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deercountry2021-09-08 06:20 pm
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Entry tags:
- *event,
- abby anderson: c,
- albert wesker: ref,
- albus dumbledore: catharine,
- amos burton: trace,
- anakin skywalker: michele,
- anduin llane wrynn: jack,
- ange ushiromiya: jelle,
- anna amarande: celene,
- ariadne: wizera,
- arthur: adri,
- atsushi nakajima: berri,
- bella swan: cee,
- castiel (au): frog,
- charlie kelly: ashlee,
- childe: bean,
- clarisse la rue: lor,
- darth maul: shade,
- dean winchester (au): cat,
- delilah dirk: c,
- diarmuid: ashlee,
- diluc ragnvindr: samuel,
- eames (au): frank,
- eurydice: floral,
- faolan: teresa,
- fern: pan,
- flynn fairwind: teresa,
- flynn scifo: jordan,
- goro akechi: kei,
- hunk garrett: lexie,
- huntress: catharine,
- jezebel disraeli : catharine,
- john constantine: dmitri,
- kd6-3.7: moz,
- korra: c,
- kyle broflovski: emma,
- lance: charley,
- lev: ru,
- levi ackerman: carmine,
- loki laufeyson: lauren,
- luca: robin,
- lucille sharpe: clari,
- luna lovegood: cheryl,
- luz noceda: pedro,
- lysithea: wighty,
- makoto kino: mesi,
- manabu yuuki: elle,
- melius senyan: red,
- michael: lu,
- mike wheeler: giz,
- minako aino: fay,
- nancy wheeler: clari,
- neopolitan: latroma,
- obi-wan kenobi: timmy,
- orpheus: qv,
- oz vessalius: berri,
- peter graham: jhey,
- peter parker: ashlee,
- qrow branwen: batty,
- raleigh becket: andi,
- reaper: vette,
- rei hino: ax,
- richie tozier: effy,
- ruby rose: josh,
- sam winchester (au): ashlee,
- samatoki aohitsugi: carmine,
- savage opress: vette,
- scorpia: gore,
- soldier blue: elle,
- stefan salvatore: trace,
- takashi "shiro" shirogane: red,
- the emperor: rona,
- varian: tf,
- vira-lorr: latroma,
- vyng vang zoombah: jansen,
- wanda maximoff: jade,
- wei wuxian: tohma,
- will byers: cee,
- willow rosenberg: lucy,
- winter schnee: mesi,
- wu: mads,
- yuri lowell: mads,
- zari tarazi: lauren
All men must die, but first he must live.
SEPTEMBER 2021 EVENT
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Woman holding skull in bag. ]
[Image Two: Plants sprouting out of earth.]
Prompt Two
[Image One: Woman rocking back and forth in dark.]
[Image Two: Woman rowing down river with corpses on stakes on horizon.]
Prompt Three
[Image One: Beef cake man breaking arrows off of shield with a sword.]
[Image Two: Beefy man slamming axe into troll-like creature, spraying blood.]
GROWING PAINS
RIVER OF REGRET
BLOODSPORT
CODINGPrompt One
[Image One: Woman holding skull in bag. ]
[Image Two: Plants sprouting out of earth.]
Prompt Two
[Image One: Woman rocking back and forth in dark.]
[Image Two: Woman rowing down river with corpses on stakes on horizon.]
Prompt Three
[Image One: Beef cake man breaking arrows off of shield with a sword.]
[Image Two: Beefy man slamming axe into troll-like creature, spraying blood.]
WHEN: September
WHERE: Everywhere
CONTENT WARNINGS: Minor blood ritual.
WHERE: Everywhere
CONTENT WARNINGS: Minor blood ritual.
September, for many in Trench, is considered a month of personal sacrifice. It is the month of self-actualization and promise. To grow your future, you must first be willing to sacrifice your past. You cannot walk forwards while walking backward. All throughout Trench, natives can be seen in yards and on plots of land digging small holes and planting a variety of items. Some plant seeds, some drop in a ring, others bury small parts of a body. But the ritual is simple: bury something that represents your past and seal it with a promise for your future.
You can write yourself a note or cut off a lock of your own hair. The ways in which people do this are limitless since it's a largely personal experience. Find a small patch of soil and dig yourself a shallow hole. Bury the item inside, say goodbye to who you used to be, and cover the item up with dirt. Once you are done, you must shed at least one drop of blood onto the sacrifice. It must be your own blood willingly given. Once the blood hits the soil, a small flower will miraculously grow out of the earth within seconds.
