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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.
Prompt 1! Scary guy!
Which, she had to admit, was a little unsettling. Was that more of her Pale Blood reacting than anything else?
Not that she had time to think about that, because it seemed like someone was waiting in the underbrush.
"Um. You don't...know any friendly helper out here, do you?"
She's not getting her hopes up.
Re: Prompt 1! Scary guy!
"I do know of someone. Unfortunately, he is not on our current case," the demon replies sternly.
A man emerges from the brush with a grim smile. His eyes are wild with the thrill of a hunt.
"Finally caught up to you," the stranger remarks. "Looks like you're not alone, but neither am I."
The stranger claps his hand. A mist rises from behind the man and a hawk emerges out of the fog. Alike the man, the bird is eager for a fight.
"Are you able to fight, or would you like to set this one out?" The demon asks Luz.
He does not seem to expect a positive answer, but feels inclined to give her a choice in the matter.
Re: Prompt 1! Scary guy!
Looks like that guy had some plan for robbing them. That was just their luck, that this would happen while Luz couldn't move her legs. She grimaced, taking a look at their two enemies.
"That depends. Are you able to take down the bird? You seem pretty rooted to the ground."
Luz was already thinking scenarios with what her friend would tell her. Once she had an idea what HE could do, she'd know what options she had herself.
Re: Prompt 1! Scary guy!
"That idea sounds plausible," Chin Yisou replies. "You and my omen can tend to this fool. Then I'll keep the bird occupied."
Chin Yisou readies his mahjong counters. He has not fended off an omen before. Yet, the demon cannot allow the enemy to focus their total attention on his companion. After all, her leg still needs to heal. He throws some of the counters at the misty hawk. Unfortunately, they run straight through.
"Come over here!" The demon yells while darting away from Luz.
After being attacked, the bird takes the bait. It swoops towards Chin Yisou to engage in combat. The misty feathers shoot out like darts. Swiftly, the demon evades the attack. Upon the next flurry of feather spears, Chin Yisou suffers from a wound to the shoulder. He appears unfazed by the injury; however, Chin Yisou's eyes narrow with rage. He doesn't understand how omens function and whether or not they can be defeated. Yet, his attention turns to Luz.
"How are you faring little one?" The demon's voice asks with exasperation.
Re: Prompt 1! Scary guy!
Luz scribbled on the ground as the man approached and slammed her hands onto the glyphs she'd managed to finish and UP she went, clutching the two ice platform that shot her out of reach. But she didn't have time to revel in that when she went into her pocket and slammed a glyph spell she'd had at the ready, concentrating hard. The vine from the plant glyph burst from its paper and took root at the thief's feet with such force that the man had to stumble back, and that was about all Luz needed.
She swung down from the vine quick without hesitation and crashed into the thief hard, dazing him enough, while Tempest, Luz's omen, towered over the attacker, growling fiercely. Luz was crumbled on the ground but mostly unfazed.
Luz recovered very quickly from crashes and falls. It was her first actual super power.
Re: Prompt 1! Scary guy!
Chin Yisou's omen scuttles close to the girl. He nudges Luz as if to ask if she is alright. Seeing Luz on the ground, the demon approaches to inspect the situation. Although he cares about her condition, Chin Yisou cannot help but to fixate on their attacker.
"What should we do with him, Luz?" the demon's eyes narrow towards the thief.
Luz's strike hit him harder than the stranger would have expected. Truly, he has misjudged his targets.
Re: Prompt 1! Scary guy!
"I'm good," Luz finally said, grunting as she did her best to at least try and sit up and look like she could get up and do some more damage.
"Oh. Uh. Tie him up and turn him into the authorities. He could have really hurt us!"
Luz was not merciless, obviously. Girl was half pure sugar.
Re: Prompt 1! Scary guy!
"You're lucky that she's here," the demon remarks coldly.
"Please, let me go I'm sorry!" The thief cries out. "I wasn't thinking straight!"
The demon narrows his eyes further, there is no excuse for the man's actions. After all, he acted with malice.
"We will see what the authorities say," Chin Yisou grins. "A foul deed left unpunished, is another foul deed to come."
He peers through his bag. Fortunately, Chin Yisou has enough rope to tie their new fugitive. He binds the thief without a care for how tight the knots are. With a firm grip, Chin Yisou leads the man on the path.
"Let's see what the blood ministers would say about you," the demon chimes. "Any more disturbances and you will find yourself left in the cold."
The man whimpers and shakes his head. Chin Yisou turns to his friend.
"Do you need help getting back on your mount?" The demon asks kindly.
Re: Prompt 1! Scary guy!
Luz gets back on the Omen, stretching a little so she could crack her back.
