reddosmod: (Default)
Deer Country Mod ([personal profile] reddosmod) wrote in [community profile] deercountry2023-03-08 01:10 pm

The House Always Wins

MARCH 2023 EVENT
Due to the UNIQUE NATURE of the Moss King, previous March events are NOT available during this month's event. Please keep that in mind.

IMAGE DESCRIPTORS IN ORDER OF APPEARANCE

Prompt One
[Image One: Fanged, smiling carnivorous plant from little shop of horrors ]
[Image Two: House overgrown by roots.]

Prompt Two
[Image One: Person covered in glistening film that seems to be suffocating.]
[Image Two: Woman's face splattered in blood. ]

Prompt Three
[Image One: Poker chip with an anime girl's face on it. ]
[Image Two: Dogs Gambling Painting, but it's famous horror monster villains instead of dogs. ]

TOO MUCH OF A GOOD THING
WHEN: March 8-31
WHERE: The City of Trench and surrounding regions
CONTENT WARNINGS: Plant-Based Peril, Isolation, Entrapment, Carnivorous Plants, possible but unlikely death.


The plentiful and bountiful harvest of plants that started to blossom towards the beginning of the month has continued, and if anything? It's getting more and more troublesome. The old saying goes that too much of a good thing is too much, and this is definitely the proof of that pudding. Plants are literally growing everywhere. Trenchies can be seen cutting branches out of impossible locations, and vegetation is beginning to grow inside of established businesses and homes. There is an ever increasing market for vileblood based defoliation options that are being offered by entrepreneurial Trenchies, but the fact that more than a few of those selling the stuff have gone missing under strange circumstances calls into question their efficacy.

For Sleepers, this means that the possibility of encountering enlarged and potentially dangerous plants such as those seen in the earliest parts of the months grows ever more real. A human-sized venus flytrap might very well try to snatch one up, with all of the peril that entails. However, while it is possible for any exotic plant to carry with it potentially lethal threat, most of these are able to be dealt with by even the untrained with a machete. The real problem is the root systems and the plants that ones that talk. The former are the most likely to be encountered. Root systems grow over entire buildings during the mid to late month, choking over light sources and blocking windows to dim houses. They clench their grip over doors, making getting out of one's house an act of willpower and muscle that may have to be repeaated over and over again. Worst of all is the fact that many of these root systems almost seem to be intentionally creating barriers around the Lantern Network! The little moaners are safe, but their sphere of protection becomes a dome of wood, shielding and keeping them away from those naughty sleepers trying to hack their way to a teleport.

The talking ones, though, are downright disturbing. They're not very large, at first they do indeed seem to whisper and beg to be fed. Naturally, only blood will do, and the longer that they're fed the larger and more dangerous that they can become. But, so long as one doesn't feed them, they're harmless, right? Wrong. True, they can bite and it's easy enough to avoid them. However, it's what they start to say when they're denied their food that becomes disturbing. “There is a consequence of your actions, you know.” “Do not think that you are immune.” “Saving the Moss Brat seems wise now, but have a long memory.” Things like that. The voices they take on are eerie, unnatural and do not match the plants' normal begging voices. They never clear up who is speaking or what they're speaking about, but surely it's not a big issue, right?

By the end of the month, the plants wither away and break off of the various homes and businesses, leaving no visible damage behind, as if whatever caused them has faded entirely.

THE LEECH
WHEN: Second Half of March
WHERE: Anywhere in Trench, but not the Outpost.
CONTENT WARNINGS: Magically Cursed Ailment, Severe weakness, Anemia


You didn't think it would be that easy, did you? From the moment that the first talking plants appeared in Trench, there has been another ominous presence. Unbeknownst to the people of Trench, but the Moss King is recovering from Riteior's attack and, while they are safe and slowly getting back to their normal self, this has allowed for Riteior to offer a little payback in an effort to cause trouble to those seeking to stop his attacks on the Pthumerians of Trench. In the night, while characters are sleeping, the plants strike. They wake to find a thin film over them, but otherwise it appears harmless. The next full day, there's nothing wrong and they feel hail and hearty. In fact, those pesky little talking plants are gone from their house. Of course, the next day the horror begins to settle in.

