping an eye on when the sweet soul would go out again.