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.
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Luz couldn't help it: small things like finding out the kinds of things Lexi liked and debating its merits and flaws alongside works of literature were things that Luz lived for. She had know it the moment she started talking with Lexi that there was an immediate something that had drawn her to the girl, and in a small time, she knew what to call it.
"Now I think of you and your omen, and I love them," Luz said matter-of-factly. "So no argument there."
Luz had seen The Land Before Time first, so she had THAT whole scene to cry over with her mom. Bamni's mom's death was sad too, but that scene was killed with the immediate jump into Spring and that ridiculous song.
La la la la la doop dippty dipp indeed.
Lexi's blood had helped though! Luz would always be grateful for any way that Lexi could lend a hand!
Ah, and it was so genteel! Luz gave a curtsy, then took the girl's hand.
"Don't give me an inch," Luz teased, pulling her close. "You know me. I'll take so many miles."
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And Lexi felt the same, that conversation had never been easier than it was with Luz, that a connection had never formed so strongly and so quickly than it had with her. She'd thought she was imagining things after a while, that it had to be the same as with Rue, a one-sided attraction that she'd need to bury and never let up for air. She was so glad she was wrong.
"And I can't think of owls without thinking of you," Lexi said fondly.
Aack, that song killed the mood! She honestly wanted to know what the director had been thinking, that maybe he had to go with something silly and cheerful or else kids would be traumatized. But it was more of a mood whiplash, which wasn't any better.
And Lexi would always be willing to lend Luz a hand with just about anything.
She grinned and when Luz took her hand, she raised it up to give it a kiss.
"All right, all right," Lexi said laughing. "For the night. Then I'm making you a big breakfast, there's this new recipe for one pan eggs and potatoes I want to try."
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Oh Luz had never seen that. And with that described, she was strangely intrigued.
There was no way. Luz had only quickly formed that bond with one other person: Rose, the moment that they met. They were from different backgrounds and places, yet Luz had bonded with her immediately during an arcade. It had been a wonderful time Luz had never forgotten, akin to when she'd met her wolf sister Margot.
Rose was gone and Luz was still sad about this, but knew nothing would keep Rose down. Still, with Lexi, Luz just loved talking to her. There were so many small things in her girlfriend she found endearing, from her movie commentary to how her presence was enough to send a million volts through Luz. It was like being wrapped in a warm blanket after feeling the cold for a long time. It was a vulnerability that at any moment might result in someone going, and Luz didn't care. She would take the risk.
Lexi would always be worth it.
"Really? You think so?"
Luz had always associated that with Eda, SHE was the Owl lady. With her gone, and Luz with Owlbert, that pretty much made her the one here, didn't it?
WHY?! WHY WOULD YOU DO THAT?! Por Favor, gradually move from the scene with something more evocative about Spring, don't coat it with some nothing of a song that almost mocks it! No respect for the dead at all!
That was just simple. Luz didn't even need to think about it. Which probably would mean trouble if Lexi were ever corrupted.
Whoa. Luz blushed, but had such a warm look on her face right now. She'd never had anyone do THAT. It was nice. No wonder people loved it in older times.
"Sure, ok! Me, getting breakfast from you? Sounds amazing! I'll have to return the favor! Too bad I can't have ingredients from home. Dominican breakfast is pretty good."
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It was a cute movie, but not perfect. The gay stereotypes weren't cool, but it has a whole emphasis on female friendship in the end.
Lexi felt that way with Anakin Solo, that despite their power disparity (far less now) that she'd have his back no matter what happened. Of course, she also felt that way with Maul and given the original bad blood, she'd have to put herself as a referee. She couldn't let them go after each other, not if she could help it.
As would Luz.
"Yeah. Whenever I hear or see an owl, it makes me think of you."
Which was the truth. She'd never known Eda, she'd known Luz as the holder of Owlbert. Which for better or worse made her the owl lady.
Lexi would have to assume that people back in Ye Olden Times thought that kids weren't terribly resilient and couldn't confront the idea that yes, even parents could die. Which, that was true. Most kids couldn't. But people assumed that most kids had never experienced loss before. It wasn't true now and it hadn't been true then, but that was adult assuming. Not the reality of kids.
Lexi was doing her best not to be. But doing one's best and actually avoiding it were two different things.
Absolutely! She felt the need to do it as soon as she had Luz's hand. Why others didn't do the same was beyond her.
"I think the recipe thinks its Mexican, since it asks for red pepper paste and diced onions. All I know is, it was in the paper one day and my family seemed to like it. But, I don't even know what a Dominican breakfast involves. Can you...tell me?"
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Luz was probably going to watch and then talk about it eagerly with Lexi afterward.
Luz had, shockingly, very little interaction with Anakin, while Darth Maul had been one of the most interesting and eventful interactions Luz had ever had. He had also almost killed her, HAD killed Varian and Margot, and yet Luz had never help it against him considering what had been going on at the time.
"Aw, that's sweet! I would have thought I'd be a wolf or some kind of otter, but I guess Owlbert here IS pretty noticeable too!"
