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deercountry2021-11-08 02:50 pm
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Entry tags:
- *event,
- aether: seiko,
- ahiru: timmy,
- ange ushiromiya: jelle,
- ariadne: wizera,
- charlie kelly: ashlee,
- childe: bean,
- darth maul: shade,
- diluc ragnvindr: samuel,
- faolan: teresa,
- fern: pan,
- flynn fairwind: teresa,
- glitch: ceej,
- goro akechi: kei,
- illarion albireo: lark,
- izuku "deku" midoriya: tea,
- klee: gigi,
- lance: charley,
- levi ackerman: carmine,
- luke skywalker: skyla,
- lumine: trix,
- luna lovegood: cheryl,
- luz noceda: pedro,
- nehan: ray,
- orpheus: qv,
- peter graham: jhey,
- rose da silva: jhey,
- ryan akagi: billie sue,
- samatoki aohitsugi: carmine,
- scorpia: gore,
- stanford pines: kei,
- stiles stilinski: charley,
- tara maclay: rachel,
- the medicine seller: greenrivers,
- usagi tsukino: jax,
- varian: tf,
- wei wuxian: tohma,
- yuri lowell: mads
No tears, please. It's a waste of good suffering.
NOVEMBER 2021 EVENT
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Red mushrooms with white spots growing rapidly.]
[Image Two: Mushrooms on log with morning mist. ] Within Prompt: Orange mushrooms walking on small, greenfeet. Jellyfish-like mushroom with mini-mushrooms growing on top. Vine-like mushrooms with clear heads. Blue mushrooms.
Prompt Two
[Image One: Corpse pinned to chainlink fence with man standing in front.]
[Image Two: Limbless, headless, semi-naked bloody bodies wiggling in walls.]
Prompt Three
[Image One: Disfigured humanoid with skin stretched over eyes and chattering, exposed teeth.]
[Image Two: Large organ-like structure pulsating with a human head attached on top via metal contraption.]
MUSHABOOMING
THE SLEEPER FARM
BLOOD CRAZED ZEALOTS
CODINGPrompt One
[Image One: Red mushrooms with white spots growing rapidly.]
[Image Two: Mushrooms on log with morning mist. ] Within Prompt: Orange mushrooms walking on small, greenfeet. Jellyfish-like mushroom with mini-mushrooms growing on top. Vine-like mushrooms with clear heads. Blue mushrooms.
Prompt Two
[Image One: Corpse pinned to chainlink fence with man standing in front.]
[Image Two: Limbless, headless, semi-naked bloody bodies wiggling in walls.]
Prompt Three
[Image One: Disfigured humanoid with skin stretched over eyes and chattering, exposed teeth.]
[Image Two: Large organ-like structure pulsating with a human head attached on top via metal contraption.]
WHEN: Month of November
WHERE: Everywhere
CONTENT WARNINGS: Poisonous mushrooms that induce paralysis and suffocation and violent hallucinations.
WHERE: Everywhere
CONTENT WARNINGS: Poisonous mushrooms that induce paralysis and suffocation and violent hallucinations.
Come November, Trench is flourishing with a wide variety of mushrooms. Mushrooms can be found growing in the woods, around your house, and maybe even on your house if you're especially lucky...Or unlucky, depending on the type of mushroom.
The mushroom is considered to be arguably the most important food source in Trench. It's the easiest to find and grow, and one of the easiest to harvest. It's a dependable source of protein and can fill people up. They are filled with vitamins that directly help your blood and heart health and can help keep your digestive system on track. But not everyone is a mushroom farmer and most Trenchies wind up foraging for their own mushrooms. Woven baskets are sold just about everywhere to help forage. Omens are extremely good at scenting out edible mushrooms.
The following edible mushrooms can be found/grown throughout Trench: button, portobello, cremini, oyster, chanterelle, porcini, black trumpets, morels, enoki, shimeji, shiitake, and giant puffballs. If you are extremely lucky, you might even find rare truffles. Truffles can be exchanged for highly valuable goods such as magnificent jewels and specialized weapons. Or you can keep the truffles to yourself and use them in a nice dish.
It is said there are hundreds of unique species of mushrooms to Trench. The following mushrooms are permanent features in Trench and can be found most commonly during Bone Season:
WALKING TERRORS
These parasitic mushrooms seem to "walk" around the forest floor. Arcane scholars have determined that their motion is actually just a natural response to stimuli in the environment and helps the fungi to spread its spores onto living hosts. Once you have been exposed to a cloud of these spores, you will immediately begin to hallucinate the world around you warping into a terrifying hellscape. Some say that Walking Terrors have driven people to beasthood in a matter of minutes. But there is a huge benefit to finding Walking Terrors: their caps, once dried and crushed down, are an ample treatment option for corruption. The tricky part is actually getting them. Covering your entire body, head to toe, completely is one way of avoiding the spores and probably the easiest way. Does anyone have a hazmat suit? Another option is knowing a darkblood or someone with similar abilities who can manipulate the direction of the spores in the air by pushing them away. Once the caps have been removed from the rest of the mushroom, the spores seem to lose their nightmarish quality and, at most, will just make you sneeze.
