Deer Country Mod (
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deercountry2023-04-08 10:58 pm
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CHOICES AND REPRISALS
APRIL 2023 EVENT
CHOICE IS A GIFT WORTH MORE THAN GOLD
TRUST AND ITS PERILS
FROM HELL'S HEART I STAB AT THEE
CODING
Due to the cyclical nature of Trench, some of last year's April Prompts are available for use. Prompt Number 2 (Wonderkind) will be occurring again this month. Prompt Number 1 (Moonlit Butterfly Migration) does not occur, and many in Trench are publicly shocked not to see the migration. Hunters report that the Butterflies do pass along the edges of the community but they seem to be all carrying an immense amount of hope energy this year. Disciples and Arcane Scholars mutually agree (for once) that this must be because Riteior's defeat is eminent, meaning that there is a massive amount of ambient hope in the area, making their presence minimal this year. Prompt 3 is not available, as the Tethers seem to similarly be faded away for the same reasons.
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Alien Pthumerian with three arms]
[Image Two: Ivy Covered Door]
Prompt Two
[Image One: White glowing stag in forest]
[Image Two: Cliff's edge in fog]
Prompt Three
[Image One: Ruined City in a state of decay]
[Image Two: Humanoid figure covered in tentacles]
Prompt One
[Image One: Alien Pthumerian with three arms]
[Image Two: Ivy Covered Door]
Prompt Two
[Image One: White glowing stag in forest]
[Image Two: Cliff's edge in fog]
Prompt Three
[Image One: Ruined City in a state of decay]
[Image Two: Humanoid figure covered in tentacles]
WHEN: April 8-31
WHERE: Anywhere, along with a vision of the Outposst
CONTENT WARNINGS: Mention of Blood Rituals.
WHERE: Anywhere, along with a vision of the Outposst
CONTENT WARNINGS: Mention of Blood Rituals.
[Excerpt From History of Blood Crazed Zealots: Chapter 21 On the Tower found in the Lumenarium:]
The three armed Pthumerian floats just off of the ground. People of Trench bow at the sight of them and excuse themselves reverently. It does not react to anyone except those to whom it is addressing. “Greetings. I am Hali, Child of Bauphomette. I present a proposal.” There is a definite sense of power that flows through you as they speak, their androgynous and emotionally detached voice echoing more in your mind than your ears and you are sure that only those that are being addressed can hear it. Hali's proposal does not come in words, but rather a pair of visions that you are allowed to experience as long as you choose, to be certain of the nature of what is being offered. Both of these visions are of the Outpost outside of the walls of Trench.
FAQ:
1. This is an IC Vote, 1 Vote per character in the Plot Thread Below.
2. You may play out vision scenes in both versions using the Outpost as an example with other characters. Nobody is in danger within these visions.
3. The options are straightforward: Option One, Hali binds to an object that may be placed in another location. Once bound to that location, Hali will empower it as the Tower does Trench, to enable a new and thriving community with Pthumerian and Trench assistance. Option Two, Hali will reveal a ritual that will create an object that may be placed in another location. Once this is done, no Pthumerian will be able to enter, curse or otherwise intervene in that location. Initially that area would be a region about the size of the current Outpost, and could be increased with a ritual annually, though the process would be very slow and ultimately limited in scope. Doing so would drain Hali of most of their power to create, and so they would enter into seclusion afterwards for a long time.
4. Both options are a positive ending. The Location will remain largely unchained in the immediate future. It is simply a choice between prosperity and protection at the cost of Pthumerian influence versus a difficult, hard and threatened life free of Pthumerian Influence. Neither ending comes with strings attached. This location does NOT need to be the Outpost, but it CAN be the Outpost.
5. If asked why, Hali will appear briefly uncomfortable. It will repeat. “You deserve a choice. You have not had one. I would give you one.”
6. An OOC discussion will be available on where players might be interested in this "New Location" being installed. The Vote is only for the form it will take. Options include Riteior's City, the Outpost or an entirely new location. The Vote this month will decide "What" is being done. A future vote will occur in May on Where it occurs.
7. Hali has no opinion on which characters should choose. If Trenchies are contacted, they are shocked at the possibility of the offer, and they cannot collectively come to a conclusion on what should be done (Though Disciples clearly favor letting Hali bind himself, while Arcane Scholars find the idea of a separated space fascinating.). No Pthumerian will even acknowledge the question, though Bauphomette (if found to inquire) will be seen smirking. Do they look proud?
“It is widely assumed amongst the people of Trench that the Pthumerian known as the Tower is himself bodily the City itself. Past occasions of distress to the Tower have resulted in inconsistencies in the many buildings and districts throughout the city. The Zealots themselves are not the only people who believe this firmly, but are known to have become obsessed with placating and empowering the Tower through the application of blood rituals to transfer life force to the Pthumerian. It is believed that this may be part of why the city has grown to the size that it is, though this is not entirely clear how accurate this is. Nobody in Trench can recall a time when the Tower did not already serve in this capacity, and no Pthumerian is willing to answer questions on the subject.In a hastily scrawled note wedged into the book, an addendum includes the following excerpt.
