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deercountry2021-12-08 02:19 am
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Entry tags:
- *event,
- ahiru: timmy,
- anakin skywalker: michele,
- ange ushiromiya: jelle,
- anna amarande: celene,
- ariadne: wizera,
- cassandra: drizz,
- chara: kai,
- darth maul: shade,
- darth nox: saint,
- fat billie: lucy,
- glitch: ceej,
- izuku "deku" midoriya: tea,
- lance: charley,
- luna lovegood: cheryl,
- luz noceda: pedro,
- makoto kino: mesi,
- manabu yuuki: elle,
- mebh og mactire: oggy,
- minako aino: fay,
- nehan: ray,
- obi-wan kenobi: timmy,
- orpheus: qv,
- palamedes sextus: laura,
- paul atreides: beth,
- peter graham: jhey,
- reaper: vette,
- rose da silva: jhey,
- savage opress: vette,
- scorpia: gore,
- snow white: jax,
- soldier blue: elle,
- stiles stilinski: charley,
- varian: tf,
- willow rosenberg: lucy,
- wu: mads,
- yuri lowell: mads
I'd go back in time and change it, but I can't
DECEMBER 2021 EVENT
WINTER MOURNING
RUN, RABBIT, RUN
LOCKJOINT
CODING
Hello! We are trying a new style of event this December with archival-like entries that characters can ICly find in the Archives. This should allow characters to be able to plan against certain events that occur in-game and do research ahead of time, during the event, or after the fact.
The idea is that these prompts will provide you with all the possibilities characters could theoretically face from the prompt. We hope this leaves more open-ended opportunities for people to engage with. Anything mentioned in the excerpts could be an experience characters encounter. You can always ask for clarification on any prompt on the plotting page.
This is a way to keep all event prompts relevant since new characters would be able to "read up" on these events/excerpts by visiting the Archives or other such resources for information about past events and what they can anticipate from the setting.
We hope this new style makes sense and is fun for players to work with! They will rely on players creating more of the atmosphere than the prompts, but we think that the prompts will provide the perfect guidance as to what the atmosphere should feel like. Enjoy!
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Holiday themed antler decoration.]
[Image Two: White stag with perfect, circular antlers with bits of ice attached.]
Prompt Two
[Image One: Sculpture of white rabbit with neck caught in a snare. Non-graphic.]
[Image Two: Person in red cloak and wolf mask turning around.]
Prompt Three
[Image One: Puppet making bloody snow angel in snow.]
[Image Two: Bloodied hands wrapped in bandages clenching.]
The idea is that these prompts will provide you with all the possibilities characters could theoretically face from the prompt. We hope this leaves more open-ended opportunities for people to engage with. Anything mentioned in the excerpts could be an experience characters encounter. You can always ask for clarification on any prompt on the plotting page.
This is a way to keep all event prompts relevant since new characters would be able to "read up" on these events/excerpts by visiting the Archives or other such resources for information about past events and what they can anticipate from the setting.
We hope this new style makes sense and is fun for players to work with! They will rely on players creating more of the atmosphere than the prompts, but we think that the prompts will provide the perfect guidance as to what the atmosphere should feel like. Enjoy!
Prompt One
[Image One: Holiday themed antler decoration.]
[Image Two: White stag with perfect, circular antlers with bits of ice attached.]
Prompt Two
[Image One: Sculpture of white rabbit with neck caught in a snare. Non-graphic.]
[Image Two: Person in red cloak and wolf mask turning around.]
Prompt Three
[Image One: Puppet making bloody snow angel in snow.]
[Image Two: Bloodied hands wrapped in bandages clenching.]
WHEN: Begins in December and can last until the end of Feb.
