Deer Country Mod (
reddosmod) wrote in
deercountry2023-06-08 11:05 pm
SOMETIMES I WISH I COULD FORGET
JUNE 2023 EVENT
EVERYTHING OLD IS NEW AGAIN
THE PATH ONCE TAKEN
A PROMISE KEPT
CODING
Due to the cyclical nature of Trench, some of last year's June Prompts are available for use. The dream demons from Prompt 1, however, are not as numerous, as the lingering hope has been carrying over into the new month. Remina's push to remind people of the past, though, has drawn some of them out in search of nightmares to feast on. Prompt 2 is not available, as those tunnels have been cleared of their items and the holes left by the earthquakes have been repaired. Prompt 3 is available as memories from the past are strong this month.
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Deer Statuette with Candles]
[Image Two: Spooky Bloodbourne Town]
Prompt Two
[Image One: Hurricane Waves]
[Image Two: Standing Stones in a Field]
Prompt Three
[Image One: Antler-Horned Thumerian with a Cup]
[Image Two: Skull Made of Blood Screaming in Bowl]
Prompt One
[Image One: Deer Statuette with Candles]
[Image Two: Spooky Bloodbourne Town]
Prompt Two
[Image One: Hurricane Waves]
[Image Two: Standing Stones in a Field]
Prompt Three
[Image One: Antler-Horned Thumerian with a Cup]
[Image Two: Skull Made of Blood Screaming in Bowl]
WHEN: Anytime in June
WHERE: Anywhere in or outside of Trench
CONTENT WARNINGS: Horrific Memories, Out-of-Body Experience, Literally Any Possible CW in the History of Deerington
WHERE: Anywhere in or outside of Trench
CONTENT WARNINGS: Horrific Memories, Out-of-Body Experience, Literally Any Possible CW in the History of Deerington
June is the month of remembrance. Remina is strongly present, as people face Hali's choice. Her specialty is the past, after all, reminding others of what's behind them, where they came from, and who they were. This year, it feels more important to remember what has been.
It may seem innocent at first. You're doing some chores around the house. You're running errands in town, or making a purchase. You don't think much of it, even, but, when you turn around, a small deer figurine catches your eye. You might think it's cute, or pretty, or hideous. You might admire its craftsmanship or level of detail. Maybe the art style turns you off completely. Maybe you go to pick it up and look closer. Maybe you ignore it.
If you choose to ignore it, you'll go about your day. A few hours later, you see it again. That's odd, isn't it? It's the same figurine. How did it get there? Did someone bring it along? Did it teleport itself? This will keep happening, too. No matter how many times you try to ignore it and leave it behind, it will appear somewhere else. You will never see it appear or disappear specifically. You will never see someone carrying it and putting it in place. It will just suddenly be there, like it had always been there and you just never noticed it before. But it will always be the same figurine. If you do make it to the end of the day without picking it up, and then go to sleep, it will be waiting for you on your nightstand when you awaken the next day. Someone really wants you to have it.
Should you choose to pick it up, whether right from the start or later on, you be pulled into a vision of the past. It could be Trench's past. It could be Deerington's past. Either way, you are there now, and you are in the thick of whatever's happening. Was it a great battle? Was it a plague? Was it a crazy event where people switched bodies? Was it just a normal day where people actually relaxed and had fun? It doesn't matter. You're there. You're you. And you feel like you're part of it. You cannot change the past, only live it, but you feel like it's really happening. And... maybe it is...
You see, these memories, they don't belong to any specific person who was there at the time. They now belong to you, as if you'd been there in person. And it's not just any vision. Did you stub your toe just then? That's a nasty bruise you wake up with later when the vision is over. Did you cut yourself? You might need a bandaid when you wake up. Anything that happens to you in the memory also happens to your body in the present. There is a very real danger here. You could even die.
Don't panic! You're not alone! You see, when the figurine activated, it linked randomly with another active figurine. Surprise! You have a companion. You're in this together. Will you be able to help each other survive? Or will you just both coast through, hoping for the best and that it ends soon?
But, you might ask, I've learned not to touch these kinds of things! I would never have a vision! Fear not. You can still have one! Some of the figurines are quite sensitive you see, and might activate just by your mere presence within a certain distance from it. Have fun with that.
FAQ:
It may seem innocent at first. You're doing some chores around the house. You're running errands in town, or making a purchase. You don't think much of it, even, but, when you turn around, a small deer figurine catches your eye. You might think it's cute, or pretty, or hideous. You might admire its craftsmanship or level of detail. Maybe the art style turns you off completely. Maybe you go to pick it up and look closer. Maybe you ignore it.
If you choose to ignore it, you'll go about your day. A few hours later, you see it again. That's odd, isn't it? It's the same figurine. How did it get there? Did someone bring it along? Did it teleport itself? This will keep happening, too. No matter how many times you try to ignore it and leave it behind, it will appear somewhere else. You will never see it appear or disappear specifically. You will never see someone carrying it and putting it in place. It will just suddenly be there, like it had always been there and you just never noticed it before. But it will always be the same figurine. If you do make it to the end of the day without picking it up, and then go to sleep, it will be waiting for you on your nightstand when you awaken the next day. Someone really wants you to have it.
Should you choose to pick it up, whether right from the start or later on, you be pulled into a vision of the past. It could be Trench's past. It could be Deerington's past. Either way, you are there now, and you are in the thick of whatever's happening. Was it a great battle? Was it a plague? Was it a crazy event where people switched bodies? Was it just a normal day where people actually relaxed and had fun? It doesn't matter. You're there. You're you. And you feel like you're part of it. You cannot change the past, only live it, but you feel like it's really happening. And... maybe it is...