Luz gave the Palismon a nose boop, which he answered with a nip to her finger. So cute!
As Luz had this actually happen to her, she could testify that it was pretty hard, but would have at least helped some kids cope. If anyone had started playing off one of her saddest moments with some dumb music to offset her pain, she's pretty sure she would have thrown something.
Corruption would come whenever Trench summoned it. She just hoped they'd be ready for it when it did.
It was a practice that needed to come back in style again, it was so sweet.
"Ooh, really?! I think I'd give that a shot! But if we're talking Dominican breakfast, I'd start you off with Los tres golpes with Mangu. It's Dominican salami with fried cheese, fried eggs and boiled plantains."
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Which would be a lot of fun! She wanted to share what few positive memories she had from her childhood with Luz.
And Lexi had known him as a serious man who was interested in books above anything else. She considered him a friend and a--not a colleague, not exactly but someone whose judgement she trusted.
"He is. But still, I pay attention to owls now more than anything. But if you want, I can pay attention to otters and wolves, too?" Otters more than the latter, otters were among the cutest creatures alive.
There's nothing cuter than nose boops.
So did Lexi. She knew she was...overdue, in a way. That she'd gone so long with mild corruption that when the real thing hit her, it would be overwhelming.
And chivalrous, no matter who was kissing whom's hand.
Lexi made an appreciative noise. "That sounds so good. I've never had Dominican salami, but I do love all kinds of ordinary salami. As long as it's turkey salami."
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Luz would come to like that movie quite a lot! That it meant something to Lexi and likely inspired her a little made Luz like it even more.
Well that was good Lexi was meeting someone from Maul's world! She's only met Anakin once or twice herself, but he seemed nice enough. He did have something of a rivalry with Maul, and Luz knew enough to let those who had problems with Maul to let them feel that way.
"No, no, it's ok! In some ways, I feel like I was more aligned with wolves when that one girl was here, Mebh, and Margot. Margot was like a sister to me, and losing her was...hard. Like Owlbert's the last part of Eda still here, Tempest is my last connection to my wolf self. I don't ever want to forget them."
And otters were just CUTE. Luz was already making up her mind to find an otter suit here, because if anyone would appreciate it, it was Lexi.
Oh, yes. Nothing.
Luz pledged quietly that if it ever happened to Lexi, she would stat be her side and take whatever abuse Lexi threw her way, as long as she helped her recover.
And sweet. So sweet.
"Heh ha! It's...not. But we'd need to substitute most of the foods anyway."
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It did mean a lot. She liked the notion that anyone could change and evolve while still remaining true to their core self.
Lexi trusted Maul. She knew that in the past, he'd been violent, he'd been a bad person, but he'd made efforts to resolve the past and go forward in his life without being tied to the mistakes of the past.
"All right. I...I feel kinda bad for admitting that I didn't know that. I wish I could say that I know how that feels, but is it awful of me to kind of like that I can establish myself here as me and not as Cassie's plain younger sister? But I can see not wanting to forget them and wanting to keep as many ties as possible."
Otters were just plain adorable. And an otter suit would be even more adorable!
Sweet because of Luz.
"Ohh. Yeah, I know how that feels. Where I'm from, things like turkey versions of pork products are pretty common. Trench is like...fish. Fish, fish, and more fish," she said with a laugh.
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That was a lesson Luz always took to heart. Not enough people valued that, in her opinion.
Oh, it had taken a lot, and he had messed up a few potential relationships due to his mistakes, including tanking his friendships with Varian and Fern. Luz knew Darth Maul had struggled, and hoped he was his best self now.
"Hey, it's fine! Not a lot of people know that, because most of them are either gone or didn't appear until we were all brought to Trench. But I never wanted to forget Mebh OR Margot. They were special people to me, and in a way, they were important in helping me become stronger. I can see your side of things too though: you would want to be something separate and distinct from your sister."
They were, and Luz would have to show her one day!
And very appreciated now, thanks to Lexi!
"You said it! Fish is pretty much a staple now! I have to resort to shellfish and grains and nuts sometimes just to get a break! Also, nothing is so frustrating than descaling and deboning a fish that makes that whole process difficult."
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Well, count Lexi as someone who did. They wouldn't have gotten into such a comfortable relationship as young as they did without it.
She'd heard about all of that, but figured it would probably be best to go with who he was now rather than who he'd been then. She felt like it would be a disservice to all of the work he'd put into becoming the person he was now.by holding who he'd been then as the end-all, be-all of his existence.
"I'm sorry you lost so many people in the before. And in the now. There's...well, a lot of people gone. Even I've figured that out and I've only been here for a year. But I'm grateful to them for helping you grow stronger. Help with that kind of thing, well...it's invaluable. And, yeah. Don't get me wrong, I'd still like to get Cassie out of whatever the fuck there was going on with her back home, but I like being me here"
"Ugh, I know. Especially bigger fish, like tuna or salmon tend to be. I'm never going to take an already cooked fish dinner for granted ever again."