WHERE: Everywhere
CONTENT WARNINGS: Spoilers for various canons, survival situations, forced memory share
WHERE: Everywhere
CONTENT WARNINGS: Spoilers for various canons, survival situations, forced memory share
[A passage from Rituals of Trench: Remembering Our Pasts reads the following:]
"A long-standing tradition to celebrate Bone Season is for Deerians to collect antlers and bones salvaged from natural resources and create decorative home accents. These antler-bone decors are known formally as Winter Mournings and can be found in almost every residential home throughout Deer Country. Winter Mournings can be made to look like wreaths, candle holders, or simply an antler with a bow hung up on a wall.
Winter Mournings is seen as a way to honor one's past tribulations and how one has managed to survive and overcome hardships during their life. Winter Mournings serves as a testament to survival and a willingness to keep surviving even when things look bleak and dismal.
Creating Winter Mournings is considered a blessing to the Pthumerians Dorothea, Remina, and Argonaut. You will know if the blessing was accepted once your Winter Mourning begins to glow like the moon. Touch your Winter Mourning and you will be pulled back in time to a memory of a specific time when you or someone else had to survive something physically or mentally challenging. For some, it is merely a memory that cannot hurt, but for others, you may want to proceed with caution as it has been known to pull people physically back to times of war.
One cannot choose which memory they wind up in if it is their own, a friend's, or a complete stranger's. Winter Mournings was designed to create a sense of union and empathy among residents and is meant to open your mind and heart to those who have suffered around you. It is time you explore your past, or someone else's past, with an open mind and see how the other side has lived through hard times. These memories are known to be from adolescence, adulthood, or sometimes even futures that have not yet happened or timelines you have never known. After all, Remina sees all past and all history. That means they see all of your past and history too.
No memory lasts forever though. Once the memory has been concluded, you shall be brought back to the present by the Winter Mourning Stag: a great white beast with a circle of frozen antlers. It will come to you when the time is ready, and you will return to the present like waking from a dazzling dream.
Experiencing Winter Mournings can stabilize one's mood and provide restful sleep after, even if the memories may be difficult to swallow. It truly is a tribute to honor past horrors and traumas. Some memories are painful to remember, but forgetting them will never do anyone any good either. So hang your Winter Mournings and remember what matters.
Survive another day. You are worth it."
FAQ
"A long-standing tradition to celebrate Bone Season is for Deerians to collect antlers and bones salvaged from natural resources and create decorative home accents. These antler-bone decors are known formally as Winter Mournings and can be found in almost every residential home throughout Deer Country. Winter Mournings can be made to look like wreaths, candle holders, or simply an antler with a bow hung up on a wall.
Winter Mournings is seen as a way to honor one's past tribulations and how one has managed to survive and overcome hardships during their life. Winter Mournings serves as a testament to survival and a willingness to keep surviving even when things look bleak and dismal.
Creating Winter Mournings is considered a blessing to the Pthumerians Dorothea, Remina, and Argonaut. You will know if the blessing was accepted once your Winter Mourning begins to glow like the moon. Touch your Winter Mourning and you will be pulled back in time to a memory of a specific time when you or someone else had to survive something physically or mentally challenging. For some, it is merely a memory that cannot hurt, but for others, you may want to proceed with caution as it has been known to pull people physically back to times of war.
One cannot choose which memory they wind up in if it is their own, a friend's, or a complete stranger's. Winter Mournings was designed to create a sense of union and empathy among residents and is meant to open your mind and heart to those who have suffered around you. It is time you explore your past, or someone else's past, with an open mind and see how the other side has lived through hard times. These memories are known to be from adolescence, adulthood, or sometimes even futures that have not yet happened or timelines you have never known. After all, Remina sees all past and all history. That means they see all of your past and history too.
No memory lasts forever though. Once the memory has been concluded, you shall be brought back to the present by the Winter Mourning Stag: a great white beast with a circle of frozen antlers. It will come to you when the time is ready, and you will return to the present like waking from a dazzling dream.