You see, these memories, they don't belong to any specific person who was there at the time. They now belong to you, as if you'd been there in person. And it's not just any vision. Did you stub your toe just then? That's a nasty bruise you wake up with later when the vision is over. Did you cut yourself? You might need a bandaid when you wake up. Anything that happens to you in the memory also happens to your body in the present. There is a very real danger here. You could even die.
Don't panic! You're not alone! You see, when the figurine activated, it linked randomly with another active figurine. Surprise! You have a companion. You're in this together. Will you be able to help each other survive? Or will you just both coast through, hoping for the best and that it ends soon?
But, you might ask, I've learned not to touch these kinds of things! I would never have a vision! Fear not. You can still have one! Some of the figurines are quite sensitive you see, and might activate just by your mere presence within a certain distance from it. Have fun with that.
FAQ:
- The deer figurines are from Remina, and they're symbols of Deer Country's history. The smallest is about an inch in length or height, and the largest is 6 inches. They are made from various kinds of material (wood, stone, clay, metal) and can be in almost any kind of art style (cutesy, creepy, art deco, realism, etc). Some are painted. Some are natural.
- The figurines are activated mostly by touch, but some are super sensitive and react to proximity, usually about a foot away. So, if one happens to be across the room, it's likely not going to do much. You have to get close enough to actually take a good look at it.
- Events from the past can be from either Deer Country or Deerington. Old TDMs, old event posts, happenings mentioned in past newsletters, everything is up for grabs here.
- Connecting to another figurine or figurines is completely random ICly. The character has no idea who they'll end up appearing in the past with. Plot away and have fun! It can even be more than just two people if you want to do a big group thread. That's up to the players involved.
- Injuries from the visions will have an effect on your characters in current times. So if your character gets hurt while under the influence of the figurine, then they'll still be injured when they come out of it. Healing also has the same affect. If someone has the ability to heal or stop bleeding with first aid, then that will also be reflected on the character's actual body. That said, the reverse is also true. If someone finds another person in the middle of a vision (the person in the vision will physically be in a catatonic state) and sees them bleeding or being injured, then they can heal that person. The character stuck in the vision will notice while still in the vision that they are mysteriously healing. How strange!
- Death in these visions is also real. Naturally, if a character dies in a vision, the vision ends. The character will remember nothing after that point. As for their body, it will go through the normal crystallization process and squid rebirth that a character would go through if they had died in Trench.
- These "memories" are completely new! Remina, while she could share the memories of someone specific if she wanted to, is just trying to give you a general history of the world. So, what better way to learn history than to experience it? It's not Ruby's memories from Deerington that you're experiencing, though it can be if Ruby's with you and going through them. But, if Duo goes into a Deerington scenario, then it'll be as if he was actually there at the time, not just watching say, Shiro's experience of it. Consider yourself isekai'd.
- The figurines will lose their power at the end of the month, once Remina's influence wanes. So, if your character is able to avoid them the whole month, they'll be safe! But, the figurines themselves can be kept if you want your character to have one as a souvenir.
- Want to optout, but you know your character would definitely grab a figurine? Just have it so that they don't find a figurine. Remina is good, but she can't help it if someone just doesn't see it where she puts it, especially the smaller ones.
WHEN: Anytime in June
WHERE: Begins Near the Beech, Going to Somewhere Else
CONTENT WARNINGS: Hurricane, Possible Drowning/Death, Horrific Monsters (The Pthumerians are kind of monstrous after all)
WHERE: Begins Near the Beech, Going to Somewhere Else
CONTENT WARNINGS: Hurricane, Possible Drowning/Death, Horrific Monsters (The Pthumerians are kind of monstrous after all)
For some very few, the experience might be harrowing because of how familiar it is. For others, it is a fresh and new horror. As you are traveling along near to the coastline, perhaps wondering when the next catch of fish will come, or perhaps wondering why there have been no new arrivals in some time, you see it. It is an old boat, one fit more for a river or a lake than for the ocean's turbulent tides. There is a floating specter of a figure seated atop the prow of the boat, one hand holding a long river pole. It gazes back towards you and under the hood you can almost see one lonely eye, before it is shrouded in darkness. Remina.
You are not compelled to go. Riding the boat is a choice. It is a simple matter to ignore the offer, but it is given all the same. Should you take the boat, you and whoever joins you will find yourself passing through a thick and soupy mist in the veiled darkness. It is bone-chilling and time seems to flow differently. Through the passage of the waters, you can see countless vessels. Some are populated by twisted men and women who were once pirates, each of them dashed upon the rocks. None ever reach the shores of Trench. Other vessels, you watch as they sink around you. Countless explorers, some of them human, and some of them very much not, all of them are lost to the waves. The farther you travel, the more a storm looms in the distance. It rages, seethes and howls with the might of a hurricane, the likes of which you have never seen. You near the first crest of the waves, and a look back finds Remina gone. You are alone, braving the waves.
THE UNKNOWN GUARDIAN: MARIANA
This is not so much a direct fight with the Pthumerian, as encounters in years gone past were. Unlike other guardians, Mariana does not confront you directly, and instead it is a battle of attrition, one of survival. The waves bear down on you, and the moment you take to the pole, to the oars, you feel yourself surge with the knowledge of how to steer the vessel, but not where. Great waves, high as small skyscrapers, will attempt to bear you down and you must choose whether to ride them and rise over their crest, fail and be dashed to the rocks like so many who have sought the unknown before, or run. The winds that rage have the full force of a hurricane, but the boat barely seems to keep you from flying out of it. Still, she tries to buffet you with the fury of countless detritus being hurled with incredible force. Lightning streaks from the clouds above, and you may very well be forced to keep the boat from being burned to a cinder. But, like the Guardians before, Mariana can be bested. There is only one true way to do so. You must persevere and maintain courage in the face of the unknown and bear through the storm until you reach the calm of the eye. Only then does Mariana's wrath fade.