What is curious about this silence, however, is that nobody knows what the process a Pthumerian or a theoretical half-Pthumerian might use in tying their essence to a community. The ritual is lost to time, and likely to have been a very powerful blood ritual that is a carefully guarded secret of the Pthumerian race. Whispers abound, however, that if a lesser Pthumerian were to seek to bolster a community in the future, it might enable the swifter growth of new territory. Few speak of this possibility, however, because it is feared that to ask for such a thing might invite disaster or displeasure from among the Pthumerians.”
“The existence of Riteior, and their dominance over a city outside of Trench clearly indicates that the Pthumerians hold a ritual that makes it possible to bond with a community, to create a new body. But, based upon the presence of an outpost crafted in recent years, the question remains whether it is possible to maintain a community without the presence and influence of the Pthumerians.”Celebrations over the presumed defeat of Riteior are muted. His disappearance is not something clarified for certain, and many people in Trench are unwilling to risk the assumption that he is gone until it is proven for a length of time. However, the city remains in a state of relative peace. Fewer monsters are seen, and blood corruption seems to have lessened significantly throughout the month. Trenchies throughout the Willful Machine offer pastries for free, all made in the shape of little moths “To honor Argonaut,” though the clever will sense that there seems to be a air of quiet hope that floods the city. It is during this time of peace that you are visited by a Visitor.
The three armed Pthumerian floats just off of the ground. People of Trench bow at the sight of them and excuse themselves reverently. It does not react to anyone except those to whom it is addressing. “Greetings. I am Hali, Child of Bauphomette. I present a proposal.” There is a definite sense of power that flows through you as they speak, their androgynous and emotionally detached voice echoing more in your mind than your ears and you are sure that only those that are being addressed can hear it. Hali's proposal does not come in words, but rather a pair of visions that you are allowed to experience as long as you choose, to be certain of the nature of what is being offered. Both of these visions are of the Outpost outside of the walls of Trench.
The First Vision: You look out from a tower upon the Outpost. The retaining walls, covered in blood wards that conceal the community from the outside world, stand strong and the interior of the structure teems with people of Trench, all of them dressed in bright arrays of color, conducting commerce and trade. Only one new structure has been included in the Outpost itself, a small shrine and temple with a symbol on its gate not unlike the one on Hali's face. It stands between the Barracks and Keep, and Disciples offer bundles of incense from within. What is more outstanding about the sight is seen when you turn to look beyond the walls. You see the forest cleared in all directions, and a second wall constructed a mile away, surrounding what appears to be bustling farmland as far as the eye can see. In the distance, you can see a second barracks, positioned in the middle of the territory, and small stands of communities, the Outpost clearly growing. Behind you, Hali floats, bowing to you once.“You deserve a choice, for what you have done for my people. You will have it.” And you feel that you have a definite choice in this moment.
You know the truth of the vision. Hali is offering to be bound to an object and using the outpost as an example of what is possible. Bound to this object and placed within a community, be it the Outpost or another one, its presence will make that community will become more secure from the outside dangers and blood corruption, growing and flourishing as a light in the darkness and a hope of new growth.
The Second Vision: You see the Outpost again. There are few Trenchies within the city, all of the dressed in dark and muted hues. No outside farms are visible and the woods are as terrifying and treacherous as ever. The Outpost remains strong, but you can see that it struggles to maintain its population. Racks of mushrooms and vegetables grow all along the inside walls of the walls, enough to keep people going though it is a harder life. You feel, however, that there is something very cold and very alone about this place. You look up and you can barely see it. A translucent bubble surrounds the walls of the structure, completely sealing it off and so long as you are here, you realize what it is that you can feel is lacking. You cannot see the moon. When you look down the wall, you see Hali again.
They bow once more, from beyond the nearly invisible barrier, and their offer is once more clear. Hali knows a way to seal a location outside of Trench forever apart from the influence of the Pthumerians, even the Moon Presence. Again, it uses the Outpost as an example because it is a place where the Sleepers have gone to great lengths to be free. Life in such a place will be hard, always hard. Even if it grows beyond its walls, it will be a slow, methodical battle without a Pthumerian's support. However, that place would be forever free of that influence. It would cost Hali dearly, but they seem genuinely willing to give that.
FAQ:
1. This is an IC Vote, 1 Vote per character in the Plot Thread Below.
2. You may play out vision scenes in both versions using the Outpost as an example with other characters. Nobody is in danger within these visions.
3. The options are straightforward: Option One, Hali binds to an object that may be placed in another location. Once bound to that location, Hali will empower it as the Tower does Trench, to enable a new and thriving community with Pthumerian and Trench assistance. Option Two, Hali will reveal a ritual that will create an object that may be placed in another location. Once this is done, no Pthumerian will be able to enter, curse or otherwise intervene in that location. Initially that area would be a region about the size of the current Outpost, and could be increased with a ritual annually, though the process would be very slow and ultimately limited in scope. Doing so would drain Hali of most of their power to create, and so they would enter into seclusion afterwards for a long time.