Experiencing Winter Mournings can stabilize one's mood and provide restful sleep after, even if the memories may be difficult to swallow. It truly is a tribute to honor past horrors and traumas. Some memories are painful to remember, but forgetting them will never do anyone any good either. So hang your Winter Mournings and remember what matters.
Survive another day. You are worth it."
FAQ
1. Winter Mournings can produce new memories every time you touch them or the same memory.
2. Characters cannot choose what the memory is.
3. Characters can arrive in each other's memories regardless of if they already know each other. Multiple people can experience the same memory.
4. You can either experience the memory as a memory you can't touch or experience - or you can physically be in the memory and have to survive the situation as well. If you die in memory, your body will die wherever you had been touching the Winter Mourning.
5. Palebloods are capable of altering memories or how they or others experience memories.
6. Characters can be pulled into memories at random - as long as one of the characters in the memory share is touching a Winter Mourning at first.
WHEN: Month of December
WHERE: Everywhere/the woods
CONTENT WARNINGS: Themes of hunting, ghosts, curses, attempts at animal violence, hunting people based on blood types.
WHERE: Everywhere/the woods
CONTENT WARNINGS: Themes of hunting, ghosts, curses, attempts at animal violence, hunting people based on blood types.
[An excerpt from Legends of Trench: Curses and Causations reads the following:]
"One of the most notorious legends of Trench is without a doubt the tale of The Huntress and the Hare. Most Trenchies have been told this tale since they were children, but for those unfamiliar, settle in.
This story begins with a mischievous god and an ambitious huntress. The Pthumerian Dorothea loved to play tricks on hunters trying to survive the Bone Season, setting animals free from traps and remaking the traps to catch the hunters instead. One day, a darkblood Huntress was fed up with Dorothea preventing her from catching food for her family and decided to settle the score. The Huntress began to hunt for Dorothea specifically, but it is no small feat hunting the god of trickery and survival.
The Huntress started to rely on her darkblood powers to alter reality to make the perfect traps. Innocuous trees turned into glue traps that anyone would stick to until they were freed by a darkblood or death took their pain from them. Walking through bushes would snag legs and necks, effectively trapping whatever creatures were unfortunate enough to wander for food. Magical snares and beartraps lock around victims with unrelenting force, leaving people and animals to try for help until they cry no more. While this took many innocent lives in the woods, animals, and people alike, it never seemed to work on Dorothea.
Dorothea continued to outwit the Huntress until she eventually drove the Huntress insane. The Huntress died without ever catching Dorothea, but they say her vengeful spirit awakens in winter and begins to set her traps yet again. The Huntress sends her traps and her dead animals after vilebloods and warmbloods to spite Dorothea and hope to maybe catch the god's attention. But Dorothea is no passive god. Dorothea spurs vilebloods and warmbloods to defend themselves against darkbloods and coldbloods.
Infamously, this has created enormous tension between the blood types during December some years, and it is said that the blood lust has caused the types to begin hunting one another regardless of old friendships and alliances. Beware the Huntress's curse. Some believe darkbloods and coldbloods can still hear her haunting commands and cries from the Trenchwood.
They say there is no ease for the tension between the bloodtypes until December has passed, but some believe palebloods may provide relief if they are willing."
FAQ
"One of the most notorious legends of Trench is without a doubt the tale of The Huntress and the Hare. Most Trenchies have been told this tale since they were children, but for those unfamiliar, settle in.
This story begins with a mischievous god and an ambitious huntress. The Pthumerian Dorothea loved to play tricks on hunters trying to survive the Bone Season, setting animals free from traps and remaking the traps to catch the hunters instead. One day, a darkblood Huntress was fed up with Dorothea preventing her from catching food for her family and decided to settle the score. The Huntress began to hunt for Dorothea specifically, but it is no small feat hunting the god of trickery and survival.
