Deer Country Mod (
reddosmod) wrote in
countryclub2022-03-26 08:44 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
March 2022 Test Drive Meme
MARCH 2022 TDM
A Test of Hope on Arrival
The Fishers of Dreams
Blessed are the Curious
CODING
Another month, another test drive meme! Our test drive memes are open to anyone interested - regardless of whether or not you join our game!
All Test Drive Memes are game canon. Players can choose to keep their TDM threads canon or not. TDM threads can be used for AC and can be used as your writing sample for your application.
Our TDMs serve as a way to build into the actual lore and worldbuilding of Deer Country and we strongly encourage everyone to enjoy and participate! Current players are always welcome to pull prompts from the TDM to reference on the Network or bring into logs as well as tag out to new characters top-leveling on the TDM itself.
Characters will always be able to actively die during TDMs as this is an extremely dangerous world. You can still have this be game canon! Check out how character death in Deer Country works here.
If you have any questions about the TDM, please ask down below!
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Sea monster with red eyes circling under a small boat.]
[Image Two: Lighthouse brightly shining in the dark.]
Prompt Two
[Image One: Gif of two men standing in front of a lighthouse in dark black and white.]
[Image Two: Black and white gif of creepy cult in dark robes staring in one direction.]
Prompt Three
[Image One: Translucent gold glowing lunar moth.]
[Image Two: Magical, winding wooded path.]
All Test Drive Memes are game canon. Players can choose to keep their TDM threads canon or not. TDM threads can be used for AC and can be used as your writing sample for your application.
Our TDMs serve as a way to build into the actual lore and worldbuilding of Deer Country and we strongly encourage everyone to enjoy and participate! Current players are always welcome to pull prompts from the TDM to reference on the Network or bring into logs as well as tag out to new characters top-leveling on the TDM itself.
Characters will always be able to actively die during TDMs as this is an extremely dangerous world. You can still have this be game canon! Check out how character death in Deer Country works here.
If you have any questions about the TDM, please ask down below!
Prompt One
[Image One: Sea monster with red eyes circling under a small boat.]
[Image Two: Lighthouse brightly shining in the dark.]
Prompt Two
[Image One: Gif of two men standing in front of a lighthouse in dark black and white.]
[Image Two: Black and white gif of creepy cult in dark robes staring in one direction.]
Prompt Three
[Image One: Translucent gold glowing lunar moth.]
[Image Two: Magical, winding wooded path.]
WHEN: End of March to mid-April
WHERE: The Farther Shores/The Boardwalk
CONTENT WARNINGS: Exposure, starvation, the fear of being lost at sea, pirates, captivity, human trafficking, sea monsters, existential dread of hopelessness, potential death.
WHERE: The Farther Shores/The Boardwalk
CONTENT WARNINGS: Exposure, starvation, the fear of being lost at sea, pirates, captivity, human trafficking, sea monsters, existential dread of hopelessness, potential death.
April isn't an easy month to arrive in Trench. The weather's still lovely, but that's not the problem. This month, Sleeper squids are notoriously prone to transforming into their natural state far out at sea, afflicted by the unpredictable energies of the Wild Moon. Your character may be one of the unlucky ones, having found themselves grabbing hold of either a piece of flotsam or some lost, discarded dingy if they're really fortunate. They aren't alone, another Sleeper having grabbed onto the same piece, or one nearby. The newcomer may be another new Sleeper, or a current resident who turned back into a squid and went for a dip without realizing it, only to awaken with no sight of land.
Finding land takes effort, and the Pthumerian Ocean has its dangers on top of that. It's easy to become hopelessly lost. Even masters of the constellations probably aren't used to traveling the high seas or charting from these stars. Sleepers who are exhausted from fighting unclear currents and the elements makes for easy targets for pirates and sea monsters. Or, Sleepers may accidentally drink the water, causing them to hallucinate.