Within 48 hours, Sleepers will find themselves weak and lethargic in the extreme. The condition is not fatal, but it is problematic and irritating. They will find that no amount of food, water and rest quite gets rid of the malaise that they are experiencing, a strange drowsiness and lack of energy plaguing their every moment. The longer it persists, the more dangerous it becomes. However, there appears to be no obvious cause, at least until they visit someone capable of treating their condition, be they a Blood Minister or trained physician. Victims of this curse appear to be suffering from a severe, but not life-threatening anemia. There is no obvious cause, but the Ministers are certain that it is not natural and is likely a result of a curse of some kind. They can offer stimulants and high energy food, which will help the person experiencing the condition, but the real danger comes if they try to use their blood for a blood ritual of any kind. The insidious reason becomes obvious. Someone is attempting to stop them from safely having enough blood to perform the rituals to seal them away!

Victims are “fine” in the sense that they could get through the month safely without risk of death and just be weaker. However, if they attempt any form of blood ritual or blood letting, they risk running out of blood, which would indeed be a life threatening concern. The only solution, then, is a blood transfusion of another type. The Blood Ministers are willing to provide blood from their banks, but caution that it is better if a fresh supply is used. Do you have a friend willing to lend a hand? Or, do you miss one of the deadlines this month for fighting back Riteior?

FAQ:
  • This condition strikes after the mid-month, when the latest batch of rituals further weakens Riteior, and ensures the Moss King's safety.
  • This condition is not life threatening, unless a person attempts to use blood for a ritual or other purpose without first receiving a transfusion.
  • If a person attempts to perform a blood ritual before getting a transfusion, their anemia can become life threatening very quickly.
  • It is possible to completely avoid this prompt by not being targeted by Riteior. His cursed targeting is not that precise and he is clearly becoming desperate.
  • When a transfusion is given, both participants will be lightly anemic for another 24 hours, but the condition will fade afterwards completely.
  • It is suspected strongly by some of the Blood Ministers and Arcane Scholars that this is a curse brought about by a brief moment of control over the Moss King by Riteior. This can be learned easily in conversation with members of the orders in Trench.

  • HIGH STAKES
    WHEN: Second Half of March
    WHERE: Goat Turning in The Cellar Door
    CONTENT WARNINGS: Gambling, Possible Coersion, lowered inhibitions, Risk of Character Death


    The Moss King appears to be 'on the mend' by the latter part of the month, or at least he seems to be his usual self. A flyer advertising a special for all Sleepers and residents of Trench at the Goat Turning, his personal gambling hall, circulates throughout town. The doors of the Goat Turning will be open to absolutely everyone, and nobody will be turned away for an event that will last the last two weeks of the month! Anyone who comes will be given a complementary set of chips for free, along with a very special commemorative poker chip embossed with their own face on it which they are assured they can keep afterwards, assuming they don't lose it betting! In fact, that commemorative chip is the only way that a person can return to the Goat Turning during this period, and has to be shown to get admittance, though you don't need to bet it even if it appears to be worth quite a lot! Every night, a new allotment of chips is offered to gamblers. It isn't much, and if they're willing to trade a few goods to get more, they can supplement their stash. What could be more fun than a friendly game?

    The drinks and food are free for those attending, and even better? They don't seem to have a lot of strange effects. The drinks seem to ease the symptoms of corruption, in fact, and make a person more relaxed and at ease, along with lessening their inhibitions. The food is filling and pleasant, but salty, making one crave the drinks more. But, honestly, compared to Generosity's botched and spoiled food in January it's almost heavenly, even if it does make it easier to want to keep gambling and gambling. After all, those prizes for the big winners of the night are certainly something to behold, and the kinds of luxuries that Trenchies drool over.

    The Big Prizes: (Maximum 1 big prize per character for the month)
  • A Lunar Orb
  • A Vial of Pthumerian Blood that can leave a person feeling sickly and weak if they come in contact with it
  • A Genuine Lantern, enabling a second teleportation location to be placed!
  • A Blood Enchanted Weapon or Armor.
  • An Item from Home that a character might not normally find washing up on shore

  • The Lesser Prizes:
    Players are encouraged to use their imagination on lesser prizes that could be won. Food. Supplies. Furnishings. Weapons. Tools. Clothing. Any number of valuable could be won throughout the month.