The Huntress started to rely on her darkblood powers to alter reality to make the perfect traps. Innocuous trees turned into glue traps that anyone would stick to until they were freed by a darkblood or death took their pain from them. Walking through bushes would snag legs and necks, effectively trapping whatever creatures were unfortunate enough to wander for food. Magical snares and beartraps lock around victims with unrelenting force, leaving people and animals to try for help until they cry no more. While this took many innocent lives in the woods, animals, and people alike, it never seemed to work on Dorothea.
Dorothea continued to outwit the Huntress until she eventually drove the Huntress insane. The Huntress died without ever catching Dorothea, but they say her vengeful spirit awakens in winter and begins to set her traps yet again. The Huntress sends her traps and her dead animals after vilebloods and warmbloods to spite Dorothea and hope to maybe catch the god's attention. But Dorothea is no passive god. Dorothea spurs vilebloods and warmbloods to defend themselves against darkbloods and coldbloods.
Infamously, this has created enormous tension between the blood types during December some years, and it is said that the blood lust has caused the types to begin hunting one another regardless of old friendships and alliances. Beware the Huntress's curse. Some believe darkbloods and coldbloods can still hear her haunting commands and cries from the Trenchwood.
They say there is no ease for the tension between the bloodtypes until December has passed, but some believe palebloods may provide relief if they are willing."
FAQ
1. Characters will increasingly feel the urge to actively hunt one another using traps/etc.
2. The Huntress's curse includes undead animals/beasts chasing after warmbloods and vilebloods and magical traps. Players can invent unique traps for their characters.
3. There will be an innate urge to chase/hide from one another.
4. The curse can be broken by paleblood intervention, character death, or a gradual wearing off by the end of the month.
WHEN: All of Bone Season
WHERE: On Sleeper bodies
CONTENT WARNINGS: Mild body horror, blood magic curses, physical curses, cures through blood ministration/blood letting, possible skin removal, injuries, possible death via starvation/exposure.
WHERE: On Sleeper bodies
CONTENT WARNINGS: Mild body horror, blood magic curses, physical curses, cures through blood ministration/blood letting, possible skin removal, injuries, possible death via starvation/exposure.
[An passage from The Sleeper Condition; Chapter 13: Bodily Aches and More. Found exclusively at the Lumenarium:]
"Generally speaking, Sleeper blood allows Sleepers to navigate this world without the fear of illness and disease. However, no organic body is perfect, and Sleeper blood has its own set of ailments to fret over. Blood Ministers have studied the phenomena of Lockjoint for years now and believe that it is linked to the crystalization found in Sleeper death, though the exact connection remains unknown.
Lockjoint tends to begin and last throughout Bone Season. Some Sleepers may never experience it, but for many, it becomes a reoccurring issue to dread each season. This condition forces blood magic to gather at the joints and effectively lock up. Sleepers find it difficult to move their bodies at the bends, fingers, knees, shoulders, etc without some form of discomfort. Minimal lockjoint can be painful and annoyance, but critical lockjoint can be fatal.
The most severe cases of lockjoint documented have shown Sleepers to have crystalization form over their joints, rendering parts of their bodies completely immobile. Some Sleepers have been found dead in this condition, all their joints crystallized, and it is believed most died from natural causes thereafter.
One can determine they are experiencing lockjoint when the coloration around the joints begins to darken in color, typically looking like a bruise. Calcification may occur rapidly the more magic a Sleeper uses or the more they expose themselves to outside elements. It is imperative that Sleepers remain properly clothed during Bone Season, even if they are coldbloods, and to invest in enchanted clothes that can lock in heat.
A known cure for lockjoint is the art of bloodletting. Puncturing the joints with small incisions seems to allow a release of the built-up magic and can provide immediate relief to the Sleeper. Catching lockjoint early is imperative. Alternative methods are soaking in hot springs and salted water.
Those who are in a more severe state will have to carefully have the crystals removed. This will likely remove the skin as well. Local anesthesia is highly recommended for the procedure. This process is known to leave scarring. The crystals can be saved and used as bloodstones from whoever they were harvested from. If you find a Sleeper dead from lockjoint, make sure to harvest the crystals as they are incredibly valuable.