4. Both options are a positive ending. The Location will remain largely unchained in the immediate future. It is simply a choice between prosperity and protection at the cost of Pthumerian influence versus a difficult, hard and threatened life free of Pthumerian Influence. Neither ending comes with strings attached. This location does NOT need to be the Outpost, but it CAN be the Outpost.
5. If asked why, Hali will appear briefly uncomfortable. It will repeat. “You deserve a choice. You have not had one. I would give you one.”
6. An OOC discussion will be available on where players might be interested in this "New Location" being installed. The Vote is only for the form it will take. Options include Riteior's City, the Outpost or an entirely new location. The Vote this month will decide "What" is being done. A future vote will occur in May on Where it occurs.
7. Hali has no opinion on which characters should choose. If Trenchies are contacted, they are shocked at the possibility of the offer, and they cannot collectively come to a conclusion on what should be done (Though Disciples clearly favor letting Hali bind himself, while Arcane Scholars find the idea of a separated space fascinating.). No Pthumerian will even acknowledge the question, though Bauphomette (if found to inquire) will be seen smirking. Do they look proud?
WHEN: Anytime in April
WHERE: The hinterlands outside of Trench
CONTENT WARNINGS: Light Body Horror, Monsters, Possible Death, Isolation
WHERE: The hinterlands outside of Trench
CONTENT WARNINGS: Light Body Horror, Monsters, Possible Death, Isolation
In all of the time that you've been in Trench, deer have been one of the constants, the only true protectors. You've seen effigies of them, statues and the like. Someone might have had one as an omen, but somehow you always knew deep down it was an omen, not a “real deer.” People venerate them, and items that are carved from deer antlers seem to last forever, powered by some magic that nobody can describe. Deer are the protectors of Trench, and you can trust them. As important as they are to the community, that fact is almost an importance to the point of reverence.
So, when you are out and enjoying the remarkably pleasant weather that's in town, perhaps you feel the urge to visit the surrounding countryside. Monster sightings are low, so there's no reason to hold yourself back from a little exploring. In fact, by mid-month you see what almost looks like a translucent dome around the city glimmer into life and then fade, and with it you feel an almost unnatural wanderlust. The people of Trench have reached an outpost, have found the city of Riteior. Why not wander a little? Nothing's holding you back, right?
That's when you see one.
The creature is unmistakable when you see it the first time. Albino and pale, with dogwood branches instead of proper antlers, the pink blossoms standing in stark contrast to the elegant appearance of the creature's white fur. It barely seems to notice you at first, but eventually your eyes meet. It's nothing more than a casual glance, but it starts to dart off. The pace is an easy lope, not a startled and fleeing dart. You can still see it in the distance. It's a deer. Deer are the protectors of Trench, the preservers of the dream. Hell, if you were in the nightmare you used to be a deer. Kind of. Why not trust it? And, if you follow the creature, at first everything seems fine. No monsters trouble you at all. The path you take seems completely safe, but gradually the real danger begins to come into focus.
You are lost. You are hopelessly lost, and at some point, the deer simply disappears. The moment that it is gone from sight, you have nothing that you can easily rely on for directions that is not on your person. If you're fortunate enough to have a compass of some kind, especially a magic one you've acquired in your travels, you might eventually get back but with the setting of the sun, you can tell you've been traveling for hours. The woods this far out are no longer safe. There are howls of monsters and snarls of beasts in the distance. Nothing has sought you out, not yet anyway, but the undergrowth snaps loudly under your feet to your ears. It is getting dark and light might attract attention, but in the darkness you can feel the lack of sureness in the ground. Worse, you hear the faint sounds of rushing water nearby. There's a waterfall somewhere, which means there's also a cliff. Do you dare try and remain in the darkness, alone? Does someone find you in the midst of your distress? Why did the deer lead you into the middle of nowhere like this?
A short time after you start moving again, you will find your answers at least. You feel something odd against your boot, and looking down you see them. Bones. Deer bones. A deer, long ago, died in this place and by the fact that you see an arrow sticking out of its skull, its killer was a mortal Sleeper. What you do at this point is up to you. In the wilderness, demonic wildlife abound, each of them hungry and territorial by nature. They are dangerous, feral and powerful in a fight, but they can be avoided or defeated even if they almost seem to be trying to herd people that they find in one direction. The growing rush warns of the danger as much as anything, the creatures intent on sending any sleepers they attack either to their death over the cliff's face in the dark or at the end of their claws!
Should an effort be made to try and put the deer's spirit to rest, it is not easy, and there is no clear solution. Prayers, magic, blood rituals, a proper burial, all of these are ideas. However, you are in uncharted territory and perhaps you will put it at peace, or perhaps the creature will continue to haunt this place. You cannot say for sure. However, any effort to give peace to the long dead creature does at least seem to come with the benefit that no monsters draw near until sunrise, giving at least daylight to try and escape. You just have to survive in this place. Alone. Only the sounds of the wild will accompany you.
FAQ: 1. If asked afterwards about the white deer, it takes a while, but some of the oldest Trenchies recall stories of an old wive's tale, that if you see a white deer in the woods at night, it was a sign of eminent death. However, none of seen such a thing in years.
2. It is not possible to know for sure if the deer's spirit is put to rest if you attempt. It does not make contact a second time. However, anyone who puts it to rest is not harassed by it a second time.