    So, what's the catch? There's always a catch. Well, like any gambling hall, the saying goes that the House Always Wins. This isn't true universally. You could have a hot streak at the Craps table, or you might just win on your lucky number in Roulette. It is very possible to walk away with enough chips to win a big prize all in one night, or build up over time to claim such a lofty goal. But the trick is that commemorative chip. It's the admission, and it's also the only way you can leave the gambling den each night. The chip must be presented both at entry and leaving, and only then does the reality become clear. That chip is so valuable because it represents your life! You might literally be betting with your life here! Should you lose your chip and not have it at the end of the night, the impressive and powerful bouncers at the door will bar you from exit, and once the hall closes there is nowhere to go but the basement. Anyone who enters the basement after hours will find that their life is indeed forfeit, and their debt is called. They will die down below. How will they die? Well, considering the fighting pits down below, any of a thousand deaths, some more gruesome than others, are possible. And, if another player holds their chip, they will be given a special pass to remain below, to demand their price themselves.

    So, if you lose your chip is it still possible to get it back? Absolutely! It is a gambling hall, after all. Someone just has to be willing to give it back, or to win it back from another player or the house. What could be simpler? Of course, because there are no compulsions in the commemorative chip, and no rules about how it is to be used or transferred other than that it must be won from the house in a fair game, it is almost as if the Moss King is testing his own guests to see just how far they will go, and what they will do if their life or the life of a friend is on the line.

    FAQ:
  • Players are limited to one grand prize per character. Please record this prize on the prompt below.
  • Characters that die because of this event may die in any reasonable fashion in the basement. Tools are provided. This may be handwaved.
  • Because this event involves the potential of players bargaining for their lives and death, we remind players to be mindful and communicative with others regarding permissions and preferences during this event. Do not break permissions.
  • Lesser prizes can be won in quantity, but we ask that you be reasonable about this.
  • The Commemorative Chip is non-magical and there is no compulsion to gamble with it. It is simply worth a lot more.
  • The Event is not age restricted, so underage gambling is possible.

  • CODING
    whowillmourn: (Default)

    [personal profile] whowillmourn 2023-04-02 04:58 pm (UTC)(link)
    Mayerling would raise an eyebrow at the continued vagaries of heroes in Dabi's world but accepts that the man isn't going to share more than he already has—that is, nothing which lets Mayerling determine for himself whether he considers Dabi a villain or not. He considers the man shady, has from the start, but so are many people pushed to the side in society. They learn to adopt, whatever they were like before. No new information there.

    He shrugs at the determination there's no such things as a new you. Some people are good at it. At least on the Frontier, where people can go their whole lives never interacting with strangers from somewhere else, it's possible for one's past not to catch up. At least on a human time scale.

    "Sheriffs locally. Hunters for the dangers too much or ranging too far from towns," Mayerling says, "Central government can get written to for aide, but no one in the Frontier counts on them."
    burnitblack: by burnitblack @ dreamwidth (pull out what's inside serve it up fried)

    [personal profile] burnitblack 2023-04-02 10:42 pm (UTC)(link)
    It's hard to condense the role of heroes and villains in his world's society into a short, neat, consumable definition. Likening it to the hero and villain tropes of comic books doesn't seem like the kind of route Dabi thinks the vampire would understand. So he went for the law enforcement route. Good guys. Bad guys. Do they even have those kind of things in Mayerling's world? He already understands the notion of an "evil vampire" stereotype doesn't fit Mayerling.

    Dabi frowns in thought at the information. The Frontier sounds like some kind of outpost or a separated town or city. Well, is it really a far stretch to think a vampire wouldn't travel far from a place he or she found comfortable? Most stories has them holed up in castles and the like. Aristocrats that don't want for travel when they can arrange "travel" brought to them.

    "More like sheriffs. Heroes like to keep their version of peace. They uphold laws about crime like stealin and murderin, their battles and exploits get televised for popularity rankins, help train up young kids to become heroes like them, decide who can and can't use their Quirks for this and that reason, and listen to government-sanctioned mandates to keep them in check. They used to be vigilantes, but after that got too lawless, the hero society system evolved to create order."