But don't give up! Never give up! For those who refuse to let the dire circumstances get them down, even when held captive by pirates or swimming desperately away from the maw of a beast, or when hallucinations from drinking the water in desperation become reality, there is true hope. When all seems lost, and your strength is beginning to ebb, a small ball of light appears on the horizon. It's just out of reach, and you might not even realize it is Argonaut guiding you to safe harbor, but if you can follow it, you'll find yourselves growing stronger both in body and spirit.
You may be saved by a lone fisherman's boat with a grizzled, wild-eyed man or woman at the helm. Or you will find the resilience within yourselves to keep swimming for the light and the shores of Trench become visible, along with the light of its lighthouse. Those who have been taken captive by pirates, who talk amongst themselves about selling you or bleeding you dry for your blood, will suddenly find just the right tool in their cage or near their bound hands to set themselves free. Was it there all along or placed there as a gift from Argonaut for refusing to submit? It is hard to say. Take the ship from the pirates to make your way to shore, steal a small boat or leap overboard and swim.
When arriving at the boardwalk this month, Sleepers will find tents set up with Wakers and volunteer Blood Ministers providing treatment for those who suffered exposure to the elements. Cots are set up inside, along with lots of barrels filled with fresh cold water and highly nutritious foods. Nutrition bars, pies, hardy soups and frothing shakes are all available, free and delicious. Many boats are lined up on the shore to take characters to ships where they can join and form search parties for Sleepers in need. There are vendors selling various wares to new arrivals and uniformly dressed groups handing out pamphlets to spread word about their group's particular methods of honoring and protecting Argonaut and the hope that he stands for.
F.A.Q.
Finding land takes effort, and the Pthumerian Ocean has its dangers on top of that. It's easy to become hopelessly lost. Even masters of the constellations probably aren't used to traveling the high seas or charting from these stars. Sleepers who are exhausted from fighting unclear currents and the elements makes for easy targets for pirates and sea monsters. Or, Sleepers may accidentally drink the water, causing them to hallucinate.
But don't give up! Never give up! For those who refuse to let the dire circumstances get them down, even when held captive by pirates or swimming desperately away from the maw of a beast, or when hallucinations from drinking the water in desperation become reality, there is true hope. When all seems lost, and your strength is beginning to ebb, a small ball of light appears on the horizon. It's just out of reach, and you might not even realize it is Argonaut guiding you to safe harbor, but if you can follow it, you'll find yourselves growing stronger both in body and spirit.
You may be saved by a lone fisherman's boat with a grizzled, wild-eyed man or woman at the helm. Or you will find the resilience within yourselves to keep swimming for the light and the shores of Trench become visible, along with the light of its lighthouse. Those who have been taken captive by pirates, who talk amongst themselves about selling you or bleeding you dry for your blood, will suddenly find just the right tool in their cage or near their bound hands to set themselves free. Was it there all along or placed there as a gift from Argonaut for refusing to submit? It is hard to say. Take the ship from the pirates to make your way to shore, steal a small boat or leap overboard and swim.
When arriving at the boardwalk this month, Sleepers will find tents set up with Wakers and volunteer Blood Ministers providing treatment for those who suffered exposure to the elements. Cots are set up inside, along with lots of barrels filled with fresh cold water and highly nutritious foods. Nutrition bars, pies, hardy soups and frothing shakes are all available, free and delicious. Many boats are lined up on the shore to take characters to ships where they can join and form search parties for Sleepers in need. There are vendors selling various wares to new arrivals and uniformly dressed groups handing out pamphlets to spread word about their group's particular methods of honoring and protecting Argonaut and the hope that he stands for.
F.A.Q.
- Players can get creative with the kinds of monsters they encounter far out at sea, it is not limited to the provided image examples. This includes monster capabilities alongside looks.
- Characters can die out at sea despite Argonaut's best efforts to give them the hope and resilience to make it through.