This curse is believed to stem from Sleeper blood magic congealing within the body in contrast with the atmospheric magic of Bone Season. There is no known prevention for lockjoint. Lockjoint can impact all Sleepers regardless of bloodtype or the material their bodies are made from."
FAQ
"Generally speaking, Sleeper blood allows Sleepers to navigate this world without the fear of illness and disease. However, no organic body is perfect, and Sleeper blood has its own set of ailments to fret over. Blood Ministers have studied the phenomena of Lockjoint for years now and believe that it is linked to the crystalization found in Sleeper death, though the exact connection remains unknown.
Lockjoint tends to begin and last throughout Bone Season. Some Sleepers may never experience it, but for many, it becomes a reoccurring issue to dread each season. This condition forces blood magic to gather at the joints and effectively lock up. Sleepers find it difficult to move their bodies at the bends, fingers, knees, shoulders, etc without some form of discomfort. Minimal lockjoint can be painful and annoyance, but critical lockjoint can be fatal.
The most severe cases of lockjoint documented have shown Sleepers to have crystalization form over their joints, rendering parts of their bodies completely immobile. Some Sleepers have been found dead in this condition, all their joints crystallized, and it is believed most died from natural causes thereafter.
One can determine they are experiencing lockjoint when the coloration around the joints begins to darken in color, typically looking like a bruise. Calcification may occur rapidly the more magic a Sleeper uses or the more they expose themselves to outside elements. It is imperative that Sleepers remain properly clothed during Bone Season, even if they are coldbloods, and to invest in enchanted clothes that can lock in heat.
A known cure for lockjoint is the art of bloodletting. Puncturing the joints with small incisions seems to allow a release of the built-up magic and can provide immediate relief to the Sleeper. Catching lockjoint early is imperative. Alternative methods are soaking in hot springs and salted water.
Those who are in a more severe state will have to carefully have the crystals removed. This will likely remove the skin as well. Local anesthesia is highly recommended for the procedure. This process is known to leave scarring. The crystals can be saved and used as bloodstones from whoever they were harvested from. If you find a Sleeper dead from lockjoint, make sure to harvest the crystals as they are incredibly valuable.
This curse is believed to stem from Sleeper blood magic congealing within the body in contrast with the atmospheric magic of Bone Season. There is no known prevention for lockjoint. Lockjoint can impact all Sleepers regardless of bloodtype or the material their bodies are made from."
FAQ
1. This impacts characters regardless of blood type or their body - meaning it can impact characters with metal/plastic/plant/wood/etc bodies.
2. Players can choose how rapid or severe this gets and how quickly they can be healed.
Will Byers | Stranger Things
[When the little antler wreath starts to glow, Will thinks it's a good thing. The losses over the past month -- Diarmuid, Peter Parker, Nancy, Eddie -- are an ever-present, tangible weight in his throat, like he's being slowly choked. The dreams don't help, more vivid than ever -- a paleblood thing, probably, that just figures, that's how his luck is going.
So he ties twine around antlers, paints them carefully in shades of cream and silver and flecks of blue and red and gold, like opals. And they glow, like he'd read they would. And Will reaches out to touch them, hoping, praying it'll help...]
ii. run, rabbit, run | cw: potential for fights/attacks -- open to these, but not character death
[Being able to help is kinda nice. As a paleblood, Will isn’t party to the intense, overwhelming emotions raging through most of the other blood types -- he's a calming, soothing presence, his words always soft, always the peacemaker. It's actually very similar to his usual role, in most relationships. He always wants to fix things, calm them down.
If you're a darkblood or vileblood or whatever, it doesn't matter to the soft-voiced, gentle-eyed boy, who approaches with his hands held out in supplication, speaking like he would to a nervous wild animal. If you're in the midst of a hunter's frenzy, he's there, voice gentle, reassuring:] Hey, it's okay. You're okay.