"Is this a thing that happens often around here?"
Re: Prompt 1! Scary guy!
He has only experienced conflict during his arrival at Trench. However, Chin Yisou would consider himself lucky from finding people worthy of his company. Luz is no exception, she will prove a great partner in this investigation.
The party continue to make their way to Lumenwood. By now the sky begins to turn dark. Chin Yisou takes a moment to steady their fugitive. With the centipede close, the thief is unnerved to make an attempt to escape. The demon pulls out one of the grey skins. The tiny creature is placed gingerly on the ground. Within a few minutes, the creature evaporates into smoke. There in its place, is a lit lantern.
"I guess reaching own before dark was out of question," Chin Yisou remarks. "Then again, we may have made better time without our distraction."
He glares towards the bound thief. The stranger gulps and continues his gaze towards the road ahead. As the winter sun sets, the party reach the gates of Lumenwood. Lavish buildings adorn the town, but despite their clever architecture, there's a chill in the atmosphere. Chin Yisou turns his attention to his fellow investigator.
"Where shall we begin?" the demon smiles.
He evidently enjoys giving her a chance to set the path.
Re: Prompt 1! Scary guy!
She'd keep this in mind though. She definitely didn't want a repeat of this whole situation again. There were clearly enough things in the forest that were carrying a grudge like the weather and maybe some unruly animal. She didn't need to add thieves onto the list.
When it was dark, Luz reached into her shirt, pulling out a glyph and tapping it lightly. Several little yellow glows came from this and gave them some more light for their trouble.
"We'll drop off Thievey Mc Annoyance with the authorities first, then blood minister. No point in dragging him over to the blood minister with us, right?"
Re: Prompt 1! Scary guy!
He studies the light magic Luz casts. The glow has a calming effect on the demon. Chin Yisou shakes his head.
"Yes, to the authorities," He returns his attention to their task. "Perhaps, the location is towards the center of this town."
The guess at least allows them a direction to ponder in. Chin Yisou keeps the thief close while glancing at the various buildings. Around the center of Lumenwood rests a large white building. At the base of the building are tall light poles with decorated glass that spins upward like a meringue swirl.
"That looks like the right place to be," Chin Yisou smiles. He casts a sly grin at their fugitive.
A couple of people in fancy clothing walk down the steps of the white building. On closer inspection, one can see that their coats are lined with brass buttons. One of the strangers approach the small party.
"What's this?" the voice comes from a young woman in uniform. She points to the bound man.
"This here?" Chin Yisou replies. "Is a man who attempted to rob us.
The male officer moves over to the demon. Both begin to engage in their own conversation surrounding the bandit.
On the other side, the female officer glances over at the girl. Her gaze stops at Luz's leg. There's enough light now for the officer to notice the bandages.
"You're injured dear?" She asks with the concern of an older sister.
Re: Prompt 1! Scary guy!
Hopefully.
"Yes ma'am," Luz said, her voice a little raspier now. Darn it, now she sounded like she was not doing well (she wasn't, but she didn't want to look weak, of course). "Legs aren't working, and we had a literal run in with our bandit friend. Apparently I wasn't meant to be a football player."
Especially without legs, but mostly because Luz was built like a twig.
Re: Prompt 1! Scary guy!
The female officer turns towards her partner. He takes the bandit and marches the felon back to the station. She watches him leave with a nervous glance. Apparently, she is new to the job and seeks feedback. The demon's eyes catch her looking at him.
"I did what I could," Chin Yisou begins to explain. "She had a bad case of lockjoint and needs further care."
"Lockjoint?" The officer replies while running through her mind for a solution. "I know it's late, but you may want to check in with the infirmary. There are some doctors that have an understanding of blood ministry. If you need expert care, then one can reach out to the proper facility."
She looks onto Luz with sympathy.
"I can lead you there if you'd like," she provides her invitation with a smile.
Tending to those in need seems to fit the female officer's design.
Re: Prompt 1! Scary guy!
"Sounds like a good way to finally get this taken care of. Um, can my friend Chin come with me please?"
Luz gave her demon friend a look that plainly said I trust no one, please make sure I am not dead.
Re: Prompt 1! Scary guy!
The officer nods in agreement.
"That's perfectly fine," she remarks. "The infirmary isn't too far from here."
With a wave of her hand, the officer points towards the street ahead. The party follows the female officer. After a moment she laughs uncomfortably.
"I forgot to introduce myself," she casts a glance at Luz. "I'm Valores, and you are?"
She smiles at the little one. It's important to mind one's manners.
Re: Prompt 1! Scary guy!
"Great! We'll try to keep up."
Luz leaned back on the Omen, and Owlbert woke up from the staff to temporarily take residence on Luz's head.