WHEN: All of April
WHERE: The Lighthouse
CONTENT WARNINGS: Sleep Deprivation, Hallucinations, Existential Dread, Nightmare Monsters, Potential Death, Creepy Cults
WHERE: The Lighthouse
CONTENT WARNINGS: Sleep Deprivation, Hallucinations, Existential Dread, Nightmare Monsters, Potential Death, Creepy Cults
It is a well known fact that the people of Trench rarely speak with or think about the Fishermen. Considered to be an “underclass” among the people, they are avoided because most spend far too long out in the ocean and as a result all show some signs of corruption, there is usually just something off about them and at best, most deal with them briefly at market. So, when one approaches you in the midst of whatever it is you're doing to ask for a favor, it may come as a surprise.
They hand you a pamphlet that promotes their 'Guiding Light' philosophy that is dedicated to protecting and serving Argonaut and the values he stands for where they believe they are needed most: out on the open seas. The Lighthouse is a sacred place, they claim, one where hopes and dreams can converge and one day be made real, and they hope they can count on you to keep it lit. The light will guide your loved ones to shore, but since many of their ranks and vessels are needed to go out and do the work of this month's patron of hope, you have been specially selected as warden of this sacred building for the night.
You find yourself filled with an overwhelming surge of purpose and meaning that to some might feel almost unnatural, but it's so compelling you don't even think twice about where that feeling is coming from. The pull of the offer is so great and hard to resist that you may not even notice how off these groups of fishermen are from others you may already be used to seeing. They seem at peace even as some might have a missing piece in their cheek from corruption that maggots have made their home in. And there's an odd and almost sinister edge to the way they smile so placidly, not to mention their uniform hair and clothes: bowl cuts that feel almost childlike despite their weathered appearances from living such hard lives, and gray overalls.
As soon as you accept, you are welcomed to follow them to the lighthouse and they smile beatifically as they thank you for your help: “Praise Argonaut in these hard times. We ask only that you keep the light aflame, no matter what. Beware of sleep. Sleep leads to only one thing.” Even if asked what that one thing is, they will seem to not have heard and turn to go. But that's okay, you've been selected along with other special Sleepers both new and old for this sacred purpose.
It's a simple enough task, or it should be. But it quickly becomes clear it is anything but that as exhaustion sets in, even though you were not tired before. As you patrol the Lighthouse, you begin to see sporadic phantom images of other people moving along the staircase and the lower rooms. The don't seem threatening, but at some point you swear you see someone you know, someone else in Trench or from home. Whispers in the halls encourage you to sleep, claiming that's the only way you can catch those phantoms. The more you try to resist sleep, the more you see the phantoms and paranoia sets in as hallucinations of dangers coming after them materialize.
Eventually, you will succumb, but you hardly notice as you are still in the lighthouse even in dreams. The difference now is the color has drained from the world casting it in black and white and the walls look old and haggard, covered in black mold and missing pieces. A heavy fog filters inside and the silence is heavy, almost maddening as your own heart, breathing and footsteps are muffled to your ears. The light is still burning if you check on it, so it is safe to venture outside and see why things have changed and where that mist is coming from.
When you do, you will be met with a sight that may look familiar to those who lived through the end of Deerington: infinite lighthouses across an infinite ocean connected by bridges. But this place appears dead, the waters choppy and fog covered, many of the lighthouses are falling apart and crumbling and the phantoms you were seeing of people you know in Trench step out of another lighthouse near to you. If you entered the lighthouse alone, this is where you'd find a companion to figure out just what is happening with.
Try to venture to the other lighthouses and solve this mystery and you will find dark figures shift out of the corners of your eyes. You are being watched. Perhaps even hunted. No matter how hard you try, you cannot open the other lighthouses, and before you know it the shadows converge and you and your companion(s) are plummeted into a nightmare. Perhaps it is a nightmare one of you has had many times over, or something completely new created from both of your fears, it can be just about anything but one thing is consistent: the lighthouse on the distant horizon. Make it there despite all obstacles and you will jolt awake in the lighthouse you were tending to the sound of chanting outside. But if you die in the dream, you die for real and your crystalizing corpse will be dumped randomly in Trench.