Within the eye, you feel Remina's presence return. The floating boat tender navigates the way to a small shore. It looks like a small, verdant island with standing stones. There are women there, each of them robed. All but one of them feels deeply familiar somehow, though as you come to the shoreline and meet them, three of them stand out. One is impossibly tall, robed in white. A second stands beside her, dressed in the robes of a nun rather than the druidic garments the others favor, glaring at the white-robed one. The last is only slightly shorter than the white-robed, dressed entirely in black.
"You cannot do this," the nun says, though the white garbed woman ignores her, smiling at the sister in darkness. "Once this doorway is opened, it will be forever open. A gash. A wound. We do not know what else may come through."
"The one our daughter will bring into that world. She will control that path. In the dream, she will be as a god. We will see the truth before us. Do it." The white-robed one sounded almost commanding, and all around bowed save the one robed in darkness. Even the nun bowed, sullenly. Two of them knelt with swords, burying them in the soil, and power flowed from each of them towards the dark one, a sound like a key being fitted to a lock, and a doorway opening. The dark one nodded once and reached out over the ocean. She pulled back her hood, and the hideous visage of Marian stared out into the deep, the water parting to form a path. From behind her, the gathering rose and began to pass through, led by the one in white. At the end, only one who looked so much like the boat's tender, the nun and the dark one remained.
"Until the child is ready, I will hold the passage. You will hold the key," it said, looking back at one of the ones with a blade. She turned to the nun and stared at her. "And if that day never comes, I will hold the passage forever." The larger of the two with blades rose, nodding and the nun simply sighed, following as they departed after the rest.
As the vision concludes, you are left there in a small grove. Remina is now floating between the standing stones and looking at you quietly. "I think Mariana always knew she would hold this passage forever. But, a promise is a promise. The door will be unlocked soon." She will then wait to ferry the Sleeper back through a thankfully less dangerous and choppy sea, and when they return it will feel and seem as if little more than an hour has passed.
FAQ:
You are not compelled to go. Riding the boat is a choice. It is a simple matter to ignore the offer, but it is given all the same. Should you take the boat, you and whoever joins you will find yourself passing through a thick and soupy mist in the veiled darkness. It is bone-chilling and time seems to flow differently. Through the passage of the waters, you can see countless vessels. Some are populated by twisted men and women who were once pirates, each of them dashed upon the rocks. None ever reach the shores of Trench. Other vessels, you watch as they sink around you. Countless explorers, some of them human, and some of them very much not, all of them are lost to the waves. The farther you travel, the more a storm looms in the distance. It rages, seethes and howls with the might of a hurricane, the likes of which you have never seen. You near the first crest of the waves, and a look back finds Remina gone. You are alone, braving the waves.
THE UNKNOWN GUARDIAN: MARIANA
This is not so much a direct fight with the Pthumerian, as encounters in years gone past were. Unlike other guardians, Mariana does not confront you directly, and instead it is a battle of attrition, one of survival. The waves bear down on you, and the moment you take to the pole, to the oars, you feel yourself surge with the knowledge of how to steer the vessel, but not where. Great waves, high as small skyscrapers, will attempt to bear you down and you must choose whether to ride them and rise over their crest, fail and be dashed to the rocks like so many who have sought the unknown before, or run. The winds that rage have the full force of a hurricane, but the boat barely seems to keep you from flying out of it. Still, she tries to buffet you with the fury of countless detritus being hurled with incredible force. Lightning streaks from the clouds above, and you may very well be forced to keep the boat from being burned to a cinder. But, like the Guardians before, Mariana can be bested. There is only one true way to do so. You must persevere and maintain courage in the face of the unknown and bear through the storm until you reach the calm of the eye. Only then does Mariana's wrath fade.
Within the eye, you feel Remina's presence return. The floating boat tender navigates the way to a small shore. It looks like a small, verdant island with standing stones. There are women there, each of them robed. All but one of them feels deeply familiar somehow, though as you come to the shoreline and meet them, three of them stand out. One is impossibly tall, robed in white. A second stands beside her, dressed in the robes of a nun rather than the druidic garments the others favor, glaring at the white-robed one. The last is only slightly shorter than the white-robed, dressed entirely in black.
"You cannot do this," the nun says, though the white garbed woman ignores her, smiling at the sister in darkness. "Once this doorway is opened, it will be forever open. A gash. A wound. We do not know what else may come through."
"The one our daughter will bring into that world. She will control that path. In the dream, she will be as a god. We will see the truth before us. Do it." The white-robed one sounded almost commanding, and all around bowed save the one robed in darkness. Even the nun bowed, sullenly. Two of them knelt with swords, burying them in the soil, and power flowed from each of them towards the dark one, a sound like a key being fitted to a lock, and a doorway opening. The dark one nodded once and reached out over the ocean. She pulled back her hood, and the hideous visage of Marian stared out into the deep, the water parting to form a path. From behind her, the gathering rose and began to pass through, led by the one in white. At the end, only one who looked so much like the boat's tender, the nun and the dark one remained.
"Until the child is ready, I will hold the passage. You will hold the key," it said, looking back at one of the ones with a blade. She turned to the nun and stared at her. "And if that day never comes, I will hold the passage forever." The larger of the two with blades rose, nodding and the nun simply sighed, following as they departed after the rest.