FLOATERS
These mushrooms come out exclusively at night and float lazily through the air. They bob and bump around, their tentacles searching for something to cling to and settle on. They mostly search for tree branches but have been known to accidentally cling to animals and people. The tentacles paralyze any sentient being it lands on. The good thing is that the cap and the little mushrooms on top are completely harmless to touch so if you have a buddy around, they can pull them off with no problem. You'll regain the ability to move your body a few seconds after the tentacles have been removed. The paralytic quality of these tentacles do not impact vilebloods. These mushrooms dried out and cooked are said to amplify electric abilities in coldbloods for a short moment of time. They can also be used to enchant an item with paralytic properties.
WEEPERS
These rare mushrooms can pop up just about anywhere. Only one grows every hundred feet or so and they don't get any bigger than a penny. Weepers are highly sought after since they have been known to greatly reduce corruption. Consuming a Weeper raw will immediately calm someone down, get rid of any current anxiety, wash away depression and paranoia, and clear the mind of hallucinations. Weepers can sharpen the mind and help increase focus. The effect lasts for days and sometimes even weeks. It isn't a permanent cure but it sure beats having a panic attack. Weepers can be collected and saved indefinitely. There are no other uses for them than mental relief, and they must be consumed raw. Cooking a Weeper will get rid of its healing properties - but it does add great flavor to a dish! If a mentally stable person eats them, there will be no effect.
BLUE CHEEKS
These radiant mushrooms grow in clusters on healthy trees and seem to thrive among vegetation. You might find Blue Cheeks in your own garden. They are certainly pretty, but you don't want to eat these. They will cause you to slowly suffocate - even if you don't typically need to "breathe" in the traditional way. It's an agonizing way to go. Your body will start to experience micro-seizures as it locks up, your throat slowly closing up, lungs squeezing inward. It will begin to feel like someone is sitting on your chest and there will be no relief. Your cheeks start to turn blue. Most who eat Blue Cheeks wind up dead, but if someone forcibly makes you vomit shortly after consuming a Blue Cheek, you may be able to survive. Some harvest Blue Cheeks and smash them up to coat their weapons in the jelly-like substance. This substance causes the same effect but must be used while the Blue Cheek jam is still wet. It will stay wet for an hour.
The mushroom is considered to be arguably the most important food source in Trench. It's the easiest to find and grow, and one of the easiest to harvest. It's a dependable source of protein and can fill people up. They are filled with vitamins that directly help your blood and heart health and can help keep your digestive system on track. But not everyone is a mushroom farmer and most Trenchies wind up foraging for their own mushrooms. Woven baskets are sold just about everywhere to help forage. Omens are extremely good at scenting out edible mushrooms.
The following edible mushrooms can be found/grown throughout Trench: button, portobello, cremini, oyster, chanterelle, porcini, black trumpets, morels, enoki, shimeji, shiitake, and giant puffballs. If you are extremely lucky, you might even find rare truffles. Truffles can be exchanged for highly valuable goods such as magnificent jewels and specialized weapons. Or you can keep the truffles to yourself and use them in a nice dish.
It is said there are hundreds of unique species of mushrooms to Trench. The following mushrooms are permanent features in Trench and can be found most commonly during Bone Season:

These parasitic mushrooms seem to "walk" around the forest floor. Arcane scholars have determined that their motion is actually just a natural response to stimuli in the environment and helps the fungi to spread its spores onto living hosts. Once you have been exposed to a cloud of these spores, you will immediately begin to hallucinate the world around you warping into a terrifying hellscape. Some say that Walking Terrors have driven people to beasthood in a matter of minutes. But there is a huge benefit to finding Walking Terrors: their caps, once dried and crushed down, are an ample treatment option for corruption. The tricky part is actually getting them. Covering your entire body, head to toe, completely is one way of avoiding the spores and probably the easiest way. Does anyone have a hazmat suit? Another option is knowing a darkblood or someone with similar abilities who can manipulate the direction of the spores in the air by pushing them away. Once the caps have been removed from the rest of the mushroom, the spores seem to lose their nightmarish quality and, at most, will just make you sneeze.