If you broke free of the night terror and look outside, you will find the fishermen cloaked in ceremonial looking grey robes, standing around the lighthouse in a circle and performing blood sacrifices for a ritual that you were just made part of. Blink and they disappear into the green fog. You are exhausted and confused, what was that supposed to be? What were they trying to do? What happened to your purpose? You feel bereft of meaning and some may even be compelled to track down the Guiding Light again to reclaim it. But as he is prone to do, Argonaut will descend to your aid when he senses you are feeling lost after this ordeal and gift you with a shimmering white feather. For a single night, if wished upon or whispered to for help, the feather removes all sensations of fear and gives an overwhelming feeling of hope that can transcend any outside manipulation.
F.A.Q.
They hand you a pamphlet that promotes their 'Guiding Light' philosophy that is dedicated to protecting and serving Argonaut and the values he stands for where they believe they are needed most: out on the open seas. The Lighthouse is a sacred place, they claim, one where hopes and dreams can converge and one day be made real, and they hope they can count on you to keep it lit. The light will guide your loved ones to shore, but since many of their ranks and vessels are needed to go out and do the work of this month's patron of hope, you have been specially selected as warden of this sacred building for the night.
You find yourself filled with an overwhelming surge of purpose and meaning that to some might feel almost unnatural, but it's so compelling you don't even think twice about where that feeling is coming from. The pull of the offer is so great and hard to resist that you may not even notice how off these groups of fishermen are from others you may already be used to seeing. They seem at peace even as some might have a missing piece in their cheek from corruption that maggots have made their home in. And there's an odd and almost sinister edge to the way they smile so placidly, not to mention their uniform hair and clothes: bowl cuts that feel almost childlike despite their weathered appearances from living such hard lives, and gray overalls.
As soon as you accept, you are welcomed to follow them to the lighthouse and they smile beatifically as they thank you for your help: “Praise Argonaut in these hard times. We ask only that you keep the light aflame, no matter what. Beware of sleep. Sleep leads to only one thing.” Even if asked what that one thing is, they will seem to not have heard and turn to go. But that's okay, you've been selected along with other special Sleepers both new and old for this sacred purpose.
It's a simple enough task, or it should be. But it quickly becomes clear it is anything but that as exhaustion sets in, even though you were not tired before. As you patrol the Lighthouse, you begin to see sporadic phantom images of other people moving along the staircase and the lower rooms. The don't seem threatening, but at some point you swear you see someone you know, someone else in Trench or from home. Whispers in the halls encourage you to sleep, claiming that's the only way you can catch those phantoms. The more you try to resist sleep, the more you see the phantoms and paranoia sets in as hallucinations of dangers coming after them materialize.
Eventually, you will succumb, but you hardly notice as you are still in the lighthouse even in dreams. The difference now is the color has drained from the world casting it in black and white and the walls look old and haggard, covered in black mold and missing pieces. A heavy fog filters inside and the silence is heavy, almost maddening as your own heart, breathing and footsteps are muffled to your ears. The light is still burning if you check on it, so it is safe to venture outside and see why things have changed and where that mist is coming from.
When you do, you will be met with a sight that may look familiar to those who lived through the end of Deerington: infinite lighthouses across an infinite ocean connected by bridges. But this place appears dead, the waters choppy and fog covered, many of the lighthouses are falling apart and crumbling and the phantoms you were seeing of people you know in Trench step out of another lighthouse near to you. If you entered the lighthouse alone, this is where you'd find a companion to figure out just what is happening with.
Try to venture to the other lighthouses and solve this mystery and you will find dark figures shift out of the corners of your eyes. You are being watched. Perhaps even hunted. No matter how hard you try, you cannot open the other lighthouses, and before you know it the shadows converge and you and your companion(s) are plummeted into a nightmare. Perhaps it is a nightmare one of you has had many times over, or something completely new created from both of your fears, it can be just about anything but one thing is consistent: the lighthouse on the distant horizon. Make it there despite all obstacles and you will jolt awake in the lighthouse you were tending to the sound of chanting outside. But if you die in the dream, you die for real and your crystalizing corpse will be dumped randomly in Trench.