A single, powerless flower, but this flower will be completely immortal. You can either keep it on the patch of land or dig it up and bring it home. The flower will be a representation of your progress in Trench: if its petals wilt, you are lingering too much in the past. If it is in full bloom and vibrant, you're on the right path to a better future. If the flower starts to rot, you're heading down a dangerous path.
The flower may not be able to sway you one way or another, but it may serve as a valuable reminder of the kind of life you wish to lead. Some people abandon the flowers entirely and never bother with them. After all, there are no real consequences if you let the flower rot. If a character is dropped, their flower will fleck away like dust. Many believe that the flowers are made of the same stuff omens are made of.
You can dig up other people's flowers and watch their progress (make sure to get player permission) instead. After all, not everyone will care enough about their own flowers to really observe them closely. The flowers can come in any species or size, even fictional flowers, but they will only be replicas. Meaning if your character's flower is typically used for healing, there will be no healing properties in this replica. The flowers cannot be destroyed.
Many natives in Trench will repeat this ritual a few times every couple of years since the ritual is for letting go of the past. After all, the promises you make to yourself now won't be the same promises you make to yourself ten years from now. People change and so too will their flowers. What the characters bury is largely open to interpretation.
You can write yourself a note or cut off a lock of your own hair. The ways in which people do this are limitless since it's a largely personal experience. Find a small patch of soil and dig yourself a shallow hole. Bury the item inside, say goodbye to who you used to be, and cover the item up with dirt. Once you are done, you must shed at least one drop of blood onto the sacrifice. It must be your own blood willingly given. Once the blood hits the soil, a small flower will miraculously grow out of the earth within seconds.
A single, powerless flower, but this flower will be completely immortal. You can either keep it on the patch of land or dig it up and bring it home. The flower will be a representation of your progress in Trench: if its petals wilt, you are lingering too much in the past. If it is in full bloom and vibrant, you're on the right path to a better future. If the flower starts to rot, you're heading down a dangerous path.
The flower may not be able to sway you one way or another, but it may serve as a valuable reminder of the kind of life you wish to lead. Some people abandon the flowers entirely and never bother with them. After all, there are no real consequences if you let the flower rot. If a character is dropped, their flower will fleck away like dust. Many believe that the flowers are made of the same stuff omens are made of.
You can dig up other people's flowers and watch their progress (make sure to get player permission) instead. After all, not everyone will care enough about their own flowers to really observe them closely. The flowers can come in any species or size, even fictional flowers, but they will only be replicas. Meaning if your character's flower is typically used for healing, there will be no healing properties in this replica. The flowers cannot be destroyed.
Many natives in Trench will repeat this ritual a few times every couple of years since the ritual is for letting go of the past. After all, the promises you make to yourself now won't be the same promises you make to yourself ten years from now. People change and so too will their flowers. What the characters bury is largely open to interpretation.
WHEN: September
WHERE: Some obscure location within Gaze
CONTENT WARNINGS: Mangled corpses of loved ones, birds eating corpses, themes of regret.
WHERE: Some obscure location within Gaze
CONTENT WARNINGS: Mangled corpses of loved ones, birds eating corpses, themes of regret.
You will find raven feathers all over Trench. They may drift through the air, lightly touch you, or you might decide to pick one up. The moment you come into physical contact with a feather, a conspiracy of ravens tears through the air and scoops you up into a whirlwind of feathers and caws. It only lasts a few seconds before you're deposited into a canoe drifting along a still river. Another Sleeper is in the boat with you. You pass beneath massive stone walls carved into the likeness of Never Mind and his ravens.
The world is silent around you. There is no rain here. Instead, sunlight pours through breaks in the clouds. Sunlight dapples across the water and golden-red leaves of nearby trees. It's more serene than most places in Trench.
You turn a corner and smell it before you see it. The picturesque summer day is dampened by the stench of rot. Then you come upon them: corpses. Corpses tied up to posts with barbed wire, corpses put through spikes and suspended in the air. Ravens flutter to and fro, picking at strips of meat. It isn't until you're close enough that you realize you recognize the corpses.
They are the corpses of people you have hurt. And that doesn't just mean people you killed or physically harmed. These are the bodies of people you have deep regrets towards: a lover you wronged, a best friend you lied to, an enemy you wish you had forgiven. Not everything is as black and white as murder, after all, and this grisly graveyard of mangled bodies says as much. Sometimes our regrets haunt us like the dead, and it seems like yours have followed you to Trench. You might even see your own body up on a post or the body of your canoe companions.