These mushrooms come out exclusively at night and float lazily through the air. They bob and bump around, their tentacles searching for something to cling to and settle on. They mostly search for tree branches but have been known to accidentally cling to animals and people. The tentacles paralyze any sentient being it lands on. The good thing is that the cap and the little mushrooms on top are completely harmless to touch so if you have a buddy around, they can pull them off with no problem. You'll regain the ability to move your body a few seconds after the tentacles have been removed. The paralytic quality of these tentacles do not impact vilebloods. These mushrooms dried out and cooked are said to amplify electric abilities in coldbloods for a short moment of time. They can also be used to enchant an item with paralytic properties.

These rare mushrooms can pop up just about anywhere. Only one grows every hundred feet or so and they don't get any bigger than a penny. Weepers are highly sought after since they have been known to greatly reduce corruption. Consuming a Weeper raw will immediately calm someone down, get rid of any current anxiety, wash away depression and paranoia, and clear the mind of hallucinations. Weepers can sharpen the mind and help increase focus. The effect lasts for days and sometimes even weeks. It isn't a permanent cure but it sure beats having a panic attack. Weepers can be collected and saved indefinitely. There are no other uses for them than mental relief, and they must be consumed raw. Cooking a Weeper will get rid of its healing properties - but it does add great flavor to a dish! If a mentally stable person eats them, there will be no effect.

These radiant mushrooms grow in clusters on healthy trees and seem to thrive among vegetation. You might find Blue Cheeks in your own garden. They are certainly pretty, but you don't want to eat these. They will cause you to slowly suffocate - even if you don't typically need to "breathe" in the traditional way. It's an agonizing way to go. Your body will start to experience micro-seizures as it locks up, your throat slowly closing up, lungs squeezing inward. It will begin to feel like someone is sitting on your chest and there will be no relief. Your cheeks start to turn blue. Most who eat Blue Cheeks wind up dead, but if someone forcibly makes you vomit shortly after consuming a Blue Cheek, you may be able to survive. Some harvest Blue Cheeks and smash them up to coat their weapons in the jelly-like substance. This substance causes the same effect but must be used while the Blue Cheek jam is still wet. It will stay wet for an hour.
WHEN: Month of November
WHERE: Everywhere + The Sleeper Farm
CONTENT WARNINGS: Kidnapping, claustrophobia, harvesting blood/organs, imprisonment, temporary nerf of powers, blood sacrifice, brief amnesia, confusion, loss of time, breathing in blood, treatment of humanoids(?) like livestock, themes of meat markets, themes of torture, mutilated corpses, mutilating injuries.
WHERE: Everywhere + The Sleeper Farm
CONTENT WARNINGS: Kidnapping, claustrophobia, harvesting blood/organs, imprisonment, temporary nerf of powers, blood sacrifice, brief amnesia, confusion, loss of time, breathing in blood, treatment of humanoids(?) like livestock, themes of meat markets, themes of torture, mutilated corpses, mutilating injuries.
The blood pollution is thick this month and the more a Sleeper is exposed, the more a Sleeper will find themselves falling into a strange stupor. You seem to forget what you were doing, where you are, what time it is. You will find it increasingly difficult to use your blood powers. Some may lose their new abilities entirely. It's like trying to wake up from a deep dream, everything's sluggish and hazy.
Then you blink. That's all. Maybe you went to sleep or wash your face. When you open your eyes again, you're somewhere else entirely and have no recollection of how you got there. Your body has a deep ache, you're filthy, hungry, and feel like it's somehow been days. You have nothing on you except a drab red jumpsuit. No shoes. No Omni. No weapons.
THE STALLS: 1st FLOOR
If you're lucky, you wake up in a stall with another Sleeper (or more). You can hear and feel the dull vibration of heavy machinery chugging around you; you can smell oil and something thick and musty fermenting.
You are in some way restrained upon waking, whether through shackles to the wall, one another, or some other means. Whatever put you here doesn't want you to escape. You can barely access your powers (for now), but maybe you can find help in nearby Sleepers.
Once you escape, you almost wish you had stayed in your stall. The stalls are the only thing that's farmlike about the Sleeper Farm. It's an architectural masterpiece of steel pistons gyrating, metal staircases heading in every direction, steam-powered doors that exhale open upon an approach. Oil drips continually from above, like filthy rainfall, but every now and then, so does blood of all kind. Never enough to detect the source immediately though.
Your only real option left is to...explore. And this metal palace is huge. You will find various tools for construction around: wrenches, hammers, saws, nails, anything you'd find at a hardware store. You could come across workboots, protective gloves, helmets with lights. The metal around you is boiling hot, and if you're not careful, getting burns is all too easy. You can hear something banging around above. You may even see movement through metal slots of humanoids rushing away. Then you start to find the source of the blood...