3. To head off a question that is likely, it is possible for those with powers to communicate with monstrous beasts in the woods. They are feral to the point of madness, but can be cowed to submission if you have power to do so. Though they will not enter the city of Trench, it is possible to maintain a connection (again, if your character has the power to do so) and encounter ONE such creature from this event in the future.
So, when you are out and enjoying the remarkably pleasant weather that's in town, perhaps you feel the urge to visit the surrounding countryside. Monster sightings are low, so there's no reason to hold yourself back from a little exploring. In fact, by mid-month you see what almost looks like a translucent dome around the city glimmer into life and then fade, and with it you feel an almost unnatural wanderlust. The people of Trench have reached an outpost, have found the city of Riteior. Why not wander a little? Nothing's holding you back, right?
That's when you see one.
The creature is unmistakable when you see it the first time. Albino and pale, with dogwood branches instead of proper antlers, the pink blossoms standing in stark contrast to the elegant appearance of the creature's white fur. It barely seems to notice you at first, but eventually your eyes meet. It's nothing more than a casual glance, but it starts to dart off. The pace is an easy lope, not a startled and fleeing dart. You can still see it in the distance. It's a deer. Deer are the protectors of Trench, the preservers of the dream. Hell, if you were in the nightmare you used to be a deer. Kind of. Why not trust it? And, if you follow the creature, at first everything seems fine. No monsters trouble you at all. The path you take seems completely safe, but gradually the real danger begins to come into focus.
You are lost. You are hopelessly lost, and at some point, the deer simply disappears. The moment that it is gone from sight, you have nothing that you can easily rely on for directions that is not on your person. If you're fortunate enough to have a compass of some kind, especially a magic one you've acquired in your travels, you might eventually get back but with the setting of the sun, you can tell you've been traveling for hours. The woods this far out are no longer safe. There are howls of monsters and snarls of beasts in the distance. Nothing has sought you out, not yet anyway, but the undergrowth snaps loudly under your feet to your ears. It is getting dark and light might attract attention, but in the darkness you can feel the lack of sureness in the ground. Worse, you hear the faint sounds of rushing water nearby. There's a waterfall somewhere, which means there's also a cliff. Do you dare try and remain in the darkness, alone? Does someone find you in the midst of your distress? Why did the deer lead you into the middle of nowhere like this?
A short time after you start moving again, you will find your answers at least. You feel something odd against your boot, and looking down you see them. Bones. Deer bones. A deer, long ago, died in this place and by the fact that you see an arrow sticking out of its skull, its killer was a mortal Sleeper. What you do at this point is up to you. In the wilderness, demonic wildlife abound, each of them hungry and territorial by nature. They are dangerous, feral and powerful in a fight, but they can be avoided or defeated even if they almost seem to be trying to herd people that they find in one direction. The growing rush warns of the danger as much as anything, the creatures intent on sending any sleepers they attack either to their death over the cliff's face in the dark or at the end of their claws!
Should an effort be made to try and put the deer's spirit to rest, it is not easy, and there is no clear solution. Prayers, magic, blood rituals, a proper burial, all of these are ideas. However, you are in uncharted territory and perhaps you will put it at peace, or perhaps the creature will continue to haunt this place. You cannot say for sure. However, any effort to give peace to the long dead creature does at least seem to come with the benefit that no monsters draw near until sunrise, giving at least daylight to try and escape. You just have to survive in this place. Alone. Only the sounds of the wild will accompany you.
FAQ: 1. If asked afterwards about the white deer, it takes a while, but some of the oldest Trenchies recall stories of an old wive's tale, that if you see a white deer in the woods at night, it was a sign of eminent death. However, none of seen such a thing in years.
2. It is not possible to know for sure if the deer's spirit is put to rest if you attempt. It does not make contact a second time. However, anyone who puts it to rest is not harassed by it a second time.
3. To head off a question that is likely, it is possible for those with powers to communicate with monstrous beasts in the woods. They are feral to the point of madness, but can be cowed to submission if you have power to do so. Though they will not enter the city of Trench, it is possible to maintain a connection (again, if your character has the power to do so) and encounter ONE such creature from this event in the future.
WHEN: Any time in April
WHERE: Riteior's City for one part, the Salt Lake for the other
CONTENT WARNINGS: Induced Madness, Violent Tendencies, Blood, Hallucinations, Beasthood
WHERE: Riteior's City for one part, the Salt Lake for the other
CONTENT WARNINGS: Induced Madness, Violent Tendencies, Blood, Hallucinations, Beasthood
The spirit of exploration is upon all in Trench. A fog seems to be lifted from this point onward, and nothing holds people back from the urge to explore, other than of course the possibility of monsters and beastly creatures trying to eat you. But, this is Trench. When has that ever stopped you? On the eighth of April, the reason for this newfound freedom becomes far clearer. In the distance, along the direction towards the far-flung city of Riteior, a great and colossal light can be seen. There is a roar of impotent, unbridled and incomprehensible rage that flows outwards. It washes over an unseen barrier in Trench, causing the air to shimmer, to hold and then to fade back to normal. Seconds later, there is another sound, like breaking and shattering glass. Everything shudders. Your soul shudders. Reality shudders. And then there is silence, and you feel an absolute sense of peace descend upon you and you know the truth. A great evil has been sealed away, hopefully never to return again.