As the vision concludes, you are left there in a small grove. Remina is now floating between the standing stones and looking at you quietly. "I think Mariana always knew she would hold this passage forever. But, a promise is a promise. The door will be unlocked soon." She will then wait to ferry the Sleeper back through a thankfully less dangerous and choppy sea, and when they return it will feel and seem as if little more than an hour has passed.
FAQ:
- The "Battle" with Mariana will not result in any harm to the Pthumerian. She does not engage directly, but simply uses a torrential storm to protect this secret.
- The threat here is that of a Hurricane the likes of which your character has never seen. Massive waves, Wind, Lightning, Rain, Flying Objects are the threats that are faced. The boat makes it possible for the character to navigate the storm, but they can die here.
- If you die in the storm, you find yourself waking the next day on the shore with normal death effects. You may attempt again and again until you succeed during June.
- Remina will not answer many questions. She is as enigmatic as ever, though she will confirm that this version of events is how she remembers them transpiring, not reality itself.
- It is possible to confirm and recognize that the Doorway, Reckoning, Mariana, the Pthumerian Queen, Mother Mercy and Remina are all present amongst others in this gathering. If one searches, any female Pthumerian may be seen somewhere in the crowd. The Doorway and Reckoning are the two who assist Mariana with their power, and it is Mariana who creates the passage.
WHEN: Any time in June
WHERE: Cassandra
CONTENT WARNINGS: Pthumerians, Blood Rituals, Power Loss, Monster Transformation
WHERE: Cassandra
CONTENT WARNINGS: Pthumerians, Blood Rituals, Power Loss, Monster Transformation
Hali returns again once more during the month of June. He is attended by a second Pthumerian. The two of them remain in the heart of Cassandra, and there is enough hushed whisper that anyone in Trench or in any of the surrounding regions can easily learn that he has returned. Rather than seek out the Sleepers, he seems content to wait for them to approach and to make known that he wishes for them to visit with him. The second does not speak, though Hali introduces her as the Slumbering One. They nod once, but seem almost bored and disinterested by what is going on, staring off into the distance.
"It seems I may have been unfair to ask you what was asked before." Hali bobs his head towards the sleepers who approach. "It seems that many wished one thing, and others another. It is fortunate that the Slumbering One has awoken, yes?" He makes a sound that is closely akin to nails on a chalkboard. You aren't sure, but he might be laughing. "The Sleeper has agreed to undergo the binding ritual, to claim a new place to slumber beneath the earth, as does the Tower. And I will create the seal myself, to block off a small portion of this land, free as promised." It seems that the offer has been extended to the sleepers to grant both prizes. "Should you wish to suggest a location for the new city you would found, we will hear your suggestions."
It is at this point that the Slumbering One notices that there are people present, turning its gaze towards them. It extends the chalice in its hand and offers a second one to Hali. He takes it and both of them hold out a cup towards the sleeper. "You are not required to give of your blood. However, should you do so, there will be a return. However, only give to one of these, not to both." Hali turns to look at the sleeper. There is a crease in his features, almost as if he were annoyed a little, but it passes. Always a choice with this one.
If the Sleeper gives blood to Hali They will experience intense pain, enough to cause them to double over completely in agony no matter their resistances. For the next forty-eight hours, they will feel as if they were Warmblooded and without any impact of the monthly blood changes. They will experience a complete cleansing of corruption and not feel any push towards Beasthood. Their blood-based powers and even their canonical powers will not work during this period (unless required for survival). Their bones will ache and they will undergo a light fever during this time. At the end of this, they will awaken two days later with a small river stone with a carved symbol that looks like three legs emanating out from a head in the center. A voice echoes in their mind. "The Place set aside for you is one where none of us may know it exists. Hold this token, and you will know the way. After the first, you will not need it again and may show any but us the way." So long as the stone is found, it is impossible to get lost while seeking the protected location.
If the Sleeper gives blood to the Slumbering One They will experience the opposite effect. Immediately, they will undergo a bestial transformation, though they will retain their will in the process. They will not lose their minds, and are capable of remaining in control, though they are in their full beast form and might very well alarm others, causing a fight (or if so inclined, they could very well pick a fight). This transformation will last for twenty-four hours, during which they will feel as if their blood powers are particularly strong, but must seek to avoid the attention of the Hunters. The next day, they will awaken, finding in their grip the handle of a fresh, new Lantern. A guttural voice speaks in their mind. "For our new future." The Lantern is itself a normal lantern, capable of making a lantern location, but it will NOT work in Trench, and only in the new city.
F.A.Q.
"It seems I may have been unfair to ask you what was asked before." Hali bobs his head towards the sleepers who approach. "It seems that many wished one thing, and others another. It is fortunate that the Slumbering One has awoken, yes?" He makes a sound that is closely akin to nails on a chalkboard. You aren't sure, but he might be laughing. "The Sleeper has agreed to undergo the binding ritual, to claim a new place to slumber beneath the earth, as does the Tower. And I will create the seal myself, to block off a small portion of this land, free as promised." It seems that the offer has been extended to the sleepers to grant both prizes. "Should you wish to suggest a location for the new city you would found, we will hear your suggestions."
It is at this point that the Slumbering One notices that there are people present, turning its gaze towards them. It extends the chalice in its hand and offers a second one to Hali. He takes it and both of them hold out a cup towards the sleeper. "You are not required to give of your blood. However, should you do so, there will be a return. However, only give to one of these, not to both." Hali turns to look at the sleeper. There is a crease in his features, almost as if he were annoyed a little, but it passes. Always a choice with this one.