[The presence of Will's omen, an enormous, horrifying black horse with soulless eyes and a weirdly damp coat is...less reassuring.]
iii. lockjoint | cw: very mild symptoms of lockjoint, bruising, stiffness, pain, wrist/elbow trauma
[Will is usually so good about bundling up. He doesn't like the cold, ever since -- well. Hest means he's fully himself, normal and human and secure in that knowledge. Nothing else in his head. Nobody else.
Still, he's a kid, and kids forget their coats and gloves sometimes, especially when they're in a big hurry to go and try to figure out how to turn smudgy pencils and charcoal into a drawing of the ice floes out on the sea, or the icicles hanging from the tall buildings in Willful Machine, or whatever else catches Will's artist eye. It's hard to draw with gloves on, too, so he tends to yank them off when he's raptly involved, ignoring the way his hands cramp up.
He also ignores how his joints -- fingers and wrists, especially -- are bruised almost black. It's hard to see under all the charcoal dust anyways. It's probably fine.
(It is NOT fine.)
Will won't stop unless someone bosses him into it, so any concerned passers-by, have at it.]
I. A
[They cross their arms and keep watching. They're used to this by now, as alarming as they've been.
This memory seems particularly unpleasant.]
...Do you want to remember?
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...no. Yes? I don't know. It's not going to...keep it from ever happening again so what's...what's the point?
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[Damn.]
Your life certainly sounds like it sucks.
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[The younger version of himself is fighting the injection now, screaming and struggling with strength that even Will now doesn't possess.]
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[They hum, seemingly unbothered by this extremely disturbing image.]
Do you believe you've built up an immunity by now?
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memory b.
He's not looking particularly human himself right now, with his rocky skin and sharp, rocky teeth - but when he looks at Will, it's with genuine concern. ]
...That's not usually how these things work. What...what is that thing?
no subject
It's sort of funny (in a weird, horrible way) that they finally talk in person during a vivid reliving of the worst day of Will's life.]
We call it the Demogorgon. [He says it quietly, watching his smaller self frantically dial the phone, remembering his instinctive following of what adults had always told him -- call 911, get an adult involved, you can't handle this yourself, you can't do anything.] I don't know if it has a real name.
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[Calling the authorities is never something Varian has experienced. You sure didn't contact the guard by telephone back home (if they helped with anything at all) and Sleepers...well, they handled things themselves. He only just about understands what the phone is at all.]
Were you calling for...help?
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[Will watches his smaller self drop the phone, bolt into the backyard, into the shed. He remembers the single-minded panic, the urge to defend himself, the hammered-in lessons from an impatient, uncaring father guiding his hands to load the rifle.]
Yeah. It -- the monster -- made the phone not work. There wasn't anyone else at home, so it was just...just me.
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Oh...that- yeah, I've seen something like that in my world. Ours found someone too.
[And while it wasn't a full-on possession, it was bad enough. Enough that he knew this was really bad. ]
So it got you while you were alone and without help. Oh...man.
[He watches younger Will run, trying to get himself safe, somehow.]
You...you're a lot braver here than a lot of people would be.
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iii
He almost doesn't spot Will. The young man is a tiny figure, crouched around his sketchbook and looking lost in thought. But Wrench slows a few paces out and scowls. He remembers the last time he saw the boy sitting alone on a bench in the frigid air, and his refusal to accept any efforts to warm him. This Will looks far more animated, lighter-eyed and active, but Wrench still approaches with caution. When he's near, he bats his hand in the air to get the boy's attention.
Where's your coat?
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But the movement of Wes's hand catches his hand, prompting him to look up. It takes him a moment to realize what's being referred to -- his fairly light, long-sleeved sweatshirt instead of a coat. So he responds, Home.
Then, more insistently, with charcoal-covered hands, But I'm okay.