For some in Trench, this is occasion to celebrate. The partying is muted. Pthumerians are recovered, but the scars of their disease are still felt. However, a bonfire is held before the salt lake on the week of the 15th. Food and fellowship are had. Tents are set up, and no monsters are seen anywhere around the healing waters. The drinks flow, and the refreshments are plentiful. Even better is the fact that the people of Trench seem to have gotten the idea that sometimes Sleepers don't like something being slipped into the food and drink. There is absolutely nothing whatsoever wrong with the food. No additives. The only strangeness that may be experienced is that, if you stare long into the fire with someone, you may be treated to visions of your home, of your past similar to the events of Wonderkind, though always nostalgic and pleasant ones.
However, that's far from the only thing going on. The moment that Riteior is defeated, a call goes up among the Hunters of the City to retake the city of Riteior for Trench. Intrepid souls, particularly Sleepers, are invited to seek out and conquest the silent city (Details of the city are found here) as it has no sleepers or population within it. The goal of this journey is to get a Lantern Location or two established within, with the intent of that serving as a bulwark to eventually re-establish the community and draw a new Pthumerian to bind themselves to it. The journey is a week long without technological or magical flight, but other than the possibility of feral wildlife, it is a relatively peaceful, even boring one. It's when you reach the city that everything begins to go wrong.
The first thing you will notice in the city is that there are no longer any whispers from unseen corners. Additionally, the portal to the other Trench is closed, leaving only a desolate, crumbling ruin where Riteior's church once stood. You are truly alone in this place. It seems fine, if quiet, and setting down a Lantern Location is deceptively easy (provided you have one, perhaps through holding onto it, or the Moss King's games last month, or even bargaining for one with the Hunters of Trench in return for service). However, within an hour of entering the city, you know something is wrong. You begin to feel sick to your stomach and paranoia starts to set in. Out of the corner of your eyes, you can see blood starting to drip down the walls as far as the eye can see. The world shudders around you, and waves of nausea collect. Even worse, however, is that you can practically feel your skin crawl as the symptoms of corruption start to settle in and you taste copper on your tongue, almost like there is blood on the air. That is because there is. Riteior's Blood.
His last laugh, and his last act of vengeance, Riteior's blood drained into the ground of the city that he was part of. Sealed away, he can do nothing more, but some Pthumerian blood is far too potent for mortal minds to deal with. Corruption leeches into anyone who remains in the city during this month at an alarming rate, rising from stage to stage over the course of hours. No amount of incense can stop it. Salt water blessed by the moon and Moon Drops are temporary fixes, but the symptoms simply resume. With corruption, madness and beasthood threaten to disrupt the proceedings, as you the conqueror are beset by an urge to fight and to kill. Riteior's Blood will fade soon, but to those so bold as to explore to the very prison of a god, a toll will be paid.
FAQ: 1. Corruption and Beasthood are very rare in the Outpost and Trench at this time, and with low monster presence, business and celebrations occur with almost unusual levels of peace. It is a time of brief reprieve in the city of Trench. 2. The primary threat here is corruption, and that only applies within the boundary of Riteior's City. Anyone who remains for an hour will begin to experience the first stages of corruption, and within 3 hours they will reach the point of full beasthood. Though this can be cured through the usual methods, the corruptive Pthumerian Blood will continue to be a problem until they leave the city and get it cleansed elsewhere.
3. Nothing can prevent this from happening if you are in the city of Riteior. The longer you remain, the more corruption you experience. Exploring deeper to decipher the cause of problems or helping to set up bulwarks and defenses only exposes you to danger as long as you remain.
4. Beast-transformed Trench Hunters can be faced and may take whatever monstrous form you wish.
5. Death is obviously possible in this event.
6. Riteior's blood will fade away and lose its potency within a month. As the next lunar cycle of Trench starts and the Wild Moon ends, his influence will be felt no more in this world. This process can't be sped up, but spiritually aware characters may realize that the effect is temporary and fading.
7. Lantern Locations may now be set up in Riteior's Former City.
8. In the future, though not immediate future, a Lesser Pthumerian will likely take over this city from Riteior's influence.
For some in Trench, this is occasion to celebrate. The partying is muted. Pthumerians are recovered, but the scars of their disease are still felt. However, a bonfire is held before the salt lake on the week of the 15th. Food and fellowship are had. Tents are set up, and no monsters are seen anywhere around the healing waters. The drinks flow, and the refreshments are plentiful. Even better is the fact that the people of Trench seem to have gotten the idea that sometimes Sleepers don't like something being slipped into the food and drink. There is absolutely nothing whatsoever wrong with the food. No additives. The only strangeness that may be experienced is that, if you stare long into the fire with someone, you may be treated to visions of your home, of your past similar to the events of Wonderkind, though always nostalgic and pleasant ones.