If you broke free of the night terror and look outside, you will find the fishermen cloaked in ceremonial looking grey robes, standing around the lighthouse in a circle and performing blood sacrifices for a ritual that you were just made part of. Blink and they disappear into the green fog. You are exhausted and confused, what was that supposed to be? What were they trying to do? What happened to your purpose? You feel bereft of meaning and some may even be compelled to track down the Guiding Light again to reclaim it. But as he is prone to do, Argonaut will descend to your aid when he senses you are feeling lost after this ordeal and gift you with a shimmering white feather. For a single night, if wished upon or whispered to for help, the feather removes all sensations of fear and gives an overwhelming feeling of hope that can transcend any outside manipulation.
F.A.Q.
- The shared nightmare can take any kind of form players want, feel free to treat it as abstract like most nightmares, or as a way to share a painful memory.
- Argonaut's feather can be assumed to heal the feelings of meaninglessness and prevent characters from seeking out the Guiding Light, or if you would like your character to seek them out again and get caught up in a cult for a bit, it can be said that the feather wasn't enough.
WHEN: All of April
WHERE: Trench, Trenchwood and Beyond
CONTENT WARNINGS: Altering of mind and perceptions, monsters, de-aging, painful re-growing, test of will, loss
WHERE: Trench, Trenchwood and Beyond
CONTENT WARNINGS: Altering of mind and perceptions, monsters, de-aging, painful re-growing, test of will, loss
Countless numbers of brightly shining lunar moths periodically flood Trench and move in large groups and waves of light on the green foggy night winds. These moths glow a magical translucent gold, gentle on the eyes but bright enough to create a halo of light that draws you in and sparks and intense childlike wonder and curiosity that overwhelms most good sense. You feel like you're a kid again, the world is cast into fairytale warm hues and soft edges, the dark and sharp architecture of trench brightens to your eyes and looks more like a quaint little village in the French countryside. Some may even feel the urge to sing and whistle like they're in a Disney movie.
And standing out in that delightful fairy tale glow is a cluster of moths that pull you and some friends onward, you are drawn to it, you want to follow it because it seems to be going somewhere promising. How exciting! After all, you've never been that far outside of Trench and it seems to be making its way through Trenchwood and beyond, what lies that way? You just can't wait to find out! The journey is not without its dangers, the paths through Trenchwood still have monsters but right now you cannot see them for what they are through your rosy filter. Luckily, the power of Argonaut channelled through the lunar moths tends to drive beasts away most of the time, but not always. As you make your way through Trenchwood, time and space seems to warp and what is usually a longer journey becomes shorter.
Before your eyes Trenchwood shifts to a winding wood that's brighter than the darkness that has fallen over Trench far behind you, here it is not night, but nearing dusk. The lunar moths dim and then fly off ahead of you, faster than you can keep up and without them reality sinks in. And now you find yourself in a thick wood with wound together trees and a carpet of ominous fog. Mushrooms of all kinds familiar and unfamiliar, benign and dangerous, grow over every inch of root and branch along with sick and yellowed looking moss and leaves that drips with black infection. The air is cold but also moist and heavy, pressing against your skin and making you feel clammy.
But there is no way to go back, you barely remember how you got here and the woods seem to close in behind you, the paths through them maze-like. The only way to go is forward and it's not long before you come upon a large open field filled with the ancient ruins of what looks like what used to be a city, now overtaken in many places by a shallow swamp. That same rotting foliage and black infection grows off the trees and whatever's left of the ancient buildings, which isn't much. The buildings have eroded so heavily that the highest walls only come up to one's waist, and that makes the bright green circular square of grass several blocks from where you stand easy to spot at a distance. The moths that lead you here are dancing around above it, drawing you in, and there are two intact stone archways on the edge of the circle facing each other. Both have a symbol on them and you have the intense urge to pass through them.
Pass through the arch with the ▼:
You are brought to a "world" that gives you your greatest hopes for the future. Perhaps you hope to one day marry and have a family or become the best in your field, well now it is yours! You walk into your home or your place of work and are greeted by the people you want to share it with most and the feeling of contentment and achievement is so intoxicating it is easy to get lost in it for a while. Maybe you spend days in this place, all the while ignoring the slowly disintegrating arch that follows you everywhere on the horizon or down an alley. Deep down you know that if you don't go through it, you will miss an important opportunity to reach your fullest potential... but you have everything you've ever wanted, right?