"Oh, sorry! I'm Luz, this here is Owlbert, my mentor's Palisman. Thank you for helping us!"
Re: Prompt 1! Scary guy!
She leads on with a steady pace. The officer is at least considerate, perhaps a pleasant surprise for the small party. Chin Yisou walks alongside Luz and the beasts. He turns his attention towards the bird.
"What's a palisman?" The demon asks with a curious look as a child. "I have not heard of the term before."
The best companions are those that can help teach one another.
Re: Prompt 1! Scary guy!
She looked over at Chin and smiled. She was pretty happy that he was sticking around honestly, because she was a little nervous still.
"That's what Owlbert is, the little guy right here! He can turn into the staff and I can ride and cast spells with him, but he's also his own being and I still have to feed and clean up after him!"
Owlbert hooted, seemingly echoing Luz's pronouncements.
Re: Prompt 1! Scary guy!
One learns something new each day. Chin Yisou returns his gaze to the street. Up the road ahead lays a large building of brick and stone. The officer points to the large structure.
"That's the infirmary," Valores states. "In the central lobby, you will check in and a room will be assigned."
As the party walks up the steps, the atmosphere grows heavy. Typical with any hospital facility, one cannot help but to feel anxious. They enter the lobby and only a few personnel can be seen walking about.
"What brings you all here at this late hour?" The receptionist asks nonchalantly.
"I have a girl here who needs a doctor and," Valores's voice trails off. "Maybe a blood minister as well."
The receptionist's eyes widen then return to a tired gaze. She looks at the little one.
"Please give me your name and state your issue," she looks to Luz and begins fidgeting with her pen.
The demon watches as the officer takes her leave. Chin Yisou places a supporting hand on the girl's shoulder as to affirm that she's not alone in this odd place.
Re: Prompt 1! Scary guy!
This is good though, because the moment that she enters the hospital her stomach plummets. She knows that the loss of leg working isn't at its worse, but it was still pretty bad and that made her extremely nervous about what would happen next. Her Omen Tempest was sticking close, and Owlbert was perched on her shoulder, watching over her anxiously.
"Luz Noceda. Loss of, uh, movement in my legs, I guess? I think it might be attributed to something that's going around."
Great, now she IS starting to feel a little anxious. She was super glad she was with someone now.
Re: Prompt 1! Scary guy!
She turns her attention to a device laying on the desk. Beeps can be heard as she clicks various buttons.
"Mr. Doethur will be with you in a moment," the receptionist remarks.
She disengaged with the party and returns to fumbling with her pen.
Chin Yisou raises a brow. He merely smiles. He moves over to the side and invites his friend over.
"She was rude I think," he whispers to Luz while out of earshot of the receptionist.
Re: Prompt 1! Scary guy!
And Luz being in the cold and unable to move would have likely caused her to have to improvise with her glyphs, something she'd never done without her legs. She wasn't sure she had the arm strength to propel herself that expertly.
Re: Prompt 1! Scary guy!
Feet are heard walking towards the lobby. Once a doctor approaches, the demon turns to his friend.
"I'm glad to have helped you too," His eyes are set on the stranger. "There's safety in numbers."
A rugged doctor comes into view. He stares at a notebook.
"Luz Noceda," the man reads out loud. He glances towards the party. "You can follow me to your room now."
"We go together," the demon remarks. "She's...my little sister after all."
Chin Yisou gives her a smile. He wasn't about to let some stranger take her alone- doctor or not.
"Very well," the doctor replies.
With a wave of his hand, the doctor ushers them over. The halls of the infirmary are old and have that typical sanitized scent. Other patients are sleeping in their rooms. Once Luz's room appears, the doctor opens the door. There's a patient bed in the center. He indicates for the girl to take a seat.. Chin Yisou assists her onto the frame. Once the party is set, the doctor gathers his notebook and pen.
"I'm Dr. Doethur," he introduces himself nonchalantly. "Please, tell me your situation."
Re: Prompt 1! Scary guy!
"R-right, of course," Luz said, then looked over at Chin. Luckily, he came up with a decent enough ruse to let the doctor accompany her, which was comforting. It wasn't as if she could have come with the doctor on her own to begin with!
Luz hung onto Chin's back while they followed the doctor into the room. The smell of the hospital was already calling forth some unpleasant memories, but Luz was doing her best to walk through all of that.
Once she was plunked onto a seat, Luz gave the doctor a look.
"If it wasn't already obvious, I can't move my legs. I think I caught whatever's been going around Trench, the lock joint."
Re: Prompt 1! Scary guy!
Re: Prompt 1! Scary guy!
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Re: Prompt 1! Scary guy!
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Nearing the end!
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