You have one of two choices: ignore your regret or face it.
Choosing to ignore your regrets doesn't seem to have any ill consequences at first. You pass by the corpses and continue on your river voyage. But the water grows thicker, and you come across the same corpses only in a worse state. The situation gets progressively worse each time you ignore it, and the river gradually becomes a river of blood and gore. The stench becomes insufferable and you will become increasingly corrupt. Some may even turn into beasts right there on the river.
Facing your regrets means talking about them, even mildly, to your canoe companions. You simply need to acknowledge the corpses, acknowledge the slightest truth to your feelings towards those regrets. When everyone in your canoe has acknowledged their regrets, the ravens will come for you once more. You will be brought back to Trench and awaken in the School of Mutter. Those who faced their regrets will discover that they have been gifted a white gold compass. The compass's needle will always point in the direction of the nearest Lamp Friend no matter the chaos going on in the world. But the compass only works once you have calmed down and focused.
QUICK FACTS
1. Each boat can hold up to 4 people. There can be multiple canoes in the same area.
2. If you try to leave the boat, you will drown in the River of Regret.
3. This does not have to encompass every regret someone's had. It can only represent one or two things. The regret should have to do with another individual or one's self. Something like "I regret not going to college" wouldn't necessarily work within the parameters of the prompt.
4. The river can only be accessed by touching a fallen raven feather. Touching a raven feather attached to the bird or a quill does not count.
5. Characters can engage with this prompt as many times as they touch a raven feather.
6. Characters with no regrets will not see corpses, but they will still be able to interact with characters who do have regrets.
The world is silent around you. There is no rain here. Instead, sunlight pours through breaks in the clouds. Sunlight dapples across the water and golden-red leaves of nearby trees. It's more serene than most places in Trench.
You turn a corner and smell it before you see it. The picturesque summer day is dampened by the stench of rot. Then you come upon them: corpses. Corpses tied up to posts with barbed wire, corpses put through spikes and suspended in the air. Ravens flutter to and fro, picking at strips of meat. It isn't until you're close enough that you realize you recognize the corpses.
They are the corpses of people you have hurt. And that doesn't just mean people you killed or physically harmed. These are the bodies of people you have deep regrets towards: a lover you wronged, a best friend you lied to, an enemy you wish you had forgiven. Not everything is as black and white as murder, after all, and this grisly graveyard of mangled bodies says as much. Sometimes our regrets haunt us like the dead, and it seems like yours have followed you to Trench. You might even see your own body up on a post or the body of your canoe companions.
Choosing to ignore your regrets doesn't seem to have any ill consequences at first. You pass by the corpses and continue on your river voyage. But the water grows thicker, and you come across the same corpses only in a worse state. The situation gets progressively worse each time you ignore it, and the river gradually becomes a river of blood and gore. The stench becomes insufferable and you will become increasingly corrupt. Some may even turn into beasts right there on the river.
Facing your regrets means talking about them, even mildly, to your canoe companions. You simply need to acknowledge the corpses, acknowledge the slightest truth to your feelings towards those regrets. When everyone in your canoe has acknowledged their regrets, the ravens will come for you once more. You will be brought back to Trench and awaken in the School of Mutter. Those who faced their regrets will discover that they have been gifted a white gold compass. The compass's needle will always point in the direction of the nearest Lamp Friend no matter the chaos going on in the world. But the compass only works once you have calmed down and focused.
QUICK FACTS
1. Each boat can hold up to 4 people. There can be multiple canoes in the same area.
2. If you try to leave the boat, you will drown in the River of Regret.
3. This does not have to encompass every regret someone's had. It can only represent one or two things. The regret should have to do with another individual or one's self. Something like "I regret not going to college" wouldn't necessarily work within the parameters of the prompt.
4. The river can only be accessed by touching a fallen raven feather. Touching a raven feather attached to the bird or a quill does not count.
5. Characters can engage with this prompt as many times as they touch a raven feather.
6. Characters with no regrets will not see corpses, but they will still be able to interact with characters who do have regrets.
WHEN: During the Blood Moon
WHERE: Everywhere but specifically, The Gate
CONTENT WARNINGS: Violence, fighting, forced aggression/violence, forced fighting.
WHERE: Everywhere but specifically, The Gate
CONTENT WARNINGS: Violence, fighting, forced aggression/violence, forced fighting.