You must turn your back on this world to go through the arch again and it hurts, but if you do not, you will lose a piece of yourself when you are eventually forcibly ejected into the next arch. It leaves you with a permanent hollow feeling, like something in your mind and heart are fundamentally broken. If you find the strength to leave on your own your reward is the opportunity to leave, but you are... different. You are now more resilient than you were both mentally and physically, even by Sleeper standards. For as short as a day or as long as the entire month of April, you will be unshakeable and very hard to knock down or kill.
Pass through the arch with the ▲:
You are again brought to a "world", and this time it gives you your greatest wishes of the past. The biggest moments that you replay in your mind over and over, you get the chance to do right and change everything for the better. And everything is how you imagined it should be, you get a do-over. You could stay here forever couldn't you? But something is off, wrong. You are slowly de-aging the longer you stay here, and to some that might seem pretty cool, but it doesn't seem to be stopping, in fact it is accelerating. If you stay, you will be unmade, but if you go you lose this second chance completely. The people in this "world", your friends and loved ones etc., do see what is happening to you and react accordingly as appropriate for them, but they don't know why it is happening. You do, unfortunately, and you have a choice to make.
The arch does not follow you here, it has to be sought out and you will find it in a place you are most afraid to go. This place can be anywhere both physical and abstract. If you choose to stay and be unmade, you will be forcibly ejected as a newborn and have to go through the uncomfortable process of rapidly growing up again. Bodies were not made to grow that fast, and it can be as mildly uncomfortable or gruesomely painful as players wish and may take as short or long as desired. If you go through the arch, you will come out the same age you came in and you feel invigorated, like you have a bottomless well of energy to fuel all that you set out to do. For as short as a day to as long as the remainder of the month, you will not tire or falter when using powers or working on projects. Some may even feel like they don't need sleep, which may result in sleep deprivation induced hallucinations over time, so you should definitely still sleep.
When you reach the edge of the ruins upon your departure, or if you are unable to move due to being a tiny baby or child, Argonaut will swoop in and transport you back to Trench. He's been looking for you, unaware that the lunar moths drew you out to here of all places! If asked what 'here' is, he will only say it's where some old trusted friends used to live before taking you home.
F.A.Q.
And standing out in that delightful fairy tale glow is a cluster of moths that pull you and some friends onward, you are drawn to it, you want to follow it because it seems to be going somewhere promising. How exciting! After all, you've never been that far outside of Trench and it seems to be making its way through Trenchwood and beyond, what lies that way? You just can't wait to find out! The journey is not without its dangers, the paths through Trenchwood still have monsters but right now you cannot see them for what they are through your rosy filter. Luckily, the power of Argonaut channelled through the lunar moths tends to drive beasts away most of the time, but not always. As you make your way through Trenchwood, time and space seems to warp and what is usually a longer journey becomes shorter.
Before your eyes Trenchwood shifts to a winding wood that's brighter than the darkness that has fallen over Trench far behind you, here it is not night, but nearing dusk. The lunar moths dim and then fly off ahead of you, faster than you can keep up and without them reality sinks in. And now you find yourself in a thick wood with wound together trees and a carpet of ominous fog. Mushrooms of all kinds familiar and unfamiliar, benign and dangerous, grow over every inch of root and branch along with sick and yellowed looking moss and leaves that drips with black infection. The air is cold but also moist and heavy, pressing against your skin and making you feel clammy.
But there is no way to go back, you barely remember how you got here and the woods seem to close in behind you, the paths through them maze-like. The only way to go is forward and it's not long before you come upon a large open field filled with the ancient ruins of what looks like what used to be a city, now overtaken in many places by a shallow swamp. That same rotting foliage and black infection grows off the trees and whatever's left of the ancient buildings, which isn't much. The buildings have eroded so heavily that the highest walls only come up to one's waist, and that makes the bright green circular square of grass several blocks from where you stand easy to spot at a distance. The moths that lead you here are dancing around above it, drawing you in, and there are two intact stone archways on the edge of the circle facing each other. Both have a symbol on them and you have the intense urge to pass through them.