If the Sleeper gives blood to Hali They will experience intense pain, enough to cause them to double over completely in agony no matter their resistances. For the next forty-eight hours, they will feel as if they were Warmblooded and without any impact of the monthly blood changes. They will experience a complete cleansing of corruption and not feel any push towards Beasthood. Their blood-based powers and even their canonical powers will not work during this period (unless required for survival). Their bones will ache and they will undergo a light fever during this time. At the end of this, they will awaken two days later with a small river stone with a carved symbol that looks like three legs emanating out from a head in the center. A voice echoes in their mind. "The Place set aside for you is one where none of us may know it exists. Hold this token, and you will know the way. After the first, you will not need it again and may show any but us the way." So long as the stone is found, it is impossible to get lost while seeking the protected location.
If the Sleeper gives blood to the Slumbering One They will experience the opposite effect. Immediately, they will undergo a bestial transformation, though they will retain their will in the process. They will not lose their minds, and are capable of remaining in control, though they are in their full beast form and might very well alarm others, causing a fight (or if so inclined, they could very well pick a fight). This transformation will last for twenty-four hours, during which they will feel as if their blood powers are particularly strong, but must seek to avoid the attention of the Hunters. The next day, they will awaken, finding in their grip the handle of a fresh, new Lantern. A guttural voice speaks in their mind. "For our new future." The Lantern is itself a normal lantern, capable of making a lantern location, but it will NOT work in Trench, and only in the new city.
F.A.Q.
- There will be another poll because of course there will be! It will stay up until the end of the month.
- The poll comes in two parts: Do you want the "New and Thriving City" to be in the Outpost, in Riteior's City, or in a completely new location. The second question will be do the same, but for the location that will be sealed off from the Pthumerians.
- If, by some freak chance, there's a tie and somehow one location gets the same number of votes for both questions? We'll laugh and figure something out.
- Hali is not feeling quite as talkative, but he will indicate that though this process will drain him, he will return to full strength in time and remain in Trench and the New City, as there were Sleepers who seemed interested in his well being.
- The "Slumbering One" is not willing to talk or answer questions whatsoever.
- You may receive only one reward.

everything old is new again. ( click on titles to expand )
i. ❝ i hate you so much right now! ❞
• BLOOD EFFECT: hostile towards warmbloods + vilebloods.
(please make a note what blood type your character is in subject line! non warm + vile can tag this prompt too!)
ii. ❝ my battery is low. i'm going to a place nearby. gotta go! ❞
• EVENT: misfire/omni malfunction. cw: letter c is NSFW. and letter e is out of context
iii. ❝ i want to break you into pieces, bite me. ❞
• TMD: eat me
❝ If you eat a red bean bun, you start to hear the thoughts of Sleepers around you. These thoughts may just be surface level musings, but the closer in proximity or in emotional closeness you are to them, the deeper those thoughts become.❞
iv. ❝ i'm bigger than my body. i'm colder than this home. ❞
• EVENT: trapped (LOCKED TO SANSA). cw: self-harm
v. ❝ i can remember when we had, we had it all. u & i. ❞
• EVENT: winter mourning (memshare)
vi. ❝ ruler of my heart (make me your God. i can give you everything). ❞
• EVENT: speed dating. ➔ dating profile
ii.e
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im letting everyone see your html fail. (:<
so cruel so heartless
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iv.
so she's very troubled to find jinx picking at her skin as sharon had occasionally fallen into last month, as they worked out the way to treat her (also surprisingly cocoon-related?) curse.]
Jinx?
[sansa rushes across the back room, elaborate chatelaine jingling against the beaded embroidery on her grey linen dress with belled, elbow length sleeves, her bloodstone 'stole' strapped over her shoulders, and crouches down in front of jinx. lady follows suit, whimpering.]
Are you all right?
[she glances around for mr. bananas...]
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iic (cause this'll be awful)
Jinx, girl, seriously F U.
It hasn't been THAT fucking long since I've had sex, you know.
Why the hell are you asking me?
[No, seriously, why was she asking her? It wasn't like she didn't have options on getting advice in that category!]
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iii
[Manabu, bean bunless, is ruminating to himself right at the edge of the tide, just shy of getting his boots kissed by foam. he's bristled and seemingly primed to take some kind of action, but is currently stuck on the part on deciding which one.
his gaze is out at the water - at the shape on the water. that boat...if it counts as one. skiff, maybe? whatever it is, it's new. it's a sign.
a good sign? better one? that's what he's trying to figure out before jumping into action.]
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Sharon Da Silva | Silent Hill | Coldblood
I.A We're just in a tunnel
I.B Gatherer's Garden cw: willing injection of unknown substances
▌ ▌ ▌ II. Nightmares
II.A CLOSED TO TARO
II.B CLOSED TO MACHI
▌ ▌ ▌ III. WILDCARD
[ If there's something else you're interested in, another prompt or an idea, feel free to smash it into me! ]
i.b
she's relieved to see sharon, at least, who will have weapons training even if she's lost her own powers, too, though sansa remains skeptical that an ordinary girl of her own size can adequately defend herself, let alon sansa, from the threats of king's landing, let alone trench.]
Sharon! Have you seen Lady––?
[and then sharon stabs herself in the leg and doubles over in pain. sansa scurries over towards her, crouching down to check her temperature and pulse. she hadn't really been able to master any medical ninjutsu geared towards physical healing with lady sakura, and certainly nothing so complicated as counteracting poison.]
Are you all right?