STORAGE: 2-9th Floors
Sleepers have been strung up in various locations. Maybe they are ones you recognize, maybe they are you (if you're unlucky enough to wake up like that), or maybe they are completely foreign to you, maimed beyond recognition. Many have been pinned up and mutilated in some way, whether fully skinned and bled dry, or body parts removed, skin carved into. Some have buckets beneath them to collect blood while others seem to have been decoratively destroyed. There is no saving some, but there is saving many. Some might have only just been strung up, still alive, still fully intact, and without any harm done just yet...But no matter what, most won't remember how they got there.
The further you go, the more bodies you come across. Some bodies have been rolled up into bags and tossed into empty rooms in piles. The floor is slick with blood, and the metal maze becomes increasingly complex with tighter turns and thicker blood pollution. It becomes difficult to breathe without ingesting in some kind of blood - but on the other hand...Your powers begin to work because of it. You can start to feel it coming back to you. You can feel yourself slowly start to regain your strength. Which is probably for the best, since you're not out of this hell just yet.
BLOOD HARVEST: 10th Floor
You enter a perfect, circular room built out of pure bloodstone from the different blood types, neatly flushed together in a mesmerizing display of artistry and architecture. At the center of a room is an enormous golden statue of The Tower, hands held out with palms open.
Filling the palms of the statue and surrounding the base of the Tower are hundreds of organs, perfectly intact, given to the statue in sacrifice. The miraculous thing, however, is the fact that most of the organs still seem to be functioning - or at the very least, they aren't rotting the way they should be. It isn't something one wishes to look at for too long.
More importantly, are the five doors that represent the five different blood types. Each door is made from the same gray wood, but with a single bloodstone in the center. Beyond the door is where you come to discover the true horror of where you are.
You're in a Sleeper Farm. Sleepers have been organized by blood types into a vast room. Some cannot be saved, opened up on tables, their organs already carved out and given over to the sacrifice. Others are still alive, but hooked up to tubes, their blood being pumped into vats kept in the ceiling. More disturbingly are the bodies of Sleepers that barely look like Sleepers at all anymore - they have been stripped so thoroughly of everything, left like hunks of meat on hooks. There are fires stoked towards the back, with shelves of jars with blood vials and bloodstones.
It's probably time to wonder who did this to you. Who brought you to this place?
And probably how the hell you get out.
QUICK FACTS
1. To avoid this prompt, you can simply handwave your character getting lucky or Wearing a gas mask and full facial/bodily coverage to help keep the likelihood of blood pollution impact lower.
2. If characters don't have eyes, any variation of vulnerability will count (ie; turning away from something, putting on headphones, etc).
3. Characters cannot have their Omni or any other item in this prompt except items they find along the way. They can still summon their Omens. Omens can help guide Sleepers, and provide communication. One can use Omens to transmit messages to the Network. However, characters cannot find their way to this location from outside. This is a by-chance location.
4. You can choose your character's level of restraint (muzzles/handcuffs/etc) and how easily they can escape them (maybe the shackles can be broken apart with enough strength or you need a nearby key).
5. Those whose Patron is the Tower will be able to more easily navigate the Sleeper Farm and figure out its continually moving parts. They may get a "telepathic" swaying by the Tower to go in the right direction. They will also instinctively know that they are inside the Tower's body in some way.
6. Characters can wake up in any part of the Tower and experience this prompt multiple times.
7. To get out, one must sacrifice some sort of blood or an organ directly to the Tower whether their own or someone else's. This will transport a Sleeper back into town in a random location. Alternatively: Moon Presence will be saving Sleepers by "pulling" them out of this place at random. It will feel a lot like traveling through the lamps, but Sleepers will realize it's the Moon Presence instead. She will place them back in their homes. This can be done at any time.
8. This prompt is meant to go hand-in-hand with the third prompt, but it is not required to engage with both.
Then you blink. That's all. Maybe you went to sleep or wash your face. When you open your eyes again, you're somewhere else entirely and have no recollection of how you got there. Your body has a deep ache, you're filthy, hungry, and feel like it's somehow been days. You have nothing on you except a drab red jumpsuit. No shoes. No Omni. No weapons.
If you're lucky, you wake up in a stall with another Sleeper (or more). You can hear and feel the dull vibration of heavy machinery chugging around you; you can smell oil and something thick and musty fermenting.
You are in some way restrained upon waking, whether through shackles to the wall, one another, or some other means. Whatever put you here doesn't want you to escape. You can barely access your powers (for now), but maybe you can find help in nearby Sleepers.
Once you escape, you almost wish you had stayed in your stall. The stalls are the only thing that's farmlike about the Sleeper Farm. It's an architectural masterpiece of steel pistons gyrating, metal staircases heading in every direction, steam-powered doors that exhale open upon an approach. Oil drips continually from above, like filthy rainfall, but every now and then, so does blood of all kind. Never enough to detect the source immediately though.