    Dabi leans back in his seat. "My world didn't always have Quirks. They suddenly started manifestin generations ago." A world with normal humans and issues suddenly began to have people born with special powers. Go from there.
    whowillmourn: (Default)

    [personal profile] whowillmourn 2023-04-08 02:41 am (UTC)(link)
    Mayerling listens. He's lived through civilization, its downfall, and now the slow building toward a new one. It leads to more than any one model of government. Even between towns, things can vary—their attitudes toward vampires usually being the one measure that doesn't.

    He raises an eyebrow about who can and cannot use their Quirks, an unusual word he takes to mean Dabi's means of flight among other things. They reach another round, and Mayerling only stays in to force Dabi to show his hand.

    "How may Quirks be used and what happens to those who don't abide by that, besides being labeled a villain?"
    burnitblack: by burnitblack @ dreamwidth (pull out what's inside serve it up fried)

    [personal profile] burnitblack 2023-04-10 09:10 pm (UTC)(link)
    While Dabi understands he's dealing with a vampire, it's likely that he doesn't understand just how long-lived Mayerling really is. Two, three, maybe four generations? He's not thinking in terms of civilizations. Something he may or may not learn later the more time he spends with the man. It'll be an odd pill to swallow.

    And yes, Mayerling is right in assuming "Quirk" is the power Dabi uses. Namely his flames. Tsk, bastard's not going to fold. He glances at his cards and deems himself to have a winning hand, so puts in another chunk to the pot.

    Four of a kind: All Jacks.

    "Right now, Quirks can only be used by licensed Heroes when they're dealin with a villain, natural disaster, or some kinda wreck. If ya use your Quirk outside of those situations, ya can get fined all the way to bein put in jail." He lays his cards on the table. "Exceptions apply for kids."
    whowillmourn: (Default)

    [personal profile] whowillmourn 2023-04-12 02:13 am (UTC)(link)
    Mayerling exhales in a sigh at the description. That kind of desperate clinging control. It's so early in a society where everyone lives such short lives that so many people will be forced to live through the early breaths. Hero or villain or civilian. Such attempts surely will harm many. How hampered will their understanding of what is possible be, when the use is so narrow?

    Such abilities aren't only useful in combat or disaster. What about regular day to day life? The name implies something non-standard, unlike most vampire abilities. Perhaps quirks pass down through generations when looked at long term (hard to tell), but they know so little.

    He motions the pot toward Dabi. "Quirks pretty noticeable all around? Like yours," he asks.
    burnitblack: by broshuu for dabi @ dreamwidth (hot hands gotta hot hands)

    [personal profile] burnitblack 2023-04-12 05:37 pm (UTC)(link)
    The sigh piques Dabi's curiosity. It isn't one of annoyance or impatience, but a sort of exasperation. The kind someone would give who's seen a lot of things or witnessed experiences over and over. Like an old man shaking his head over a bunch of kids. Right... he's dealing with a vampire who's probably a few hundred years old. Or something like that.

    There are a lot of policies regarding the use of Quirks. In the end, it was deemed easiest to only allow Quirk use in limited permits, those held by heroes being more free to use their Quirks. Though smaller and less dangerous Quirks could still be used around a person's home or slipped here and there around the office. Main thing is, if you allow "slippage" for one person, then why not this other person, and if that other gets it, then what about the woman who can rearrange a city block? Why isn't she free to use her Quirk? Not her fault she was born with a much greater power than someone who just looks like a gerbil.

    Dabi sweeps his eyes around the other cards laid out. Yep. Won it. And gathers the pot into his hands like a greedy, calm spider so he can drag it all over to himself. The winner.

    "Not all of 'em. Some are as simple as bein able to grow ya fingernails or slowly draw small items towards ya, some are mutations like havin a centipede for a head or four extra arms, and some are as powerful as bein able to control the weather or disintegrate anythin ya touch." He leans back in his seat. "But regardless of whether ya Quirk's powerful or sucks, it should still be your choice to use it."

    Though perhaps with that description, Mayerling might find some reason behind Dabi's world's decision to limit Quirk usage.
    whowillmourn: (Default)

    [personal profile] whowillmourn 2023-04-12 09:22 pm (UTC)(link)
    Whether a Quirk or any ability is powerful or 'sucks' depends on how a person learns to use it. Admittedly, when people hardly can learn to use it, certain types won't get out of the category of 'sucks.' Dabi isn't the person to convince of most these matters. They also aren't back in his universe. Honestly, Mayerling isn't terribly interested in going there. Undoubtedly being a vampire would be labeled as a Quirk, and his very existence would be a crime. Not much difference, perhaps, save that he doesn't need a new environment for that.

