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The House Always Wins
MARCH 2023 EVENT
TOO MUCH OF A GOOD THING
THE LEECH
HIGH STAKES
CODING
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. ]
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. ]
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.
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.
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.
WHEN: Second Half of March
WHERE: Anywhere in Trench, but not the Outpost.
CONTENT WARNINGS: Magically Cursed Ailment, Severe weakness, Anemia
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.
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:
WHEN: Second Half of March
WHERE: Goat Turning in The Cellar Door
CONTENT WARNINGS: Gambling, Possible Coersion, lowered inhibitions, Risk of Character Death
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.
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)
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:
no subject
The two of them are both wanderers, and he can respect that. He's not sure what he'd even ask the pthumerian if he even could.
"No, but I've lost the last few hands." He can't help but sound a bit sour, and he hunches his shoulders. "Maybe this just isn't my game." He longs for a Triple Triad table... he'd know what to do if he had his deck!
no subject
Glancing up at the table, Dabi sets down his hand and wins the entire pot. With a double-armed grab and scoop, the villain rakes the winnings into his side. Then starts stacking them up to trade in for larger chips and less crap to carry. "Works for me." Both changing games and Nara'a losing.
"What kinda gamblin games do they have in your world? Maybe there's somethin familiar here."
no subject
He's actually a little grumpy about it - he'd collected quite a few! "I've had to learn the card games here. None of them are familiar."
no subject
Otherwise they could recreate it in the place with the traditional deck. Which he's doubting is possible from Nara'a's comments. "Didn't think so." Dabi tilts his head to the side. "Could grab a drink while ya ponder."
no subject
"Drink sounds good. Sometimes you just get bad luck and it's not your fault. Pray to the Spinner or something and keep trying." Not that he thinks Nymeia has any power here.
no subject
"Take a break from the game, huh." Dabi heads for the bar nearby, overlooking a few tables of gambling, and takes a seat on one of the barstools. They've got backs so there's no chance to just slide right onto it. Guess that's fine, leaning back is a nice change of pace from the hunch he had while playing cards. "Ya pray to some kinda luck god?"
6.1 spoilers
He nods at the assessment and sits down next to Dabi, huffing in amusement. "Mm. Nymeia is the spinner of fate. So people pray to her for luck. I happen to know that the Twelve are real, but I haven't encountered her in person yet. They're... interesting. I don't know if they have any actual power over what they're said to have power over - aside from their elements."
no subject
"Didn't think so." The instructions aren't clear at all and Dabi orders a drink once the bartender addresses them. Beating the number. All four. Positioning. Who the fuck knows without actually having the game in front of them to learn from. And it takes a custom deck that comes from Nara'a's own homeworld? Yeah, he'll pass on even remotely trying to pick that up.
"A lotta times people say they have power, they don't really. But the more they say it, the more people believe it if they got nothing else to prove otherwise." Dabi rests his arms on the bar, folding them atop each other and letting his hands drape over his elbows. "Take it the Twelve don't care about ya. Cause they're not tryin to break in here and get ya back."
And yes, Dabi would have no problem pitting one pantheon against the other just for the hell of it. Then try to get home during the chaos. Screw what happens around him.
no subject
He snorts at the thought of the Twelve trying to come get him. "I don't think they're that powerful. At least across worlds. If they are, I have a lot of questions as to why they didn't step in on certain events." They can't be omnipotent and care, so they have to care and not be all-powerful.
"And I mean, even if they weren't fighting at full power I could still take some of them down. That's... I mean literally. I can and I have." He can't deny that there were some people on his mind when he was punching the god of the dead.
no subject
There's no such thing as gods. Simply other people or beings with power highs and egos too big for the common masses or lower.
He gives Nara'a a side eye at the very idea this man who's not much bigger than he is was out there taking down 'gods' in some pantheon. "Psh, ya haven't had anythin to drink and ya already sound drunk." Big difference between taking out some powerful monsters and claiming you've killed a damn deity from your own world.
Not much of a deity if a mortal person can take it down.
no subject
He tries to be honest about his own emotions and desires, at least. He's not out to deceive anyone about it. "You're pretty powerful yourself, honestly. In my world you'd be regarded as an excellent mage at the very least, if a bit unusual for specializing in a single element." Not that there aren't people who study a single element very intently, but not to the fine amount of control that Dabi has.
"... Sometimes I wonder if people from here can eventually head to other worlds, if we ever find a way back."
no subject
Such is Dabi's assumption. Made more because he'd been ready to torch the thing to ash before the other man stopped him. "Yeah, ya ain't that bad of a partner to have for stuff." Dabi usually likes to work alone, but he's had enough time together with the miqo'te that he'd be a first choice for taking with him to some kind of event.