[she glances around at the posters sharon mentioned. they do seem very enticing. it would be a very obvious sort of trap, if it were one. she considers the situation. only a patron could strip her of her powers so completely and send her to some place unknown in trench. the patron of this month is remina; she doubts another patron would try anything like this in her month. what sansa knows about remina is that she considers certain choices and actions to be right; if this were never mind, they would likely be rewarded for trying new things and expanding their knowledge base. if it were the moss king, it would likely be a trick, but one with a clue similar to the sort littlefinger used to leave for her in his lessons. likely there'd be a particular vial remina would want them to take, but sansa doesn't know remina well enough to puzzle out an answer to this. perhaps remina would send them back in time if they chose the wrong one?]
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II.A
[He smiles thinly, fingers curling around the glass. It's hard to decide which is worse - dying or letting her see some of what he's been dreaming about recently.]
[Part of him whispers that she deserves to know. The other part wants to shield her. She's a child - but she's not, she's very much not - and to top it all off some of his nightmares are... embarrassing.]
I'd say you don't want to see them, but you've seen most all of my secrets.
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cw: violence
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cw: corpses
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1B
...you just did that didn't you?
[Vira-Lorr didn't have the sense of wonder as she stood in the dank, fetid depths of Rapture. This place carried very little in the way of pleasant memories for her. It had been one of the last times she'd ever seen Raphael in the flesh, after all. Her powers had been shut down yet again here, and there'd been those damnable splicers, the ...
Ugh. She looked on as she saw the girl doubling over and almost went to her, but stopped short. No, she remembered. She only remembered one thing, but that was that the powers were hard to control.]
Breathe. It's going to hurt like hell at first.
[Taking a step back. Fuck, she wasn't sure if she could plunge one of those into her again. Not after what she remembered. Of course, others had gotten it worse than her...]
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Abigail Williams | FGO
Everything Old...
What was strange, though, was that they all seemed faceless in a way. Oh, they smiled. They had lips and eyes. They spoke to each other in chipper tones. But, every time they looked in the direction of Abigail, there was a hollowness to those eyes, like they were without souls, and their smiles always had a slightly sinister edge to them.
A familiar figure padded up beside her from behind, three eyes staring out at the faceless sea.]
I do not miss them.
(OOC: Heh. Thought I'd introduce Abigail to Deerington itself. We can do an actual curse, or even the awful blood tides of October washing in, if you like, or just the creepiness of a world made of a child's nightmares.)
Re: Everything Old...
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The Witch and the Painting
She hadn't painted as much before as she did now: it was once a thing of simple pleasure, and over time became a kind of therapy. She'd draw pretty backgrounds, but she would also draw out the bad times, the monsters, the river of corpses (thank you Deerington). This was a way of reminding to Luz that bad as they were, to keep them inside and only relive them in nightmares would be a bad idea.
Seeing Abigail doing this immediately caught Luz's attention. She sat down and watched her at work, not saying anything.
Luz knew not every creative person was able to be engaged in conversation while at work, so she was just watching for right now, curious at what Abigail would put to canvas.
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Everything Old is New Again (CW: Various, Gorey, Awful Horrors)
Vira-Lorr was caught off guard by the statue the first time it happened, so it was almost a relief that she found herself where she was, right up until the reality of it dawned on her and she sighed visibly, her hand opening the door in front of her into what looked like a very old concrete bunker on the outskirts of town.
She looked back at the skies, blood red as they were. The air was noxious, unpleasant and it reeked of ink. She motioned for whoever had appeared with her to come inside with her. "Quickly. We should find gas masks. Ugh, I hate this place so much..."
Denial (CW: Mental Anguish at the loss of a child leading to hallucination and denial. VL's head is not attached.)
It was an office in a well apportioned townhouse. An old fireplace crackled softly with the flare of a log breaking, sending sparks upwards slowly into the brick. On the nightstand was a jar of strawberry jam, an old red walkie talkie and a half-filled bottle of scotch. Vira-Lorr was standing in a corner of the room, though something was very wrong. She held her head in the crook of her arm and a high necked collar concealed the damage to her neck. She looked on the verge of tears.
Seated at the table was a man in his forties, attractive in a pedestrian sort of way. He had a lit cigar in one hand that he wasn't smoking, and a glass of scotch in the other. Looking at the fireplace, he seemed not to notice either of his guests at first, swirling the drink once while Buddy Holly played so loud it drowned out the sounds from the streets below. One glance out the window saw fires sprouting around the city, monsters screaming through the streets, people driven insane and fighting for their lives.
"She will wake up," he murmured as the shadows of his body flickered like tentacles in the firelight. "The machines were wrong." Vira-Lorr just sighed and turned her head to regard the other guest.
Descent into Hell (CW: Zombie Carpet. Blood, Gore, Zombie Horde, Resident Evil Licker Monsters.)
Why the hell was she rappeling down here?!? Vira-Lorr descended along the rope, looking sick to her stomach as she came to rest on a hill, her feet not quite touching the surface. She floated in mid-air there, tugging herself free of the harness and yanking free a blade from her back that looked like an over-sized cleaver. It flared to life, flames dancing along it as she tossed what looked like a pick to her partner.
Her eyes were alive with an emotion. Terror. "Don't look down unless you feel something shift. Keep the lights up, and I'll keep them back. But we have to get a sample from the walls further in. It's the only way this ends." She looked about ready to retch, taking a moment to calm herself. No sound came.
But why did the ground feel so soft to the feet? A look found the answer, if one was willing to look where she told them not to. There was no ground as far as the eye could see. You were standing on top of a hill of the dead, all in various states of plague, blood and puss everywhere. Far below, the floor almost seemed to writhe. Corpses. The whole floor of this vast carpet was corpses.
"Don't make a sound unless you have to. You'll wake them."