Your only real option left is to...explore. And this metal palace is huge. You will find various tools for construction around: wrenches, hammers, saws, nails, anything you'd find at a hardware store. You could come across workboots, protective gloves, helmets with lights. The metal around you is boiling hot, and if you're not careful, getting burns is all too easy. You can hear something banging around above. You may even see movement through metal slots of humanoids rushing away. Then you start to find the source of the blood...
Sleepers have been strung up in various locations. Maybe they are ones you recognize, maybe they are you (if you're unlucky enough to wake up like that), or maybe they are completely foreign to you, maimed beyond recognition. Many have been pinned up and mutilated in some way, whether fully skinned and bled dry, or body parts removed, skin carved into. Some have buckets beneath them to collect blood while others seem to have been decoratively destroyed. There is no saving some, but there is saving many. Some might have only just been strung up, still alive, still fully intact, and without any harm done just yet...But no matter what, most won't remember how they got there.
The further you go, the more bodies you come across. Some bodies have been rolled up into bags and tossed into empty rooms in piles. The floor is slick with blood, and the metal maze becomes increasingly complex with tighter turns and thicker blood pollution. It becomes difficult to breathe without ingesting in some kind of blood - but on the other hand...Your powers begin to work because of it. You can start to feel it coming back to you. You can feel yourself slowly start to regain your strength. Which is probably for the best, since you're not out of this hell just yet.
You enter a perfect, circular room built out of pure bloodstone from the different blood types, neatly flushed together in a mesmerizing display of artistry and architecture. At the center of a room is an enormous golden statue of The Tower, hands held out with palms open.
Filling the palms of the statue and surrounding the base of the Tower are hundreds of organs, perfectly intact, given to the statue in sacrifice. The miraculous thing, however, is the fact that most of the organs still seem to be functioning - or at the very least, they aren't rotting the way they should be. It isn't something one wishes to look at for too long.
More importantly, are the five doors that represent the five different blood types. Each door is made from the same gray wood, but with a single bloodstone in the center. Beyond the door is where you come to discover the true horror of where you are.
You're in a Sleeper Farm. Sleepers have been organized by blood types into a vast room. Some cannot be saved, opened up on tables, their organs already carved out and given over to the sacrifice. Others are still alive, but hooked up to tubes, their blood being pumped into vats kept in the ceiling. More disturbingly are the bodies of Sleepers that barely look like Sleepers at all anymore - they have been stripped so thoroughly of everything, left like hunks of meat on hooks. There are fires stoked towards the back, with shelves of jars with blood vials and bloodstones.
It's probably time to wonder who did this to you. Who brought you to this place?
And probably how the hell you get out.
QUICK FACTS
1. To avoid this prompt, you can simply handwave your character getting lucky or Wearing a gas mask and full facial/bodily coverage to help keep the likelihood of blood pollution impact lower.
2. If characters don't have eyes, any variation of vulnerability will count (ie; turning away from something, putting on headphones, etc).
3. Characters cannot have their Omni or any other item in this prompt except items they find along the way. They can still summon their Omens. Omens can help guide Sleepers, and provide communication. One can use Omens to transmit messages to the Network. However, characters cannot find their way to this location from outside. This is a by-chance location.
4. You can choose your character's level of restraint (muzzles/handcuffs/etc) and how easily they can escape them (maybe the shackles can be broken apart with enough strength or you need a nearby key).
5. Those whose Patron is the Tower will be able to more easily navigate the Sleeper Farm and figure out its continually moving parts. They may get a "telepathic" swaying by the Tower to go in the right direction. They will also instinctively know that they are inside the Tower's body in some way.
6. Characters can wake up in any part of the Tower and experience this prompt multiple times.
7. To get out, one must sacrifice some sort of blood or an organ directly to the Tower whether their own or someone else's. This will transport a Sleeper back into town in a random location. Alternatively: Moon Presence will be saving Sleepers by "pulling" them out of this place at random. It will feel a lot like traveling through the lamps, but Sleepers will realize it's the Moon Presence instead. She will place them back in their homes. This can be done at any time.
8. This prompt is meant to go hand-in-hand with the third prompt, but it is not required to engage with both.
WHEN: Month of November
WHERE:???? Everywhere and the Sleeper Farm
CONTENT WARNINGS: Severe disorientation, psychological horror, paradoxical horror, feelings of being trapped/lost, Cenobites/beings with extreme bodily modifications, themes of mental and physical torture.
WHERE:
CONTENT WARNINGS: Severe disorientation, psychological horror, paradoxical horror, feelings of being trapped/lost, Cenobites/beings with extreme bodily modifications, themes of mental and physical torture.
You are not alone in the Sleeper Farm, and someone powerful has brought you here. It wasn't the Tower though. It was someone obsessed with the Tower. Or...obsessed with blood.