Dabi scoffs at the praise, running a finger around the rim of his glass. "That'd be a fuckin weird reality to get used to." Being lauded for his power and considered "Excellent" instead of a feared villain with a past that's anything but excellent. He hums at the pondering. "If there's routes back, nothin's stoppin ya from tryin to go down another hole."
no subject
The scoff makes him smile a little bit. "Look, it's worth a try if we ever find a way home. I just... if you don't mind leaving your world and if we can truly leave, it's... I would like to have you on my side." He can just imagine Dabi burning through the other gods he's likely to face, and... even if he doesn't have the same gifts he can't imagine Dabi falling prey to much of the dangers in his world.
... Also he'd probably like Estinien. Two grumps who try to hide when they care. Dabi's just better at it.
no subject
But the second part, that invitation, earns a pause from the burned man. Dabi's eyes slide to the side, regarding the other man with silence and speculation. He doesn't answer immediately, neither dismissal nor acceptance, but remains tongue held. Thinking. Weighing. Someone had said something similar. About leaving things behind and starting anew.
"Kinda temptin." He goes back to his drink, eyes forward again. "Ya ain't that annoyin to be around." But there's just one problem with this arrangement.
Someone Dabi has to kill.
no subject
Nara'a just takes a drink and waits for Dabi's response. He nods when the other finally does respond. "The offer's open. If you ever want to take it once we find a way, it'll be there." He'll be there - Dabi's clearly got a lot on his shoulders and not in the same way that Nara'a does. If he wants to have an escape...
... Honestly, he's probably more than earned it at this point.
no subject
Dabi watches the liquid in front of him, finger still wandering circles around the rim. Tempting. He could leave everything behind. Drop his entire life and go somewhere else. Truly escape.
But... could he live with himself is the real question. Knowing what's left behind at home, what can't happen while he's gone. He brings his drink closer, shoulders rounding.
"There's someone I gotta destroy back home."
First time he's ever been honest with Nara'a.
6.2 spoilers
He doesn't look surprised when Dabi says that, only nods. "That's fair. There's someone I have to..." Well. He doesn't want to, but... "... or at least probably will end up fighting. I promised to rescue my friend's sister, even if it seems impossible." And defeating two out of the four Fiends was hard enough... he can barely imagine how difficult Golbez is going to be.
But he promised. And he doesn't back out of his promises. "... We're trying to find a reliable way to travel between the reflections of my world at home. Maybe that can be extended to other worlds entirely." Other than just... using a spaceship. That doesn't seem to apply to different dimensions.
no subject
Dabi's eyes linger on the bar in front of him, unseeingly taking in the different bottles of liquor illuminated by the light behind them. Lost in some momentary thought before finally getting drawn back by Nara'a's agreement and tale. He glances to the man again. "More heroics, huh. Is it the same guy that went crazy?" The one they went into the void for and yeah.
He easily shelves his own tale and listens instead to Nara'a's. "Sounds like ya have to go home first before you'd be able to apply that here." Can't do work on reliable transport elsewhere. "I know some people won't want to leave this place. They're dead back home." Very easy reason not to want to leave.
no subject
Gods know he'd like to know, but he can't really just walk up to the guy and ask questions. "I don't go back on promises, and I promised to bring her back. Other than that... I don't know what I want to do. But yes, I would have to go home for that."
Those that are dead back home... there's something inherently wrong about the dead being alive here, but he can imagine that it would be a better life here than... being dead. "That's fair. I suppose I didn't think about those people. If we could make Trench better for them..." But he's thinking too big. Right now he has a smaller goal in front of him.
no subject
Especially when it comes to reasons for doing things and endgame plans. Doing either invites people to interfere, either with attempted counterarguments or interruptions. "Damn, sounds like every group ya get involved with ends up needin to be caroled one way or another."
He can't speak much to the dead who are alive here. They have a right to not want to go home if there's nothing left for them there and they can continue to exist here. Hell, a few more months and Dabi himself would/will probably be part of that group. "Depends on what's makin Trench a nightmare. The land itself, or those "gods" floatin around up there."
no subject
If... she even can be recovered.
"I know... we don't know so much. There's a lot of research to be done, and if we had more people doing it then it would go faster, but there's only so much we can do. It's... a little frustrating, but we'll find an answer. There's got to be one. I don't really want to promise how long it'll take, though."
no subject
"Thousands of years?" What kind of people does Nara'a run into? Every one of them seems some kind of fantastical tragic weird one that ends up needing his help. "I get the feelin ya find a way to help everyone ya run across."
It's not even a hero mindset, but more amazingly coincidental over and over.
"We wouldn't have to do so much research of we could make those "gods" talk and explain what they know. How they brought us here, why this place, that kinda shit." Violence solves so many problems if you apply it correctly. "They probably have most of the answers and we wouldn't waste our time and effort gettin nowhere."