The Blood Moon invokes religious reverence among Trenchies. September and October are the ultimate months of sacrifice to pay tribute to the gods and the blood that rules this world. An energy begins to swell among Trenchies and you keep hearing the same word whispered excitedly around the city: "Bloodsport."
As the Blood Moon floods the streets in red, you begin to feel antsy, like you don't know what to do with yourself. You're not necessarily angry, you just have an abundance of energy. You don't need to be told what it is: your blood is reacting to the moon. The Blood Moon enhances blood powers significantly and you're simply not used to that yet. You don't feel in control of your own power or maybe even your own mind. At least until you exert some power, some force. Slam a door shut or swing a sword, shoot some electricity or spit some poison and you'll feel at peace with yourself. That nervous energy will ease out.
Only to come back twice as strong. It starts to put you in a real fighting mood and you start to realize why the locals call this Bloodsport. Hunting down beasts and monsters might seem like the fun thing to do right now, but the real attraction for Bloodsport takes place at The Gate. You can hear the roaring crowd blocks away. Hundreds of Trenchies have settled in to watch Sleepers duke it out with each other or with locked-up monsters. Maybe join in the fight. At least you know the other Sleepers there want to be there...Right?
Unfortunately not. Those who resist Bloodsport will find themselves passing out more and more frequently. Eventually, they will be taken by Mysterious Forces to The Gate to be pitted against other Sleepers and monsters. Some Sleepers will be forced into a gladiator-style fight that they either must win or die trying. Most fights at the Gate do end in death, but there are some circumstances where someone surrenders. Of course, that never stops their opponent from killing them anyway...Hopefully, you're fighting someone who is still relatively reasonable. Both parties can be resistant to fighting, but they will feel obligated to fight each other. If they don't, monsters will be unleashed into the arena and your situation will get a whole lot worse.
Bloodsport can greatly enhance a Sleeper's ability and many believe it is a gift from the Pthumerian gods. It is generally considered an advantage to Sleepers during the Season of Blood to prepare them and train them to hone their skills for the Season of Bone. Many believe it is wisest to submit to Bloodsport and let yourself get used to the motions of violence in order to survive the remainder of the year.
QUICK FACTS
1. Casual physical training will alleviate Bloodsport feelings. You could get through the month just by jogging around a lot.
2. Characters forced to the Gate will not remember how or when they arrived - they will just wake up and be thrown into the Gate by some shadowy force.
3. Characters who willingly participate in violence/fighting will feel temporary relief from Bloodsport only for the feeling to increase.
4. Effects of Bloodsport last as long as the Blood Moon shines through September and October.
5. You can treat symptoms of Bloodsport with calming techniques such as aromatherapy, meditation, medications, etc. Can be based on what would ICly help calm your character but it should require a lot of it.
6. You can invent the monsters/beasts that are at the Gate. They should be killable creatures and easily captured for the purpose of the Gate.
As the Blood Moon floods the streets in red, you begin to feel antsy, like you don't know what to do with yourself. You're not necessarily angry, you just have an abundance of energy. You don't need to be told what it is: your blood is reacting to the moon. The Blood Moon enhances blood powers significantly and you're simply not used to that yet. You don't feel in control of your own power or maybe even your own mind. At least until you exert some power, some force. Slam a door shut or swing a sword, shoot some electricity or spit some poison and you'll feel at peace with yourself. That nervous energy will ease out.
Only to come back twice as strong. It starts to put you in a real fighting mood and you start to realize why the locals call this Bloodsport. Hunting down beasts and monsters might seem like the fun thing to do right now, but the real attraction for Bloodsport takes place at The Gate. You can hear the roaring crowd blocks away. Hundreds of Trenchies have settled in to watch Sleepers duke it out with each other or with locked-up monsters. Maybe join in the fight. At least you know the other Sleepers there want to be there...Right?
Unfortunately not. Those who resist Bloodsport will find themselves passing out more and more frequently. Eventually, they will be taken by Mysterious Forces to The Gate to be pitted against other Sleepers and monsters. Some Sleepers will be forced into a gladiator-style fight that they either must win or die trying. Most fights at the Gate do end in death, but there are some circumstances where someone surrenders. Of course, that never stops their opponent from killing them anyway...Hopefully, you're fighting someone who is still relatively reasonable. Both parties can be resistant to fighting, but they will feel obligated to fight each other. If they don't, monsters will be unleashed into the arena and your situation will get a whole lot worse.