They lurk throughout Trench, never letting themselves be known until they want to be known. They abduct Sleepers in the blink of an eye, masters of reality-bending and experts of blood abilities.
Meet the Blood-Crazed Zealots.
Or, as you will come to learn through various interactions, ancient Sleepers who have been exposed to blood pollution for far too long and who have been completely corrupt by it. These are masters of their blood magic, darkblood magicians who can snap their fingers and rip a Sleeper off the streets. Palebloods who can make you forget who you are, where you are. Vilebloods who have mastered the exact skill of extracting blood and harvesting it for bloodstones and sacrifices. Warmbloods who have gladly given their bodies up to power the Tower. Coldbloods who keep the metal machinery of the Sleeper Farm running perfectly.
These are the Sleepers who learned to survive in a different way, Sleepers who learned to cohesively blend their skills together to not only survive but excel. Most have completely disfigured themselves, claiming it to be an act of religious commitment to the "Patron Pthumerians that guide us."
The Blood Crazed Zealots believe that they must continually sacrifice Sleepers to the Tower primarily in order to keep the city of Trench strong against corruption. And the thing is...They technically aren't wrong. The Bone Season is when Trench becomes the weakest, so the Blood Crazed Zealots work overtime to get the blood pumping into the streets.
These beings are naturally sadistic, uninterested in compassion. Yet they show the potential for what Sleepers could learn, and if you're clever enough, you may even be able to get a Blood Crazed Zealot to pause and teach you a thing about your own blood type. They are ruthless and powerful, but far from irrational or stupid. Corrupt they may be, senseless they are not.
Some of you may wake up to one of these creatures torturing you or torturing a friend. You may catch them in the streets of Trench, turning a corner, and that may be your chance to follow them into the Sleeper Farm by stepping into the black holes they leave in their wake when teleporting.
The Blood Crazed Zealots can summon hooks from nowhere and snare you in their traps. They can get extremely creative and oftentimes will enjoy dragging out the agony. They know how to drain Sleepers of their blood and their powers...So how is one to even combat one of these?
Use their own game against them, of course. Blood is power and you might as well use yours. Blood Crazed Zealots are tied to their word and obey the law of the blood. If you create a blood oath with one of these Blood Crazed Zealots that's just clever enough, you may be able to protect yourself and a few others. But be careful. Blood oaths with Blood Crazed Zealots can have loopholes. Ask to be set free and they might let your body go, but keep your mind to drive you insane.
Despite their power, they are still limited in what they can do. They can't be everywhere at once, and one can hide from them. They can even be killed if a Sleeper properly regains their strength.
QUICK FACTS
1. You can create your own variation of a Blood Crazed Zealot. Their general concept is inspired by cenobites, but the general concept is a humanoid-being who looks like they have sacrificed a good deal of their body.
2. They will communicate this information openly to Sleepers who ask about it as well as tell Sleepers about other lore and facts about blood types/the Pthumerians.
3. Their powers are based on regular blood type powers (ie; a coldblood BCZ could torture people with electricity.) Some are much weaker than others.
4. They would not accept a new Sleeper who wanted to become "one of them" since they are created after decades of exposure to blood pollution.
5. People can run into these both in the Sleeper Farm and in Trench. One could convince a Blood Crazed Zealot to bring them to the Sleeper Farm in order to save others.
They lurk throughout Trench, never letting themselves be known until they want to be known. They abduct Sleepers in the blink of an eye, masters of reality-bending and experts of blood abilities.
Meet the Blood-Crazed Zealots.
Or, as you will come to learn through various interactions, ancient Sleepers who have been exposed to blood pollution for far too long and who have been completely corrupt by it. These are masters of their blood magic, darkblood magicians who can snap their fingers and rip a Sleeper off the streets. Palebloods who can make you forget who you are, where you are. Vilebloods who have mastered the exact skill of extracting blood and harvesting it for bloodstones and sacrifices. Warmbloods who have gladly given their bodies up to power the Tower. Coldbloods who keep the metal machinery of the Sleeper Farm running perfectly.
These are the Sleepers who learned to survive in a different way, Sleepers who learned to cohesively blend their skills together to not only survive but excel. Most have completely disfigured themselves, claiming it to be an act of religious commitment to the "Patron Pthumerians that guide us."
The Blood Crazed Zealots believe that they must continually sacrifice Sleepers to the Tower primarily in order to keep the city of Trench strong against corruption. And the thing is...They technically aren't wrong. The Bone Season is when Trench becomes the weakest, so the Blood Crazed Zealots work overtime to get the blood pumping into the streets.
These beings are naturally sadistic, uninterested in compassion. Yet they show the potential for what Sleepers could learn, and if you're clever enough, you may even be able to get a Blood Crazed Zealot to pause and teach you a thing about your own blood type. They are ruthless and powerful, but far from irrational or stupid. Corrupt they may be, senseless they are not.
