Deer Country Mod (
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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.
no subject
Dammit. Hoped that was just ice. [yeah, the red ice crystals that grow in the winter, anna.] This is step one, okay? Gonna take you to a minister to get treated after this. [she puts her omni on the couch within reach of NP's fingers and sets the display to project so she can type into the hard light if she needs to. if she's able to.]
You know, you have one of these too. And you have my number. [she won't dress neo down right now, no. but.] For the next time this happens.
no subject
Neo shivered and nodded. Her fingers reached out gently, starting to tap the omni with slow motions. It was hard to formulate words right now, but she could manage it.]
Was deep.
Didn notict got this bad.
Somtin wron.
[One finger twitched and she grimaced. Yeah, thankfully this effect didn't actually kill you. It was other things that did. But she was kind of a glitter shop right now with all of the crystals. Still, she did seem to send the message to her own omni, which buzzed, underneath crystals that had covered and trapped it at her side, where one hand was locked to her side.]
Y?
no subject
'Cause I'm not gonna sit here and let people I know die if I can do something to stop it. [she said it simply, like there wasn't a single hint of a question to it. because there wasn't.] Leaving you to freeze to death wouldn't make me any better than the beasts out there.
no subject
She rolled her eyes and offered Anna a tiny smile.]
Someone has a little hero in them.
I guess I owe you some thanks though.
no subject
[she said it with just a hint of humor in the words. it felt about time to drop the pretense. once she'd literally gone out of her way to save someone's life, she couldn't really call herself not a hero.]
You don't have to thank me. I'm doing this to keep people alive. [she looks over at the natives while she speaks. they're still sort of paying attention to her, and when she saw that, her own attention went back to NP.] I think that's what all of us want.
So how hard would it be for me to carry you right now?
no subject
One hand moved, pressing to the wall slowly and she tried to stand. It was shaky. She grimaced. But she got up, the one arm partially fused to her side. Typing one handed slowly, she grunted.]
Hard, but can do it
Might be good to use lanterns but can hel
And still gonna owe you
gotta deal with that
no subject
[if there was any irritation in her voice at the idea that she might be owed something for doing something kind for someone else, she masked it by getting to her feet and trying to keep NP stable as she rose.]
You work on getting your legs under you, okay? I'm gonna get my sword, then we can lamp to a minister. Hang tight.
[she headed out, leaving her omni unguarded with NP, but what the hell, there were more important things to worry about. the snow had continued to fall this whole time, so finding her sword did actually take a little bit, but when she came back she had it secured on her back and gave a polite little bow to the trenchians who had taken them both in. "thank you so much for trusting us. i'll make it up to you, okay? name's anna if you need to ask around for me." and then back to NP's side.]
Hey. I'm about to pick you up so we can get going. You ready?
no subject
she also set aside the whole 'owe you' thing because ... yeaah, she was going to think that either way. A quick nod and she reached out with the omni. One hand went and rifled through her own pockets, managing to find her own with a bit of effort. She kept it in her hand and reached out for the girl's shoulder, putting her weight there weakly.
Ready as she was going to get.]
no subject
[during the trip there, anna didn't seem to be too concerned with small talk. never was, when lives were at stake. she hadn't been to a minister this month, but she knew more or less how to act at the lumenarium by now. much calmer, much more serious. they would know how to handle NP from here. "hey. my friend has a pretty bad case of lockjoint. can you help her out? and i can do my donation while she's in there too, if you've got the ministers to spare."]
[it shouldn't take long to get her properly admitted. anna still isn't showing any sign of fatigue from carrying NP around, but there is something else that comes to mind. "oh, right, uh. she doesn't talk much. that's not a lockjoint thing, that's normal." she gives NP an inquisitive look, wondering whether she's got that right.]
no subject
She walked alongside her, shivering occasionally until they were inside the Lumanerium. Her head nodded a short, small nod in response to the clarification, which made the minister simply nod. "Ah yes. That one's been by once or twice. Minor treatments. I'm surprised she's here this bad. This will hurt a lot, but she's not suffering other effects, so you caught it in time." That got a squint and a shrug. She wasn't going to be explaining it to him. He directed them to a side room, and as soon as she could sit on the bed, she did so, breathing.]
Looks like I'm going to live another day.
Probably for the best that I didn't kill anyone too important on the hunt, right?