Pass through the arch with the ▼:
You are brought to a "world" that gives you your greatest hopes for the future. Perhaps you hope to one day marry and have a family or become the best in your field, well now it is yours! You walk into your home or your place of work and are greeted by the people you want to share it with most and the feeling of contentment and achievement is so intoxicating it is easy to get lost in it for a while. Maybe you spend days in this place, all the while ignoring the slowly disintegrating arch that follows you everywhere on the horizon or down an alley. Deep down you know that if you don't go through it, you will miss an important opportunity to reach your fullest potential... but you have everything you've ever wanted, right?
You must turn your back on this world to go through the arch again and it hurts, but if you do not, you will lose a piece of yourself when you are eventually forcibly ejected into the next arch. It leaves you with a permanent hollow feeling, like something in your mind and heart are fundamentally broken. If you find the strength to leave on your own your reward is the opportunity to leave, but you are... different. You are now more resilient than you were both mentally and physically, even by Sleeper standards. For as short as a day or as long as the entire month of April, you will be unshakeable and very hard to knock down or kill.
Pass through the arch with the ▲:
You are again brought to a "world", and this time it gives you your greatest wishes of the past. The biggest moments that you replay in your mind over and over, you get the chance to do right and change everything for the better. And everything is how you imagined it should be, you get a do-over. You could stay here forever couldn't you? But something is off, wrong. You are slowly de-aging the longer you stay here, and to some that might seem pretty cool, but it doesn't seem to be stopping, in fact it is accelerating. If you stay, you will be unmade, but if you go you lose this second chance completely. The people in this "world", your friends and loved ones etc., do see what is happening to you and react accordingly as appropriate for them, but they don't know why it is happening. You do, unfortunately, and you have a choice to make.
The arch does not follow you here, it has to be sought out and you will find it in a place you are most afraid to go. This place can be anywhere both physical and abstract. If you choose to stay and be unmade, you will be forcibly ejected as a newborn and have to go through the uncomfortable process of rapidly growing up again. Bodies were not made to grow that fast, and it can be as mildly uncomfortable or gruesomely painful as players wish and may take as short or long as desired. If you go through the arch, you will come out the same age you came in and you feel invigorated, like you have a bottomless well of energy to fuel all that you set out to do. For as short as a day to as long as the remainder of the month, you will not tire or falter when using powers or working on projects. Some may even feel like they don't need sleep, which may result in sleep deprivation induced hallucinations over time, so you should definitely still sleep.
When you reach the edge of the ruins upon your departure, or if you are unable to move due to being a tiny baby or child, Argonaut will swoop in and transport you back to Trench. He's been looking for you, unaware that the lunar moths drew you out to here of all places! If asked what 'here' is, he will only say it's where some old trusted friends used to live before taking you home.
F.A.Q.
- The lunar moths will not always lead characters to these ruins, if you only want to play with the first half of the prompt and have your character stay in Trench treating everything like a Disney movie, the moths can be said to just create that aura and hang around characters' heads without leading them anywhere.
- Multiple characters can go through the future hopes arch together and experience a joint future fantasy world tailored to all of them or only the hopes of one character at a time. Characters can leave separately or they can find that they can't leave without the person(s) they entered with. This is generally open to interpretation for players to tailor their experience the way they wish.
- More than one character can also go through the past wishes arch together and experience only one re-do of a character's memory or more than one in sequence. Characters who the memory doesn't belong to can feel like they belong to the world/memory somehow or be aware they don't and try to pull the other out of it. This is overall open to creative interpretation for players to tailor their experience how they like.
no subject
In truth finding any sort of pattern in this place is difficult, at least in matters of who awakens here. I have met a couple of people from the world I knew but many more from places that have never heard of magic. People are from different points in time, and some never meet another familiar to them.
I assume death is the same.