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Look, if you caught lightning in a bottle once, why ruin it with a mediocre sequel?
Luz would second that.
Darth Maul had always been a complicated individual, and breaking out of what he was to be what he IS had taken a lot of time. Luz respected all that it took, but knew, as she did, that in that process he would lose some people. Luckily, there were still plenty who cared about Darth Maul now, and some that figured that holding into grudges here tended to do them very little good.
"No one is off the table when it comes to losing someone, and that's hard to accept. But everyone who left helped make me a little stronger. I do hope that Cassie will get better somehow, but I have to admit that I wouldn't trade her for you any day."
Luz hoped her sister would be OK, wherever she was, but Luz was also pretty happy that Lexi got to be herself here, with no one forcing her to keep her personality hidden.
"If I could only find a way to make sashimi. Salmon is SO much better that way."
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Because things like RollerGator, Miami Connection, and Reefer Madness were so bad, they were funny. The Matrix and Jurassic Park sequels were so bad, they were pathetic.
Holding onto grudges were often futile. As well as counterproductive, where was the incentive to change and grow if others expected you to revert to who you had been at a moment's notice? And grudges hurt the ones holding them as much as they did the person who the grudge was against. Probably even more than the person being held at fault, anger wasn't a good emotion to maintain for very long.
"Yeah. It's hard. Especially since you've been here so long and you knew so many of those who've left. I'm still...mostly lucky. So far." And Lexi laughed. "You're probably the only one who'd say that. Everyone loves Cassie."
She knew that if Cassie ever did arrive, she'd immediately be out-classed. Cassie had a way of drawing people to her, not just because of her looks. She was sweet, charming, and had a way of drawing people to her effortlessly.
"So is tuna. Don't get me wrong, I don't mind canned tuna, but I also love it in all forms of sushi I can imagine."
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Luz agreed there! It was just another sequel that failed to capture the magic that made the first movie so great for some new contrived way to continue the story.
Luz had seen this happen to many people in Deerington that were brought from their perspective worlds. It was pretty hard to get out of patterns that framed you, depending on how you used to live. Through some hardships, Luz had to understand how even SHE sometimes carried around unhealthy coping mechanisms.
Still working on that, actually.
"It was...something. I chose this world, and I wanted to see through the lives the people I loved would have. Some of them are gone now, but I don't regret staying here, living and seeing new people thrive. That's how I met you!"
Luz shrugged, "I don't know. She sounds kind of boring in comparison."
Luz knew all too well the kind of person Cassie might be, and if that worked for her? Good for her. She deserved her own happiness. But Luz would always consider Lexi the true diamond in the rough, the girl she was lucky enough to meet and utterly fall for, who made her laugh and talked books with her at a job in a bookstore.
No way Cassie even came close in her eyes.
"Canned tuna has NOTHING on raw tuna! Well, Tonnino comes close, at least."
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It took things from 'oh wow, I really loved that movie' to '...another one? Seriously?'
Like trying to save everyone all at once. She sees what Luz did there. Repeatedly. And don't get her wrong, she loved having a girlfriend with such a huge heart and a readiness to help as much as she could, but Lexi often worried that Luz pushed herself past the point of safety.
"And I don't regret coming here. Granted, my first few months I felt like I'd been thrown into the deep end without even those little water wings to try and float with. But I learned to roll with the punches. Still learning that, actually. And I can't tell you how glad I am we met."
Lexi makes a 'you have a point' face. "...yeah. Maybe being too pretty kept her from developing a personality beyond people pleaser? I dunno."
Cassie was all about pleasing guys. Whichever guy she was dating at the time, she fell head over heels for. Which is why Lexi was so concerned, Cassie was showing all of the signs of having fallen for someone bad for her, but she kept insisting she was single. Lexi didn't buy it.
And a diamond in the rough! She'd blush forever hearing that.
"Yeah, but usually I can't justify going to eBay and paying sixty bucks or more for tuna. Think of all of the tuna rolls that would buy!"
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Which was just a shame. Most movies with sequels tended to be best by themselves, or somehow garner enough sequels that the few good ones seemed inconsequential.
This was something Luz was trying to work on. She hated putting Lexi on edge like this, so for her she did her best to reign herself in. Sadly, this was still no guarantee that it would be an uneventful time. There was almost always going to be several incidences a month. For whatever reason, Luz somehow had a few things go down she didn't expect.
"Oh, I'll bet! Those first few months can be pretty crazy. I was lucky: I had Eda for a few great months, and Margot. I was happy. They at least helped me to recognize I can make a family wherever I am."
Luz shrugged. "I try to make people happy sometimes too, but not at the point of compromising myself. That would be a hard facade to keep up."
They were different people, that was for sure, but they had different traumas too.
Luz couldn't help smiling to herself a little. Lexi seemed so special to her, how were people not charmed? It seemed crazy to her. Luz was sure she wouldn't have been able to resist her for long.
"Ah, that kind of tuna! It's all right, but I don't think I'm really a fan?"