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He shrugs out of his leather jacket and offers it around Will's shoulders anyway. It smells like wet earth and campfire ash, all sure signs of where the man's been keeping himself lately. Can I watch?
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But he scoots over on the bench, scrawny shoulders dropping a little from the weight of the jacket. He recognizes the scent, and frowns over at Wes, all childish disapproval. "You're camping?" It's spoken aloud, though Will's not sure if the Omni's function like the Fluids did.
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His concern makes disengagement from the boy's question that much easier. The note about camping seems like an easy yarn to let spin, so he gives a vague nod. I like the outdoors. Enough, it would seem, that he's shunned the kindness of more than one person who's offered him an alternative. Wiggle your fingers for me? Wrench demonstrates by flexing his hand, then wagging each appendage separately.
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winter mourning — memory a.
Most of the time, it was something that hurt. Peter knows that very well. Forced into some aching time from memory, forced to face one of the monsters that tormented him before this place ever did.
This whole time, Peter's known Will has torments like that too, but he's never seen any of them for himself. And now here he stands in the same room as the younger boy, staring at the scene before them: Will in a hospital gown, pressed against the white bed behind him as he's crowded by accusations and fears. Trapped.
The older boy watches the scene taking place without saying a word, eyes held wide open... body frozen in a way that's almost unnatural. Like every single nerve ending is locked into place. When the Will beside him speaks, says he doesn't remember this, Peter's body gives a sharp flinch in response. The Will in the hospital bed is screaming now, and he doesn't like it. He doesn't like it on a level that doesn't quite belong to Peter — or what barely remains of Peter this month. Even in a memory realm, he's too filled up with the demon, and when he speaks, there's a growl around the edges of his words, curling inwards up over them. )
Make it stop.
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I-I can't-- [He begins to stammer it, apologetically, but the past version of himself is shuddering, going slack and limp from the injection, human body containing the monster for now. The memory skips then -- blessedly, past the part with Bob's death, though Will can remember that with horrific clarity, albeit from the point of view of the Demodogs -- and suddenly they're in the shed.
This part is also...less clear for Will. The human part of him was barely there, shoved roughly into a corner, trapped in his own mind. It's evident by how indignantly the monster reacts to being tied up, voice warping and growling very akin to how Peter (Paimon) had just spoken, the lights flickering wildly above them.
Will knows where this is going, knows that this memory will likely continue, on and on until it reaches the exorcism -- another thing he knows just bits and pieces of, just the aches and bruises and the way his voice was hoarse and raspy from screaming. He knows it was bad though, brutal and violent and horrific.
And, ultimately, successful. Will doesn't even want to consider how a demon would react to witnessing an exorcism. So he turns to the not!Peter, pleading with (him, it, them) --] I-I don't know how to stop it. I don't know how.
no subject
And then of course, there's how the boy's been touched by his own Other, by something vast and cold and alien. The demon king often has conflicting responses to Will Byers, but they're all steeped in familiarity of different kinds.
But in this state, already tipped towards an aggression.... being told I can't by Will in response to his request... angers the demon. That feeling only worsens as the scene shifts and worsens too — and the energy of it all makes Not-Peter's very spirit feel raw and wrong. He's shuddering now: spasms rippling down his frame, giving strange wheezes and guttural grunts as the boy-thing growls against its restraints, as the lights flicker, like some kind of mirror of himself.
Though he doesn't know exactly what's coming next (an exorcism), Paimon can sense that the memory is rising towards something bad, that it's an energy every piece of his spirit would recoil violently from.