However, that's far from the only thing going on. The moment that Riteior is defeated, a call goes up among the Hunters of the City to retake the city of Riteior for Trench. Intrepid souls, particularly Sleepers, are invited to seek out and conquest the silent city (Details of the city are found here) as it has no sleepers or population within it. The goal of this journey is to get a Lantern Location or two established within, with the intent of that serving as a bulwark to eventually re-establish the community and draw a new Pthumerian to bind themselves to it. The journey is a week long without technological or magical flight, but other than the possibility of feral wildlife, it is a relatively peaceful, even boring one. It's when you reach the city that everything begins to go wrong.
The first thing you will notice in the city is that there are no longer any whispers from unseen corners. Additionally, the portal to the other Trench is closed, leaving only a desolate, crumbling ruin where Riteior's church once stood. You are truly alone in this place. It seems fine, if quiet, and setting down a Lantern Location is deceptively easy (provided you have one, perhaps through holding onto it, or the Moss King's games last month, or even bargaining for one with the Hunters of Trench in return for service). However, within an hour of entering the city, you know something is wrong. You begin to feel sick to your stomach and paranoia starts to set in. Out of the corner of your eyes, you can see blood starting to drip down the walls as far as the eye can see. The world shudders around you, and waves of nausea collect. Even worse, however, is that you can practically feel your skin crawl as the symptoms of corruption start to settle in and you taste copper on your tongue, almost like there is blood on the air. That is because there is. Riteior's Blood.
His last laugh, and his last act of vengeance, Riteior's blood drained into the ground of the city that he was part of. Sealed away, he can do nothing more, but some Pthumerian blood is far too potent for mortal minds to deal with. Corruption leeches into anyone who remains in the city during this month at an alarming rate, rising from stage to stage over the course of hours. No amount of incense can stop it. Salt water blessed by the moon and Moon Drops are temporary fixes, but the symptoms simply resume. With corruption, madness and beasthood threaten to disrupt the proceedings, as you the conqueror are beset by an urge to fight and to kill. Riteior's Blood will fade soon, but to those so bold as to explore to the very prison of a god, a toll will be paid.
FAQ: 1. Corruption and Beasthood are very rare in the Outpost and Trench at this time, and with low monster presence, business and celebrations occur with almost unusual levels of peace. It is a time of brief reprieve in the city of Trench. 2. The primary threat here is corruption, and that only applies within the boundary of Riteior's City. Anyone who remains for an hour will begin to experience the first stages of corruption, and within 3 hours they will reach the point of full beasthood. Though this can be cured through the usual methods, the corruptive Pthumerian Blood will continue to be a problem until they leave the city and get it cleansed elsewhere.
3. Nothing can prevent this from happening if you are in the city of Riteior. The longer you remain, the more corruption you experience. Exploring deeper to decipher the cause of problems or helping to set up bulwarks and defenses only exposes you to danger as long as you remain.
4. Beast-transformed Trench Hunters can be faced and may take whatever monstrous form you wish.
5. Death is obviously possible in this event.
6. Riteior's blood will fade away and lose its potency within a month. As the next lunar cycle of Trench starts and the Wild Moon ends, his influence will be felt no more in this world. This process can't be sped up, but spiritually aware characters may realize that the effect is temporary and fading.
7. Lantern Locations may now be set up in Riteior's Former City.
8. In the future, though not immediate future, a Lesser Pthumerian will likely take over this city from Riteior's influence.
Neopolitan Sustrai | RWBY | OTA (CW Disability issues mentioned in Bodyswap)
Pesky little golden butterflies... or moths... or whatever. Neo whapped at it, missing just barely a second later before she realized that something was wrong. "What the hell?" she said, and then she froze. Her eyes were big as saucers and she stared at a hand that was ... wrong. It wasn't her hand, and then when she looked up she saw herself there, across from her and the reality settled in. "Oh... fuck me."
So, yeah, this was a thing that was happening. She'd just gotten bodyswapped with someone. Ugh, sometimes this place was the pits, but it could have been a lot worse. She tried to turn on her illusions, only to find that they didn't work and another sigh followed. This was going to be a long day.
(OOC: Neo's vocal chords do not work, so anyone bodyswapped into her body will not be able to talk. And for amusement, I'm going to say her aura is tied to her physical body, meaning that you get to have the illusion powers for the next hour! Good luck being in two places at once if you make a duplicate, schrodinger's body swap partner!)
2) Wonderkind, a.k.a. Who wants to battle a Grimm?
The sight of the portals got a kind of weird reaction from Neopolitan. She grinned. Why did she grin? Well, portals meant fights, which also meant that there might be Grimm to battle and Grimm were actually kind of fun to take on. They weren't really a challenge in her mind, and she always had one thing going for her that very few in Remnant ever did. She normally had a real reign on her emotions.
(You know, as long as she didn't actually get what she wanted finally.)
She was running towards the next one that she'd seen in the distance as she heard a roar up ahead. Motioning to whoever was with her to follow, she was practically gleeful. Rounding the corner, she could see a freaking mammoth of darkness and bone and laughed silently. Quickly, she grabbed her omni and looked back.
You want a challenge?
This'll be fun.
...someone really needed to help this girl find a hobby.