Bloodsport can greatly enhance a Sleeper's ability and many believe it is a gift from the Pthumerian gods. It is generally considered an advantage to Sleepers during the Season of Blood to prepare them and train them to hone their skills for the Season of Bone. Many believe it is wisest to submit to Bloodsport and let yourself get used to the motions of violence in order to survive the remainder of the year.
QUICK FACTS
1. Casual physical training will alleviate Bloodsport feelings. You could get through the month just by jogging around a lot.
2. Characters forced to the Gate will not remember how or when they arrived - they will just wake up and be thrown into the Gate by some shadowy force.
3. Characters who willingly participate in violence/fighting will feel temporary relief from Bloodsport only for the feeling to increase.
4. Effects of Bloodsport last as long as the Blood Moon shines through September and October.
5. You can treat symptoms of Bloodsport with calming techniques such as aromatherapy, meditation, medications, etc. Can be based on what would ICly help calm your character but it should require a lot of it.
6. You can invent the monsters/beasts that are at the Gate. They should be killable creatures and easily captured for the purpose of the Gate.
no subject
Not... casually, of course not, but... at some point during all the months of their friendship. At any point, when Clarisse was standing next to Silena's grave being utterly destroyed by her own guilt, or during the weeks after that when they hadn't left Deerington yet, Abby could have said this, any of this, and she didn't. Clarisse has never even heard their names before now. Yeah, she didn't tell Abby about what happened with Silena until they'd been friends for a while, but she'd mentioned her fucking name before, at least. And telling Abby everything, all the shit she'd done, how it was her fault, that had been her choice. She hadn't had to do it, but she wanted to because she trusted Abby with knowing it. And Abby clearly didn't want to tell her anything back.
She doesn't really know much about Abby at all, and it hurts, suddenly realizing that. It hurts worse because she loves her so much and wants to help her and can't. ]
That's not your fault, [ she says, clutching at the side of the boat so hard her knuckles go white. Her voice sounds a million miles away from her own ears, like she's not inside her own body. ] People argue. Bad things happen. Doesn't mean you got them killed.
[ It's stupid, they look nothing alike, but the similarity in names and the fact that she was pregnant—Clarisse can't help but think of Mellie, pregnant, scared, alone. And standing guard thinking they were all going to get skewered by Romans any second. And how bad it would be if Mellie were hanging on the bank over there, how responsible she'd feel. How she'd feel if any of them were up there, Silena or Beckendorf or any of the siblings she's lost over the years. ]
Abby. It's—it's bad. I know. I know you'll always wonder what you could've done differently. But you're still a good person.
no subject
abby should tell her, right now. she should open her mouth and fucking tell her, but she can't. she's scared, and hurt muscles its way on top of the feeling abruptly, shoving into her: hurt, and bewilderment, and confusion. she feels messy with it. the inside of her body has grown too loud for her to regulate everything on the outside.
for a moment she thinks she's going to throw up again and she holds her breath, her eyes scrunching shut.
when it passes, mercifully, she has to gasp for air.)
I'm sorry.
(it's unclear exactly what the words apply to, but the ravens find it pleasing. abby looks up into a whirlwind of coarse, black feathers, the bodies on the shore finally gone from view, something that abby notices with equal pangs of relief and dismal, miserable longing for the people that she lost. but at least she didn't have to see manny. and at least clarisse didn't have to listen to her fail to explain nora's dead body through all the holes in her knowledge.
eyes open again.
the school of mutter, unbearably quiet. there's a ringing in abby's ears, tinny and high, and something smooth in her palm: a compass, round and neat and white. the tiny arrow inside of it is spinning rapidly in tight, almost frantic circles.
she doesn't know what to say, so she stands there looking at it in silence, her gaze blank.)
no subject
"I don't?" is what she wants to say, but instead she says nothing. Hurt roils inside her, and shame, the kind of shame that reminds her of being fourteen and having to walk up those steps from the boiler room and act like everything is fine, like she hasn't just been humiliated by somebody who should love her. Associating Abby with those feelings is horrible. Clarisse needs to get away from here. She needs to get away from Abby.
And then, miraculously, they're back in Trench. It takes Clarisse some time to realize where exactly they've been deposited, because she hasn't ever come inside the School of Mutter, but once she figures it out she can visualize the way back to their home, and she reaches out to take Abby's arm in a sort of automatic reflex. Take Abby home, make sure she's okay, get away. The thought is a constant refrain inside her own head, repeating again and again so fast that it seems never to stop or start, only to exist. waygetawaygetawaygetawayge ]
Come on, Abby. [ Her own voice is shaky. ] Let's go home.