    "Pray tell, what is the person with four extra arms expected to do their whole life?" Mayerling asks, "Hang them at their sides? Hold them across their body like a prisoner?" No, the answer is to be a hero, but people simply want to live.

    "They'd be better off teaching someone who can control the weather how to improve the climate, for agriculture, for maintaining the planet, and so forth, than only for crime and natural disasters. They could stop disasters before they happened," he says. "Someone who could disintegrate things could readily dispose of nuclear waste. There's better use of Quirks than their limits.

    "I agree, of course, that it should be someone's choice to use their Quirks. Held to the same moral and legal standards as any other. Murder is murder. You don't need a special law about Quirks to consider it illegal whether done by bare hands without powers or with six."
    burnitblack: by burnitblack @ dreamwidth (swoosh nothing but ash)

    [personal profile] burnitblack 2023-04-13 12:28 am (UTC)(link)
    If there's one thing Mayerling would find surprising in Dabi's world, it'd be that regardless of his appearance and people's initial opinion, so long as he didn't actively commit criminal acts, he'd never be labeled a villain. Hell, should he opt to use his powers for heroic deeds and the good of society, the man would be a hero. A rather classy one too. People might even line up to offer the blood, should his "Quirk" require that kind of sustenance. There are vampiric-styled Quirks out there. Dabi's cohort in the League of Villains drinks blood in order to activate her Quirk, for example.

    "Most of em would wanna be a hero," he retorts. Of course, a big part of the question would be the social status and lifestyle of said four-extra-limbed person. Someone regularly abused and mistreated for those limbs would be far more likely to become a villain, but there are a number of mutation Quirks that continue to work as heroes. But assuming this is a 'normal' and 'well-adjusted' person with a fair upbringing, yeah, they would almost always seek to become a hero. "But ya got other options, like construction, factory, builder, maybe even wrestlin. Provided the job got special permission for them to use their Quirk."

    Mayerling's ideal about teaching a weather controller to help people earns a scoff from the scarred man. "And what if that person doesn't wanna spend his whole life playin fertility god?" Nine had a Quirk that allowed him to control the weather, though the drawbacks of extremely strong Quirks like that are rather severe. In Nine's case, rapid cellular breakdown resulting in a much shorter life and weaker body if he used his Quirk too much. "Maybe, but I can tell ya, the guy who can decay things to nothin? Society rejected him due to his Quirk bein too dangerous and scary. No one bothered tryin to help or understand him." Any wonder he became a villain...

    "Yeah? And who's gonna decide what's moral and legal?" Dabi picks up a new hand. "I've seen heroes break plenty of laws and never get in trouble, all because they do it in the name of moral and legal reasons. But a villain doin those same actions?" He makes a rude gesture.
    whowillmourn: (Default)

    [personal profile] whowillmourn 2023-04-18 12:11 am (UTC)(link)
    Mayerling looks over at Dabi more directly, amused at the reference to something more complex of a system. "Jobs can get special permissions," he notes, "That's something at least. An alternative beyond the hero/villain binary."

    Far more in line with the every day incorporation of life. A step in a direction where Quirks are far more normal. So Mayerling can hope.

    "Then he doesn't," Mayerling says, "There's simply more options than hero and villain. Most villages on the Frontier live on the brink of agricultural failure, starvation, and death. Anyone able to help improve agriculture would be a godsend. It's hard not to think of that."

    "Society," Mayerling repeats, "Who in society rejected him? Surely not everyone was involved. Some people represented the whole. They were inexperienced, and they were wrong."

    "Heroes. Villains. Acts break a law. Once justice is served, it's served. A villain criminalizes a person, not the act." He shakes his head. "Society sets the laws, but the laws must apply to everyone. It may permit exceptions, but titles don't."
    burnitblack: by cytes @ dw (gift ~ Don't Take) (dabi dance 2)

    [personal profile] burnitblack 2023-04-18 02:57 am (UTC)(link)
    "There are alternates, but most of the time ya either can't cut it in the hero sector, or somethin happens and ya get forced out." For all the heroes running around, they're actually a smaller percentage of the population. But mostly due to the requirements to become a hero weeding out many hero wannabes.