3) Hali
Neopolitan didn't really understand. She did 'get' what was being offered, but she also didn't fully comprehend why she should care which got picked. That was, until she saw the vision of the new city, a blossoming community of farmers spread out over such a wide space.
She was walking out from the city walls, looking around at the various farms, seeing the hunter's station. Her eyes were a little wide. It wasn't as big as Trench, but it seemed like it was almost unbelievable in a way. A home. This far from the shore. Was it something she'd wanted all this time? She looked back at her companion, raising an eyebrow. What did they think?
4) Bonfires and Memories
Neopolitan didn't have a lot of happy memories of home. Under all of the smiles and the appearance of happiness, she was a very unhappy person, and had been for two years, and for most of her childhood. There were only a few periods of happiness and nostalgia, and all of those came with an awkward sort of pain because they could not be reality, not here. Roman had never come to this place.
Still, she was sitting there by the fire even after the first lost memory, sighing a little sadly and remaining right where she was. Even if they were just memories, and even if they were shared with someone? She wanted to see them, to remember, to experience.
(OOC: Memories of she and Emerald, and memories of Roman are available, or one of your character's. Just feel free to sit down.)
Wildcard)
Go for it! I'm good for most things.
4) Bonfires and Memories
So any memories of Lexi had would be fairly negative. She didn't want to dwell on it, but she also wasn't aware that seeing visions of home would be possible if she looked into the fire.
"Hi. You said if I had any concerns, I could talk to you, right?"
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Bonfire with a side of serious chat?
Wouldn't be a first for me, so go for it, shoot!
(OOC: We'll go with a chat for now, since that's her approach. Just let me know if you want to bring in one of her memories eventually.)
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Let's go with both.
You have a right to know where I come from.l
((OOC: the latter will do for now, if you choose to have something nasty show up, Lexi will be ready))
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Feel free and take your time.
It's not like we're going anywhere right now so we've got time.
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Well, it starts out as me being the younger, plainer sister.
Of someone absolutely gorgeous, like turn their heads and look hard enough that they rear-end the car in front of them gorgeous.
This has actually happened, I've seen it.
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I have never actually met someone so good looking they caused car wrecks.
But I sort of think I get what you mean.
Always living in her shadow, right?
It wasn't something that Neopolitan ever truly experienced. She lived in nobody's shadow so much as just having been the unwanted but valuable tool of people too damned stupid to realize how badly they were playing themselves. However, she'd seen this story enough that she could at least figure out the steps.
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Because if she was by herself.. well, Chizuru certainly wouldn't know what to think, let alone what decision to make. But Chizuru really likes Neo. She thinks the other is really smart, and in a lot of ways she's definitely someone with more knowledge of the world than Chizuru herself.
But at least right now she can tell Neopolitan is trying to ask her for what she thinks, even though Chizuru isn't really used to giving her opinion. It makes her look a little surprised for a moment - like a kid in the middle of class who's being called upon by the teacher despite not being prepared - but then she faintly stammers:
"I-It's nice, isn't it..? It kind of looks like a dream.."
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It kind of does, yeah.
I doubt it'll be quite this easy, but he does paint a good picture.
Wonder why they're letting us do this.
Choose, I mean.
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"Do you think they're lying to us in some way..?"
It's not like Chizuru would be able to tell. She's notoriously bad at telling a lie from the truth. Too oblivious - too easily trusting.
It's also why she'd easily follow a friend's opinion over her own, and that's the part that leads her to ask this here.
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The only one of them that ever lied was Mother Superior.
Pthumerians are a lot of things. Confusing. Dangerous. Hard to understand at all.
But they don't really lie, since they're just who or what they are.
She was pretty sure that Hali meant what he said. Now, that didn't mean that they comprehended what that might mean for them, but she figured he was honest as far as he understood honesty.
Of course, we might not understand him clearly?
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So to know Neo thinks this about them, and with such confidence - it helps. Chizuru would gladly set her compass by the heart of a trusted friend.
"Not understand him?" She repeats it, seeming to think about it for a moment, her head faintly tilted to the side. "You mean, about the potential consequences?"
Because the choice itself seems pretty clear. But the aftermath - that's not much more than a vision right in front of their eyes for now, is it?
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I mean, what we can all see is pretty obvious but there's bound to be other results.
After all, what's going to be going on between this place and Trench?
She looked out towards the walls and then shrugged, scratching at her chin. There were a lot of uncertainties involved, because the vision could say a lot if you assumed it was true. However, it didn't say everything.
But in the end we can't just worry right?
You can't ever know all the possible things that will happen down the road.
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She looks up to meet the gaze of the Twoleg beside her, and ripples the muscles on her shoulders in a way that looks almost like a shrug.
"I don't suppose this creature cares for the lives of the things that live in the forest. How they would be affected if the Twolegplace here grew larger."
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First, just to be sure? Can you read this?
I don't know if this Hali has thought about the wildlife exactly no.
You might be able to ask him if he's considered the impact.
I bet most folks haven't thought of it.
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"Could you, um... make your rock speak? I can't make sense of that."