Shhhh, They'll Hear you (CW: A Quiet Place hunter Monsters, hunting based on sound, Vira-Lorr's head isn't properly attached)
Vira-Lorr lunged almost as soon as she saw something move, her eyes wide with terror. The visions weren't anything she wanted to see, and these were absolutely not the sort of thing that anyone had to deal with. Just barely in the line of vision, out of the corner of her sight and anyone else's with her, A hideous monster with exposed fangs was barely visible across the street. She herself, coming up close, had her whole neck in a full brace for some reason.
Her hand came up before a response could be made, her other finger desperately putting one finger up to her lips, eyes wide. No words. Just be quiet, whatever you do!
Wildcard Me!
(I'm open to a LOT of old memories. I just grabbed a few favorites. Anything you want in old Deerington, anything you've heard about you wish you'd been there for, hit me up. She was in the game for almost its entirety, so she has lots of awful memories.
What? You wanna do Hali's Scene? Sure! We can do that too!)
Descent Into Hell
To be fair, she hadn't seen something this bad for months, and maybe that should have been an indication not to let her guard down. One thing was for sure: she was seeing a pretty graphic memory now.
Corpses, enough that Luz was absolutely not going to look down, not for anything. Bones, after all, were one thing, but Luz was pretty sure she didn't want to fly screaming into the night.
"Y-yup," she said in an even voice. "No sound from m-"
Something happened to squelch right near Luz.
"SHIT!"
Don't tell her mom she cursed!
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denial
And then he was here, and there is so much hurt here too. It envelopes them. A heavy, awful blanket. But there is far more coming from the man sat gazing into the hearth. Cole stares at him for a long time in the silence that follows, focused on him intently.
"... The father." he utters is softly. "The moon shaped in into something different. This is before."
Finally, he looks to Vira-Lorr. It's... painfully obvious when he utters his next words: "Your head was where it was supposed to be, now it's not."
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denial
"I freaking hate this place," he grumbles, half-catching Vira's glance from the corner of his eye. His arms are folded. It could have been worse, though. Julia could have been here.
Re: denial
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Izuku "Deku" Midoriya | Prompt 1: Everything Old is New Again (Rapture City)
A: The Tea Garden
cw: abilities granted through bodily injections (optional), blood, bodily changes due to addiction (optional, observed), some body-horror centric abilities (optional), corpses, signs of nature cult activity, chaotic dystopia, mutilated bodies/faces (optional), severe addiction/substance dependency (optional, observed), violenceB: Big Brother
cw: blood, chaotic dystopia, limited supplies, bodily changes due to ADAM (slug chemical), harvesting corpses, mental distortion, parasitic slugs (not shown unless you want to get really violent), severe addiction/substance dependency (optional, observed), syringes, violenceooc: Plotting here. You don't have to know about Rapture, I can happily guide. But if you want, here's the old event prelude/intro and further event info on Little Sisters.
Altaïr | Everything Old is New Again: Rapture City
ooc: Plotting here. You don't gotta know about Rapture, I can guide. But if you want, here's the old event prelude/intro and event info on Big Daddies etc.
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That's why she's spent most of her time sneaking around, crouched, listening for the massive beast's next move. When it lets out that whale-like cry, her heart begins to pound like crazy and it takes everything in her not to dart away. She peers around the edge of a pillar just as Altair is batted away like a toy.
Shit. Shit, shit, shit.
It won't take long for that Big Daddy to reach him and Sharon recognizes him. He's no splicer, he's a Sleeper. She sucks in a breath, focuses, and teleports to his location thanks to plasmid she'd foolishly injected hours ago. She doesn't stay there. She's not here to draw the Big Daddy's attention towards her. No, she grabs Altair by the hand and teleports them both away. Out of sight for now.
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She'd frowned at the sight of a small deer figurine, sitting out on a small table she'd scrounged up somewhere. What was this, then? It didn't even occur to her that it could represent any kind of danger — it was just a small piece of art, nothing more. No harm in reaching out to pick it up so she could examine it further.
By now, she really should know better.
The one thing Maria will give this place — this memory — wherever she's ended up is thta it signals its nature very clearly: danger is here. Unfortunately, that applies to nearly everywhere here, as far as she can tell. There are no obvious paths to safety. She gets hear bearings well enough, as much as one can when spirited away without warning, and manages not to get herself killed, but that's the most she can say about it. She's almost relieved when she hears the sounds of violence, because one way or another it means progress; she's relieved for real when she darts into the atrium and sees who's participating in the violence.
"Leave him be!" The armored being is closing in on Altaïr, too close for her to do much without the use of absent powers, but there's crumbled masonry all around; she snatches up a fist-sized chunk of it and hurls it with great accuracy. It clangs against the armor with a dull thud and though it's unlikely to have done any real damage, it seems to have distracted the hulking creature, or at least given it pause.
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Shiro | Warmblood | OTA
If you're anywhere near the Archives, where Shiro has been occasionally transcribing his collection of Deerington information into a big ol' book, you might see a flyer posted up. It's got a location, a date and time. And if you do, and you're curious about it, one corner of the Archives has been set up like a lecture. A college class or something. With Shiro standing at a little desk in front of a bunch of chairs.
He doesn't look too bothered if there's only one person there. He'll just wave.
"Hey, thanks for coming." And he means it, too. "Must be something in the air, but I've been dying to share old memories. About the dream. Deerington." He gestures at the big book he's been using. "Feel up for some history?"
Promises Kept | Hali's Effects | Mouse House
Maybe he was an idiot to have trusted Hali. To trust any of the newer Pthumerians who weren't the Moon Presence. But Hali had seemed so genuine. Had seemed like he truly wanted them to choose, would respect their choice... Maybe he'd completely misjudged. He'd offered blood to Hali, to the choice.