And as Will pleads with him, the demon suddenly lashes out with an inhuman quickness, long limbs grabbing the boy. Paimon's snaking his arms around and then inwards, painfully tight, hooking himself into the spaces of the smaller body almost like he's trying to disappear inside Will, hide there. And as he does, he screams, repeating it over and over — )
MAKE IT STOP MAKE IT STOP MAKE IT STOP
no subject
The memory surrounding them suddenly warps and shifts, steering away from the image of the exorcism, from the screaming and burning and violence of it, though that emotion permeates and persists. What shows instead is that stormy, dark, Upside-Down version of the field behind the house, and Will tiny and teary and screaming at the enormous monster to go away, to leave him alone.
It didn't work then. It doesn't work now.
There are old scars all over Will's mind, his soul, footholds for anyone or anything to cling onto, places where the Mind Flayer had gouged out a place for itself, where it's claws had dug in deep and brutal and careless. If Paimon can find them -- and whose to say he can't? -- it's more than enough for him to cling on and hold on and stay.
Even when the memory stops. Even when Will -- the real Will, the one after the monsters and after Deerington, the Will who should be stronger than this, but who gives in almost immediately to the horrifically familiar sensation of his very being invaded by an alien force -- goes silent and still.]
cw: tbh a bunch of possession horror fuckery
And the horror and rage and upset that the Mind Flayer felt as it was being forced out of the boy's body becomes Paimon's, as the exorcism plays out. He screams louder, enraged; he hooks in tighter, long limbs curling over the small body that's pressed so tightly against his own that there's nothing between them, no ending and no beginning. He doesn't want to go, the people can't make him go; this is his body, his host, HE WON'T GO.
Then it's changing again, to that stormy field where it had actually happened. And he can feel it, those places: marred and singed in Will's body and mind and soul. He knows, immediately, that the boy would be a viable vessel for him, that it would work, that inside of Will is safe. Usually it takes years of prep and ritual and very specific spells, but not with Will. Will's already been made a home by something beyond the limits that existed in Peter's world, beyond the rules. Will's body could accept him.
He's still reeling from this knowledge as the memory ends and he's left hanging onto the real Will who's gone so quiet and motionless. Paimon's buried into him as much as a corporeal body possibly can, and when his fingers finally uncurl from the boy, they're tipped in blood from where they'd been clawing in so deeply.
But he's not finished. No, he can't be finished. )
You ripped us out— ( He snarls, still halfway scrambled up in the Mind Flayer's identity from the memories he'd just witnessed, taking that identity on the way he absorbs and imitates so many others. )
You let them rip us out! ( The people who'd exorcised him. They'd made him too hot, suffocated him, forced him out of the comfortable cold home he'd made for himself. Paimon's suddenly in front of the motionless child, a hand finding his throat, clasping onto it. )
WE WANT BACK IN!
( Enraged, he sends the stunned boy flying backwards with a sweep of supernatural energy. )
cw: possession fuckery, injury of a child, domestic/child abuse (verbal), dissociation
cw: mention of child death, child abuse, fire, being mean to Will Byers, I h8 myself for this....
cw: it's just a CONTINUED BAD TIME OKAY fire, child injury, fucked up horse being fucked up
memory b
[Lysithea places a hand on his shoulder in what she hopes is a reassuring manner. She is no stranger to embarrassing - or traumatic - or unbearable memories at this point, having experienced a few herself. She can at least provide the same support she had sought from fellow Sleepers in those moments.]
Where is this? ...What is happening?
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My home. Um, back in my world. That's me. [The version of Will currently darting through the house, calling for his mother or brother is a good six inches shorter than the current one, all big scared eyes and hand-me-down clothes.] I'm...there's a monster following me.
[He doesn't leave her in suspense for long:] It catches me. In the end.
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[The memory of Will is rushing for the phone now as the dog barks at the door. She can feel it - the amplified, distorted recollection of his home, usually a safe haven, now too cavernous, too empty, offering no relief.
Something is at the door. She can hear... something.]
Why was no one here?
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[He can hear it too, and even though it's been years, it still sends a shiver up his spine, seeing his smaller self stare at the turning doorknob, then bolt for the backyard.] They were at work. My mom and my brother. It was just me.
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