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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.
ii mom and son fight monsters y/n?
But it's different when monsters fight monsters instead, right?
There's dark blood staining her skin and clothes, and strands of her long hair stick to her bloodied face. She's still recovering from fighting a gigantic moth-like creature -- her hand tightly clutching a stained knife -- when she turns to face her next opponent.
And when she sees the thin boy standing before her, her breath catches in her throat. A shock of horror and anguish runs through her entire body, spreading to every limb. She stares at him, finding herself suddenly incapable of breathing. Incapable of finding her words. She won't fight Will. She already knows this.
She can't.
As she's trying to figure out what to do about this situation, that rusty gate swings open. She hears snarling and sees those monstrous creatures crawling out from the darkness. She takes a deep breath, color returning to her features.]
Thank goodness!
[She agrees with him, readying the blade in her hand. The beasts all race towards them, and she clenches her jaw, getting herself ready to jam the blade of her knife into the face of one of those snarling creatures.]
Take care, Will!
HELL Y E S
Then he'd exhaled, slack with relief, almost fumbling the gunsword as he takes it off his back and aims. He's rusty, a little shaky, but shotguns were the only thing he knew how to handle from Hawkins, and while his aim is a little off, the shot still strikes the snarling creature's shoulder causing it to stumble.]
You too! [The weapon can hold several rounds, so Will cocks it, aims again and this time hits the monster's head. That's one down, five more to go.]
CW: blood, violence, description of injury
One of them bares jagged, yellowed teeth at Lucille and lunges forward, brushing against her as she quickly sidesteps it. She twists her body around, lunging back with the swift ferocity of a snake, and plunges the knife into its back. The blade -- sharp and gleaming -- sinks into flesh, and the creature arches its back, howling.
One of the other beasts comes running towards Will with no regard for its self-preservation. It wants to kill, and it will die trying. So it runs forward, gnashing its jaw, while another creature circles Will and Lucille, watching the scene unfold.
The creature that Lucille has just stabbed lashes at her and manages to strike her leg with its clawed paw. She hisses and yelps, green blood spilling from a newly created wound. A strong floral smell accompanies it, and the beast stumbles back, now distracted, shaking the paw that has her blood on it while whimpering. It's an odd reaction, but Lucille barely notices. For now.]
cw: more violence, injury of a child
The weight of the beast is enough to send Will toppling onto his back, the monster snarling and gnawing at the gunsword barring it's way, claws scrabbling against Will's arms. The scratches are deep enough to bleed, though for the moment it looks like completely normal blood, at least while the moon above is behind a cloud.
Gritting his teeth, Will kicks out as hard as he can, prompting the monster to stagger back with a snarling yelp.]
cw: more violence, injury of a child, head injury, blood
Her chest tightens with fear, and she's racing towards Will. She sees him kick out at the creature, witnesses the monster stumble, and yelp. And with a loud, enraged cry, Lucille lunges towards the beast, plunging her bloodied knife into its skull. It makes a gurgling noise, its limbs twitching and flailing wildly. A gurgling noise escapes its toothy maw, and it continues lashing out, desperately scratching at air.
Lucille looks at Will, wide-eyed and worried.]
Will, your arms! Are you all right!?
cw: even MORE blood!
He was relieved then, and he's relieved now, scrambling to his feet and shaking his arms off a couple times, like that will somehow stop the bleeding.] I-I'm okay. I'm fine. It didn't get me very deep. [He'd gotten worse from the dog, leaping up to greet him at the end of the day.
Splatters of his blood arc across the dusty ground, though, and when the moon peeks out from behind a cloud they glow, luminous and pearlescent. Will stares for a moment, his head already feeling clearer. Then:] Your blood. It -- hurts them? I think?
cw: Violence, Head Injury, And So Much Blood.
This time, she isn't afraid. They've been through so much, and despite everything, he has never abandoned her. She won't frighten him away by playing the role of monster here -- her natural role in life. Of that, she is most confident.
Lucille notices the luminous glow of his blood and stores the information away for later. His is different from her own -- pearlescent and pretty, unlike her murky, green-red blood. For just a second, she wonders what mysteries lie within their blood types.]
