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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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It’s just as well a claymore in close quarters is not ideal.] Yes, they’ve been stalking and kidnapping Sleepers to harvest their blood. Why I haven’t found out yet. But I can bet it deals with the power in our blood.
[Then he sneers like a dragon bearing his teeth.] It will not go unpunished. I don’t yet have enough information to do that. So we withdraw for now.
[And he will return again to find out more. To save more.] If you’re hurt we can patch it before we keep going.
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[He murmurs and rubs at his arm unconsciously, thinking about how the blood flowing through his veins is always of value to someone and how it makes him feel watching in an unpleasant manner. Not that they didn't try to injure him, but they couldn't find a way to pierce through his AT Field.
Then he glances up at Diluc. The desire to punish those who have harmed others... yes, that does fit with what he knows of a man willing to help those for the sake of doing so.]
I'm not injured. I can go where you must go.
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Diluc only slows and smoke pours out of his chest to collapse together into a falcon sized dragon. The golden eyes open as he offers the new beast his arm. Dellingr settles with care, shifting his feet to grip the offered perch. As the dragon looks around Diluc looks at Kaworu.]
Our omens seem to know more than us. This isn’t the first shift we’ve navigated.
[Dellingr takes off, winging straight down the hall, a spot of red and gold in this terrible place. As if the sun is shining through a dirty window.]
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After he briefly touches the wall to steady himself, a small black cat cat appears from a dark corner, almost as though it came from nowhere (as cats do but this might be more literal). It gives Diluc a look over with large blue-gray eyes before darting off after the other omen, nearly fading into the shadows once more as the other lights the path ahead.]
Are the shifts random or is someone in control?
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[Diluc says as he follows the dragon flying away. But he makes sure Kaworu is following too. He won’t leave him in this place.]
The Moon Presence might be our way out again. She was before.
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[He huffs a little and keeps close to Diluc. Because maybe... just maybe this place makes him feel uneasy and it's nice to have someone by your side.]
How do we call on her?
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Last time I spoke to her. She didn’t answer but I was taken from the tower. If we find a safe spot to hide and talk to her. She might answer again.
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[Impatient, childlike, but firm and determined at the same time.]
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Your name was Cynthia once. I remember you clearly. And what you did to Mother Superior. I don’t know what became of her. But as I said before, I’m glad you’re free now. I will play for you tonight so you hear something soothing in times like these.
Help Kaworu, take him from this place. Once you take him, I’ll let you take me again.
[There is the sense of something watching. Like a presence settles over their senses. But it isn’t threatening. Power builds like the sea rolling in.]
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At first, Kaworu seems disinterested in what Diluc is doing, like he finds it boring. Then his head snaps up.]
What about you? What if she takes me first and then...?
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[The power gathering all around them flows inward like the tide pulled towards the Moon. It spills into the space but Diluc’s eyes don’t leave Kaworu’s face.] We’ll go together then. Hold onto me and it should make that easier.
[Pale light with a silver sheen to it seems to gently add to the light around them. Yet it waits, holding itself in check just like a breath held in.]
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Cautiously, Kaworu reaches out and grips Diluc's arm, gently at first, and then furiously tightly as the the pale light glows around him, like he doesn't trust they won't be torn apart. Or like he doesn't trust Diluc won't leave him behind.
He stares back into Diluc's face as if trying to figure out if he's going to suddenly vanish into nothing.]
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The tension visibly drains out of him. He gestures with his free hand.] It’s not open yet, but welcome to The Roost. My tavern.
I can let you into the apartment upstairs to wash up.
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Still, he likes this place immediately. It's bright and comforting, not dark and grimy like the blood farm. The light itself is soft and gentle and it's quiet enough to hear the sounds of the street outside.
He swallows and pulls himself to his feet.]
Alright. And you'll be...?
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I need a moment and I suspect you need the same.
[He lifts the divider and waits until they’re both past it to close it. The kitchen beyond it is decently stocked. Diluc walks through it towards the staircases in the back and a pair of shelves full of small crates and bottles.] How long we’re you stuck there? If you caught any sense of time in there at all.
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[Kaworu follows him, at a distance, like a needy but nervous pup. He wraps his arms around himself, suddenly aware that it's near winter and he's underdressed and very cold.]
In the kitchen?
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To the right is a bathroom, the door partly open and it has the basics plus a shower stall with a curtain drawn over it.
Diluc nods to it.] There are towels and what you need to wash up. I’ll be just down the hall and right back to leave a change of clothes with you.
[He waits until that is acknowledged and walks away, heading for the door at the end of the hall.]
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The cat omen follows Diluc a little down the hallway before turning to gaze at Kaworu as if reminding him to do something.]
You don't-! You don't have to do all of this for me...
[The closest he can get to "thank you".]
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I do not but, I choose to.
[Then he steps into the shadows, working the jump suit off his shoulders and closes the door behind him. When Kaworu steps out of the shower there is a change of clothes, a grey shirt and regular pants along with the usual expected basics. Diluc leans against the wall looking messy from the farm, but his hair is pulled back by a black ribbon that goes with his black shirt and pants.
He nods once.] Those should fit you. I’ve gathered clothes of various sizes in trades. I have warm weather gear for when you depart whenever you chose to.
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His cat omen instead follows Diluc around, alternating between rubbing against his legs and trying to play with his shoelaces. If shooed away, it just looks up at him with bright blue eyes before trying to resume whatever it was doing.
When Kaworu steps out of the shower, he goes over to examine the clothes that Diluc set out. Despite being so short and skinny for his age, the shirt fits him well.]
What shall we do now?
[He asks after pulling his his head through the shirt.]
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[He lays out new towels and takes the damp ones to hang up to dry.] Or you can explore as you like. Once I'm done, I'll make something.
Contemplation and talk always goes better with something warm. [It has never failed him yet. He waits until Kaworu has replied before he slips into the bathroom himself and shuts the door behind him. Later he will emerge with faint steam rising from him as he dries himself off with his own magic.] Thank you for waiting. What would you like to have while we talk?
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But instead, he finds himself dozing, only to jerk when Diluc exits the shower. He stands, waiting, like perhaps he wasn't sure if had fallen through a hole in space and vanished forever.]
Oh hm.
[Eating can be a strange sensation to him. As an Angel it shouldn't be necessary, but his human body requires it.]
Do you have broth? Or tea?
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[He opens the door and steps through it as Dellingr reforms on his shoulder. He is aware he is coming to rely on his presence. That could be dangerous.]
What are your preferences? I can easily accommodate to them and make it however you like.
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[No one has ever asked him if he minded, so how could he? Kawaoru follows on Diluc's heels and the appearance of the man's omen makes him smile, despite himself. It's like himself and Shinji-kun.
Then he blinks.]
You want to know what I want?
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I do. That’s something you’re allowed. Especially here. I will make what you want and to your preferences.