    Dabi eyes his cards and leans back in his seat, dangling one arm over the back of it and slouching as if he's bored. His sharp gaze remains on the table and other players, keeping his attention and scanning for tells.

    "Yeah, but there ain't enough of that in my world to make someone with that kinda Quirk think about "agriculture" before thinkin about heroics. The masses are brainwashed from birth about the wonders of heroes. Ya see it all over the TV, splashed on the news, touted as the career to reach above all else. It's only when ya fail to become a hero do you start to think about other courses."

    Dabi snorts derisively at the idea and kicks his legs up on the table, not caring about the other people who have to look at his boots. "Course, some people don't plan on takin rejection lightly."

    "Everyone. He wandered the streets for days, weeks. Everyone passed him by, always thinkin some hero'd come along and help. The only person that ever stopped to help him was a villain." He leans his head back. "It ain't inexperience; it's apathy."

    Dabi shrugs at the vampires last comments. "Too bad that ain't how it works in my world. Titles outrank laws."
    whowillmourn: (Default)

    [personal profile] whowillmourn 2023-04-26 07:13 pm (UTC)(link)
    Mayerling sighs. None of it surprises him in a world built around the ideology of heroes.

    "Every society builds problems for itself," he says, "You're laying out many of them in yours."

    The next hand gets laid out. Mayerling continues to play impassive to the cards dealt, the antics Dabi partakes in, and the course of their conversation.

    He answers in turn and asks more questions, glad to learn more about where he comes from and why the man considers himself a villain. A lot more makes sense by the end of the night.
    burnitblack: by burnitblack @ dreamwidth (swoosh nothing but ash)

    [personal profile] burnitblack 2023-05-01 03:40 am (UTC)(link)
    Within time and explanation, most people understand. And ultimately, whether they think they do or not, they'll take a side. Everyone does. Some closer to neutral, some firmly one one or the other, and some far out in extreme land. Mayerling is likely to fall close to neutrality. Attempting to keep separate...

    "Some people are aimin to fix those problems." Whether he's referring to villains or heroes remains in the air.

    Dabi takes up his next hand and leans back in his seat. He opts to carry on the conversation as the vampire responds, not entirely attempting to sway him to one side or the other like he might with less astute individuals.

    Though he'll trade information for information, learning more about Mayerling and his world. Undoubtedly there are topics and areas they won't touch on, making it clear those information pieces aren't for share. But all in all, it's worth the time and gamble to spend with him.

    It's a hell of a win for him in the end.
    burnitblack: by broshuu for dabi @ dreamwidth (hot hands gotta hot hands)

    [personal profile] burnitblack 2023-04-12 05:54 pm (UTC)(link)
    The sigh piques Dabi's curiosity. It isn't one of annoyance or impatience, but a sort of exasperation. The kind someone would give who's seen a lot of things or witnessed experiences over and over. Like an old man shaking his head over a bunch of kids. Right... he's dealing with a vampire who's probably a few hundred years old. Or something like that.

    There are a lot of policies regarding the use of Quirks. In the end, it was deemed easiest to only allow Quirk use in limited permits, those held by heroes being more free to use their Quirks. Though smaller and less dangerous Quirks could still be used around a person's home or slipped here and there around the office. Main thing is, if you allow "slippage" for one person, then why not this other person, and if that other gets it, then what about the woman who can rearrange a city block? Why isn't she free to use her Quirk? Not her fault she was born with a much greater power than someone who just looks like a gerbil.

    Dabi sweeps his eyes around the other cards laid out. Yep. Won it. And gathers the pot into his hands like a greedy, calm spider so he can drag it all over to himself. The winner.

    "Not all of 'em. Some are as simple as bein able to grow ya fingernails or slowly draw small items towards ya, some are mutations like havin a centipede for a head or four extra arms, and some are as powerful as bein able to control the weather or disintegrate anythin ya touch." He leans back in his seat. "But regardless of whether ya Quirk's powerful or sucks, it should still be your choice to use it."

    Of course, perhaps with that description, Mayerling might find some reason behind Dabi's world's decision to limit Quirk usage.