Ah, so you noticed that too? [She says, shooting him a proud smile. She's glad he noticed, glad that he's observant of his surroundings despite the chaos.]
You'd best not get any on you, darling. I'd hate for it to harm you as well.
[She warns gently and turns her attention to the beast that stands before them, staring at them but hesitating to move forward.]
cw: blood and blood again!
I'll be careful. [He adjusts his grip on his weapon, standing a little straighter and facing down the final monster, which growls and paces, but seems unwilling to approach the splatters of blood from Lucille's wounds.] Maybe we can get around him?
cw: Self-injury, and all of the blood, forever!!!
I'd love to hear you elaborate on that. Perhaps later.
[She answers, her words gentle and fond. Her tone almost seems out of place, considering how disheveled and blood-soaked she looks. She looks almost wild, with a mix of red and green blood painting her skin, clothes, and hair.]
That might be possible. Stay behind me.
[Lucille says, stepping in front of Will. Without hesitation, she presses the knife against the palm of her hand and lets the blade slice her skin. A stream of green blood spills from the new wound, and she holds her hand up towards the growling beast -- a clear warning. If they can get around him, they'll be able to leave through the gate.]
You'd best stay away, creature. Or you'll suffer the same fate as your friend.
[She doesn't expect the monster to understand her words, but she does hope it's smart enough not to get close.
cw: blood~~~~
The snarling monster recoils at the sight of the greenish blood, teeth bared, snarling wildly, but clearly unwilling to get any closer to the pair when Lucille has a palmful of the blood. It paces and growls, but doesn't make any move to attack.
Still, Will doesn't let down his guard, even though his scratched-up arms are trembling wtih exhaustion. He's not used to carrying and wielding a weapon anymore. He takes a step towards the gate, watching the monster warily. It doesn't lunge, doesn't do anything but growl.]
I think it...isn't going to try to get us.
cw: reference to self-injury and moar bloooood~~~
Her arm slips around Will's shoulders, much like the wing of a protective mother bird, and she begins to guide him towards the exit. Her other arm remains outstretched, blood dripping from the fresh wound on her palm.]
It wants to live. It has chosen to survive today.
[She answers Will quietly, eyes on the snarling beast.]
Let's go. You must be tired, and I wish to tend to those wounds of yours.
cw: blood forever~
[The monster snarls once more, tail tucked between it's legs, cringing away as they approach and scuttling across the arena. It clearly isn't faking, genuinely terrified by Lucille's blood.]
no subject
Yes, it would be bad, wouldn't it? [She says softly, as she guides him through the gate and to safety.]
You needn't worry about me, sweet boy. We'll worry about you first.
no subject
[Well, whatever! He shakes the thoughts away, gripping his gunsword tighter as they pass through the gate, just in case there's something waiting to pounce.]
no subject
[She gives his upper arm a rub while carefully observing her surroundings. The room is lit with candles, and it appears to be empty. No sign of monsters here. Well... there's one monster, but she's only a terror to those who deserve it these days.]
It may be far more useful than it seems at first. Those peculiar dreams may contain secrets that only you are permitted to see. This world, and its workings, are still unknown to us.
no subject
This is never more evident than in his next comment, which has that youthful frustration written all over it:] I wish it was known.
cw: it's blood again!
I know. [She says, voice soft.] I do too. And there will be adults out there studying the moonlight blood, I'm sure of it.
[That's what she's calling it now — moonlight blood. Also, emphasis on adults because she doesn't want her son studying his own blood. The thought is too grim. Too macabre. Let the grown-ups shed their blood for science instead.]
I plan on studying my own now that I'm aware of what it does.
cw: it's just blood all the way down
So he nods, obligingly.] Okay. We'll -- all figure it out soon, right? Like we did in Deerington.
no subject
[She repeats with a smile. It's a good idea not to mention the blood thing to murdermom. She doesn't want him studying his own blood when others can do it instead. The thought of her darling Will shedding blood is unacceptable to her. None of it should be spilled.]
Now. Let's go. We still need to tend to your injury. And I'd like to walk you back to your home if that's all right with you.