Some of you may wake up to one of these creatures torturing you or torturing a friend. You may catch them in the streets of Trench, turning a corner, and that may be your chance to follow them into the Sleeper Farm by stepping into the black holes they leave in their wake when teleporting.
The Blood Crazed Zealots can summon hooks from nowhere and snare you in their traps. They can get extremely creative and oftentimes will enjoy dragging out the agony. They know how to drain Sleepers of their blood and their powers...So how is one to even combat one of these?
Use their own game against them, of course. Blood is power and you might as well use yours. Blood Crazed Zealots are tied to their word and obey the law of the blood. If you create a blood oath with one of these Blood Crazed Zealots that's just clever enough, you may be able to protect yourself and a few others. But be careful. Blood oaths with Blood Crazed Zealots can have loopholes. Ask to be set free and they might let your body go, but keep your mind to drive you insane.
Despite their power, they are still limited in what they can do. They can't be everywhere at once, and one can hide from them. They can even be killed if a Sleeper properly regains their strength.
QUICK FACTS
1. You can create your own variation of a Blood Crazed Zealot. Their general concept is inspired by cenobites, but the general concept is a humanoid-being who looks like they have sacrificed a good deal of their body.
2. They will communicate this information openly to Sleepers who ask about it as well as tell Sleepers about other lore and facts about blood types/the Pthumerians.
3. Their powers are based on regular blood type powers (ie; a coldblood BCZ could torture people with electricity.) Some are much weaker than others.
4. They would not accept a new Sleeper who wanted to become "one of them" since they are created after decades of exposure to blood pollution.
5. People can run into these both in the Sleeper Farm and in Trench. One could convince a Blood Crazed Zealot to bring them to the Sleeper Farm in order to save others.
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Once he's free, he slides to his feet and looks around. No gear. No weapons.
Unfortunate.]
Thanks... [He murmurs, hushed.] Where the hell are we?
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He will punish them with it. He straightens up and glances around. They are the only two people in this room. But he circles the table he was chained to. He doesn’t like what he sees. And as he glances up at Kaeya he likes things even less.
He presents his leg to him. Just like Kaeya’s arm his leg has crystallized cuts along it. Precisely like it. He checks his hair and narrows his eyes. He looks unkempt in a way that he would never allow. It’s not vanity. He just doesn’t see the point in letting himself be less than his best. He ghosts towards the door, expecting Kaeya to follow.
He lowers his voice so only he can hear it.] I hear machines. And those tables are made for collection.
[And he doesn’t have his Vision nor does Kaeya. One internal reach for power gets him nothing. There is a burn in his blood but it won’t flow to his fingers. Bad news. But not impossible.]
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[He's just saying. Diluc's a paranoid bastard, and Kaeya is no better. They're both too used to living lives watching their backs with the work that they do. For now he lets Diluc take the chains and instead fixes his attention on grabbing one of the wickedly sharp scalpels near. Well, that explains where the blood came from.
Maybe he'll get the chance to return the favor. He falls into silent step behind Diluc, nodding, voice similarly low and hushed as he answers.]
We're here to be bled. ...it looks like a full scale factory operation for that sort of collection.
[Color him not a fan at all.] Maybe we've been bled too much already. I can't even generate a chill.
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It seems we found out those rumors about large groups of Sleepers going missing are true.
[Someone or something got the drop on both of them. On one would be difficult. But both?]
It can't be the pirates. I don't hear water. They wanted to drain me right there below decks.
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[Kaeya agrees. Not the ocean, not the pirates. Then who exactly? Blood is so powerful here. Everything revolves around it; he can't be surprised that more than one group would be willing to take it from Sleepers unwillingly.]
That might mean an easier escape than swimming for it.
[Since apparently he can't even craft a decent ice bridge right now.] Anyone out there?
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He moves slowly, keeping an ear out for any signs of trouble. As he nears the bend in the hallway he comes across steel pistons shifting in a steady rhythm and a staircase leading down. He glances to the right. There's a doorway set in the wall. This close he can hear something dripping and what might be people breathing.
He crouches down by the stairs and looks to Kaeya.] We can investigate either direction. With how vulnerable we are right now, you know I will advise.
[They might be able to come back from death but, that doesn't mean they should be reckless.]
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[Something got both of them already. Their only chance is watching each other's back.]
I'll follow your lead.
[Like he always did when they were younger, right at Diluc's heels and at his back to keep him safe.]
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Diluc's stomach twists as the scent of blood hits him in the face. He covers his mouth with one hand. Dellingr manifests by his feet. The tiny version of the dragon climbs up his back and looks at Kaeya with worried eyes.