[Now probably wasn't the time for her usual terrible humor.]
no subject
Yeah, I'd say so. [her head taps against the wall behind her and rests there.] God, NP. You really know how to keep a bitch on her toes. Were you this much of a handful in the dream, too?
no subject
Back home I was the one who saved folks asses most days.
I used to work for some folks who were really incomoetent when it came to going in half cocked.
Emerald and I had to save Cinder's butt a few times.
In the dream it wasn't too bad.
I could take care of myself and the only ones out for me could never figure out where I was.
It got kind of bad when I started coming to my senses.
A conscience is like an achilles heel you know.
Though that's not what got me this time, hehe.
no subject
Oh, realtalk, dude? Consciences are the worst. Guilt eats you up inside. I mean, even now, you know? [she had to be careful with what she said, not out of guarding it but so she didn't end up immediately applying more pressure.] When I don't even really have much new to feel guilty about. It sticks with you.
[so maybe it wasn't all altruism that inspired anna to save NP's life tonight.]
Almost makes you long for something as simple as, like. Magic blood disease.
no subject
Ugh. Her flower. She glanced to the side and breathed out for a moment. That could wait.]
That's about the short version, yep.
Originally it was just easy for me since I only had guilt for one thing.
And all I had to do was focus on getting revenge for that thing.
[She snorted and gave her a wan smile while typing.]
Trust me, you don't want this shit.
Now that I'm actually noticing it, it's god awful how it feels in my left arm.
Say, could you do me a little favor?
I've got a flower, at my house.
I'll give you a key, if you water it while I'm out.
Probably lost a few petals, but I'm not giving up.
[Honestly, it was a little wilted at this point. She and Ruby had backslid, but the aftermath and this... it was perking back up again. It'd be sickly, but alive and recovering. Like much of her life, it was a give and take to fight her way to a healthier state of mind. Ironically, though, she didn't need to worry about watering it. It was, after all, magic.]
no subject
Yeah? I'd be glad to help keep it alive for you while you're in here. I've already got one of my own out there that I'm working on, so I'll just add yours to my rounds. [and she was starting to understand the right way to get it to blossom again.] And like, obviously I'll give the key back once you're safe.
no subject
That'll work. I think I can trust you with my place.
Uh, there's a crate in one of the rooms that says do not touch.
There's not much left in it, but you don't wanna mess with the stuff in it.
Kind of actually explosive.
no subject
I don't know if I should be more concerned that you have a box of bombs, or that it used to be more full of bombs. Planning a heist or something?
no subject
What's left of some junk from home Em and I got ahold of.
Dust crystals, though there aren't many of them left anymore.
Not enough for a heist trust me.
But definitely enough fire crystals to make your day bad.
no subject
Surprised they let you keep that when you moved in from the Dream. I figured magic stuff that let you make fire would just be for coldbloods, but I guess you could grandfather some stuff in. Where'd you even get that many crystals?
no subject
Similar but those powers are better.
Think of this like ammunition. I might make one big attack with a crystal or dust.
But then it's gone entirely, and they can keep doing it.
Not to mention they're not that big comparatively to some.
Had about three each left over, squirelled in the backpack I washed to shore with.
The Dog Keeper gave them to us a while back and mine ended up here with some things I had.
As for the how of it, that girl from the dream gave us a whole crate of them.
Right near the end.
Roman and I'd have to steal that much in a big haul.
no subject
[if she's not the one they accidentally killed. her back straightened as she considered it.]
Wait, it's the one I think it is, isn't it.
no subject
No, this would be the one who died when it ended.
Trust me, I barely understood what the hell was going on in that, and I lived through it.
But that one at least made sense since it was her nightmare and she brought me.
So of course she could bring crap that belonged to me.
Kind of sad she's not around anymore but trust me it might be better this way.
Kind of seriously bad karma with that one.
no subject
[it all made some sense, but she had to consider the possibility. maybe she didn't understand everything about it, but when had that stopped her from asking questions?]
You don't think she's still around here somehow? Maybe Mariana brought her back to life as a squid or something. Or she became a Pthumerian somehow.
no subject
Considering her mommy's the moon now.
And her grandma's some crazy old bat of a Pthumerian who wore gas masks for fun?
I think she was always part Pthumerian.
Maybe she is, but I wouldn't put money on that.
She got pretty badly wrecked from what I heard.
no subject
That's what I've heard too, but, like. People come back to life around here. Can't see why gods would suddenly be the exception. But I guess they would keep that information from us lowly mortals.
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CW: Horrible pain and chiseling crystals off, probably some blood.... or a fade to black!
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