There must be some reason the Twoleg isn't just speaking to her. It feels impolite to pry, though. She'll just sit and wait patiently for the text-to-speech to play and when it does, her ears twitch with attention.
"I wouldn't expect any Twolegs to consider it. Everything in the Twolegplace is unnatural, loud and smelly." A pause. "I hope I'm not offending you."
It will happen again.no subject
Oh, nah. Humans are unnatural, loud, smelly things.
I just live around them all the time, so I get used to the smell honestly.
This "Hali" might understand the price better.
But he seems obsessed with consequences.
So, of course he wants to know them all.
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"I live in Trenchwood. The forest is sick, but I don't think it's any more dangerous than the forest I was born in. Perhaps it could be kept, and the Twolegs could try hunting instead of destroying it for their gardens."
She is watching Neo carefully for a reaction. Back home, she would assume that Twolegs revel in the destruction of nature, but they seem much more cat-like than she gave them credit for.
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Maybe it doesn't have to be in this spot.
there might be a more desolate one that wouldn't affect the animals they could settle.
I get the feeling his presence might help so it could work elsewhere?
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1. no you shut up
Pthumerian nonsense.
It looks around, but none of its drone feeds come when it calls. Where was it standing? Murderbot takes a step, wobbles, and looks down at Neo's feet and shoes. Human feet. Impractical shoes. It has no idea where she's gone in its body, but the Silent Disco is about to start.
Fuck fuck fuck fuck.
Murderbot leans down and removes the shoes. Wow human feet look weird. It wishes it looked like itself, and something happens. It's still... not itself, but when it looks at the bare feet they look like its bare 'feet', nothing human. Fuck no. Somehow, a moment later, it's back to Neo.
Murderbot sprints for the Feed, shoes in one hand, omni in the other.
Neo. I'm headed to the Feed.
A moment later, in case she hasn't figured it out somehow?
I'm you.
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That would explain a couple things, yeah.
I'll see you there.
So, Neopolitan was definitely more than a little bit weirded out under the circumstances. It wasn't the first time she'd dealt with shenanigans involving her body, but she was definitely not liking this. Out of body experiences were very strange for her, and she had a whole lot of self-identity in her own image, one that she was very careful to keep manicured. So, yeah. Definitely not entirely pleased, though there were worse possibilities than many alternatives. she could deal with this. There was bound to be a cure.
Making her way over to the feed, she caught sight of the pink. Oh, that was not going to be not weird, seeing herself. She cleared her throat, looking briefly surprised at the sound of her own voice. Oh, right. That was new.
"Uh... hey." She was definitely awkward about it all. She had never spoken her entire life. She didn't need to. By some accounts? She didn't even want to. But! This would help. Her friend would hear the voice.
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It walks over to "itself" which would make performance reliability drop if it still had that. Is Neo getting those warnings now? She probably is. They're automatic if she filters through all the various feedback. Fuck. It feels another percentage drop away. Approximately.
Murderbot waves awkwardly before putting the shoes back on. Not that it adds much height. Not that it could walk around in anything taller.
Shall we go inside? Somewhere private maybe?
It looks at the time on the relic.
10 minutes until the disco.
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She was frowning. Yeah, those error messages were definitely appearing and she didn't know how to decipher the input. She wasn't accustomed to the type of experiences she was getting. on the one hand, things felt similar, but it wasn't quite the same and she couldn't be sure on the 'why' of it. Her friend would understand, though.
"Uh... yeah. Yeah, let's go inside. Quiet. Need a little quiet. This is really weird."
She could only imagine how weird it was for the other, if this was what she usually experienced.
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Murderbot nods, turns, and waves Neo to follow it. It can't talk to tell her more, but it uses its omni to send a map of the feed with a path to a private room on the music floor. There, they both know where they are going.
It's used to being ordered not to talk. It's used to not wanting to talk. Not being able to? Honestly, not anywhere near the top of the list of problems. Tech has it covered. They've been communicating for months.
When they reach the room, Murderbot connects to a drone at a time the old fashioned slow way, via the omni, to feel a little more secure in itself. It uses the first drone to project views of the Feed on the far wall, and that helps it relax. Murderbot makes one of the screens project its typing.
Room is secure.
I turned back into "myself" briefly?
Sort of.
But not.
Can you explain?
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She settled herself, and it was patently obvious how uncomfortable Neopolitan was right now. It wasn't that she didn't like the person whose body she was inhabiting. It was the simple fact that she wasn't in her body. She was a lot more obsessed with control, control over herself, her decisions, how she presented herself, than she ever liked to let on. And right now, she was out of her element, and Neopolitan was always in her element. The small frowns, uncomfortable glances, shifting stances and the way that she seemed to move awkwardly despite everything, despite the fact that it should have been easier to move like this? It all played into that.
She breathed out a sigh of relief as she saw the message appear on the screen and tugged out an omni. It took a minute, but on the screen would eventually appear words as well. It didn't matter if she could speak. She preferred not to, even if she couldn't.
Thanks, I trust you.
Yeah, so I know it's obvious but I think we got body swapped.
It's probably a weird curse that has me in your body and you in mine.
Hopefully it shouldn't last long.
Or do you mean something else?
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