A shiver runs down Diluc's spine and his voice comes out almost too small.] ...this is what the towns people were talking about.
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[Then they're on the same page about that. He follows along with Diluc, keeping close and splitting his attention between behind them and around them.]
What they were warning about...
[Kaeya agrees, quiet, voice strained. He reaches up to the little dragon to pet its head lightly. No worries, Dellingr, they've totally got this.]
There's too much blood here. I can taste it.
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He doesn’t think. Instincts kick in and he snags hold of Kaeya and pulls him down, out of the way of the reaching hands. He lets go and moves to the side, facing their enemy shoulder to shoulder.
They handle cases off and on together. The only habits and instincts are still there, loud and clear. Working with Kaeya is like breathing again.]
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He straightens and levels his
mighty bladetiny scalpel at their current foe.]Oh good. Company. I was beginning to think we'd be left to wander without proper greeting.
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[Why try to touch them? What is their magic? He moves down towards the buckets and his mind serves up an idea. He flicks his gaze to Kaeya's. If they spill these. What will the Zealot do?]
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[Kaeya curses but ducks back as well. Okay. Fighting with a small blade isn't great when he's trying to avoid being physically contacted by their opponent.
He sees that flicker of Diluc's gaze and follows his attention. Looks like a diversion to him. A faint nod. Okay. But with a flourish, Diluc.
So Kaeya steps back and, with his best and brightest grin, kicks the bucket and all its contents straight at the zealot.]
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Anger burns inside him as he twists and hurls the contents of the bucket at the Zealot charging right towards Kaeya. He breathes in again, the scent of the blood so thick he almost chokes on it. The Zealot aborts its charge. The blood gets in its mouth cutting off that terrible scream.
His rage only builds on itself. How dare these things do this to people! He would tear this place down and protect those being preyed on. Until they all reached the dawn in the distance. Until everyone was safe and happy. As if it were waiting for those thoughts familiar, welcome heat that rides through his veins like he's a mountain about to erupt. He spreads his hands and the magic tears into the world in threads of fire. It smashes into the Zealot.
Something shoots out of the flames, glittering with gold and red. His Vision. He snatches it out of the air and stuffs it between his teeth to leave his hands free. He and Kaeya don't need words to communicate on the battlefield.]
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He only startles briefly when Diluc's fire erupts beside him, a searing warmth that heats the air almost immediately.
He can work with that. He reaches for the power that lives in his own blood now and it stirs to life. His expression hardens into a grim smile. Good. Ice crystalizes in the air around him and Diluc both, swirling about them before he very deliberately sends one of them flying at the zealot.]
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Heat swirls around him as he brings his arm up. Flames roll up his arm and gather as the Zealot barely dodges the ice. Fire blooms like a flower in his fingers, winding up to wrap around the air as if he really has his claymore in hand.
He needs a distraction but he isn’t worried. Kaeya will see what he’s doing.]
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Another flash of cold, and he sends a spray of razor sharp ice at the zealot to keep his attention.]
Now now, we really want to talk with you. We'd love to know who we have to thank for such warm hospitality.
[A dramatic sigh.] I am reasonably certain I was about to enjoy a nice drink, and I don't appreciate that having been interrupted.
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As the bird moves, he steps back and grabs Kaeya’s arm, pulling him just enough back that as the zealot turns to face the new threat, the heat of the explosion doesn’t harm Kaeya.
And the cold air rolling around them is a further cushion against that. The flames howl like someone in the depths of rage and the zealot tries to scream. But all that comes out is a choked off gasp.]
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He won't be the last, I imagine. We should keep moving.
[Try to find an exit perhaps.]
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[Diluc says as he watches their enemy burn for a moment. Then he turns and walks the length of the rows of buckets with a grim expression. So they were a resource to these zealots. How wonderful.]
We’ll come up with a plan once we have all the information we need to bring this place down.
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[But he firmly hates this place. ...and then there's the fact that others who were taken like them who could still be here too. A frown. These zealots are monsters, and he still wonders what end they were brought here for. Was the bleeding all?]
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It builds and builds until he has to swallow it back.] We will tear it down. Just not yet.
[The lines of buckets and basins for only grows and with it a harsher light in Diluc’s eyes. He has never been one to leave suffering alone.]
But we will.
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[And monsters like these zealots cannot be allowed to remain alive. Maybe that's a harsh thought, but the world is a harsh place sometimes.]
But first we need to not die ourselves. Impermanent or not, it would be a setback.
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Did you ever name your omen? [He asks as he keeps an eye out for trouble.]
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Oops.]
How rude of me, Diluc, please meet Rime.
[The peacock seems appeased at this and struts its way up to beside Diluc.
Kaeya glances behind them, to make sure they aren't being followed.]
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