And now Shiro is regretting that. He doesn't remember coming home, but from the presence of his Omen, he's pretty sure the big cat dragged him. Everything is stiff and sore, and frankly, just laying here in the entryway sounds like a great plan. He'll probably stay there unless someone at home objects or tries to drag his dorito-shaped bulk somewhere.
Just five more minutes. Right here. On the floor. It's comfortable on the floor.
Hell Month | Deerington Memory | cw; implied death, disease, panic
Frankly, Shiro hasn't paid much attention to the little deer figurines popping up here and there. Maybe he should have. It's been relatively quiet lately, and that should have been his first warning. Complacency is a bad idea in a city like this. One moment he's absently cleaning up some toys at Koz's Place, not entirely paying attention to what it is he's putting away, and the next...
The next there's a chill in the air. It's cold and he's staring out over an absolutely massive sinkhole, in front of what looks like an abandoned hospital. The air reeks of decay, of illness, of death. Several ropes drop down into the darkness below. Cracks in asphalt lead away from the hole, snaking down the streets of what looks like a town pulled out of time. 1950s-esque USA.
Shiro's face drains of all color completely - in an instant. He throws himself back from the hole so fast, he missteps, stumbles, and ends up scrambling like a crab on all fours away from it. Away from those ropes, disappearing downward. Away from darkness that seems to seep into the broken pavement. He doesn't stop until his back comes into contact with the wheel of a parked car, the vehicle slumped slightly sideways, covered in bits of broken debris from whatever earthquake opened that fissure.
Not again. This can't be real. He can't be back here again. Not again. This can't be real - it - can't - it should have been me it should have been me -
hell month
"Shit." she backs further away from the pit before she spins on her heels to hike towards him. She doesn't recognize where they are but knows this must've been part of the dream. A town so different than Trench. The smell invading her nostrils is familiar, not so different from the scents that pervaded her otherworld, and it instantly has her on edge. Prepared. Nothing good was inside that hole.
She kneels beside him, "Hey, we're good." As if his only fear had been falling in. She doesn't know the horrors he's endured here.
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Hell Month (because I just have to)
Keith hadn't seen the deer figurine on the kitchen counter. He hadn't been paying attention. But it had picked up on his presence when he got close to it. And now he was here.
It wasn't until Shiro bumped into his leg that Keith realized he wasn't alone. He'd been about to approach those ropes, wondering exactly what this was because he didn't know how all the weird stuff down in the pit had started...
"Shiro?"
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Melius Senyan | Skyrim | Coldblood
[Finding himself onboard a boat was probably inevitable. The water was about the only thing in this world that Melius was not terrified of. He ventured into the sea a lot, really. Not too far out - even with gills, it was still a dangerous place.]
[He'd really just been out on the docks to buy some fish. Trade for the shellfish he'd picked up along the shallows.]
[Instead, he's suddenly on a boat. And there's suddenly a storm. It seems like it came up out of nowhere. The very first thing he does is clamp onto the nearest stable surface - like the deck - and dig his claws in for dear life. Waves crash, and, if anyone is close enough, they might actually see his gills flare to life.]
H-Here-! [He'll call out, in the nearest lull, and thrust a vial of greenish liquid out.] Water - Water breathing! Please take it!
feel free to use brackets if you wanna, i just cant do them myself
He should be more concerned about the physical dangers, particularly when curiosity gets the better of him and he boards a boat in a quest for knowledge.
The man in suddenly soaking white robes coughs violently, trying to get air and not water into his lungs. He clutches the bottle handed to him, having wits enough to tell when something is being thrust at him in an emergency.
"Drink now?!" he yells above the noise. It's just confirmation really, because he's already working the bottle open. It would be very difficult to enjoy a beverage under the waves. And,
"It seems our companion has disappeared!" The hooded Remina, so Altaïr is not concerned about her survival. She is a Pthumerian.
Luz Noceda | The Owl House
[CW: Blood, cannibalism, talk of death and torture]
She closed her eyes, because she knew she didn't need to open them. She remembered this place even without opening her eyes: the smell of dank, the feeling of being tied up, the half conscious stare she was in.
Her mouth felt like she'd been chewing cud, and when she opened her eyes, she heard the muffled laughter, the stuff of her nightmares, echoing in the cave. She remembered when she'd been here that time, where her fear had been at a fever pitch, where every moment felt like she'd be finally killed, but she remembered how they prolonged their feeding, how the knives cut into her and they had taken their time tormenting and causing her pain.
This was, after all, the caves, the places where the cannibal people had stalked their prey, dragged them down here and played with their food, slowly cutting and watching her scream and beg and laughing about it.
Luz remembered that she DID scream and cry, if only to appease them. She knew being resigned to her fate meant they had no more use, and would just outright kill her then. She knew enough to put on a show, just a little bit, so it could buy her time.
Only there was no Ozpin this time to get her out, and she couldn't use her magic. They'd made sure of that.
The Path Once taken
Luz had braved the ocean before, but that had been with a crew, and those others times in Trench had been cakewalks compared to this.
She was drenched to the bone. Her teeth chattered as her trembling hands loosed the rope for her sail and she readjusted to continue on with the storm. It had only been going a few hours, but it could have been longer. It was hard to keep track.
What Luz absolutely could use is another set of hands though: it was hard to do all of this alone, and she was pretty adamant about weathering the storm and getting to live at the end of this journey! She just had to hold out hope that the boat would stay in one piece!
the path once taken
"This is bullshit!" he calls, over the roaring of wind and waves. "Where are we going?"
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Everything Old is New Again
Re: Everything Old is New Again
Re: Everything Old is New Again
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crying about these beans!!
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