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SEPTEMBER TEST DRIVE MEME!
SEPTEMBER 2022 TDM
STANDARD ARRIVAL
A FADED MEMORY
FRIEND OR FOE
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: Bread Cornucopia filled with fruits and veggies]
[Image Two: Creepy glass eye embedded in sand]
Prompt Two
[Image One: A Lone Lighthouse by night]
[Image Two: Ghost Ship in dilapidated condition]
Prompt Three
[Image One: Wasps, Wasp Nest made from human Mask screaming terror, swirling eddies in wasp Nest]
[Image Two: Horribly mutilated Cenobite in Latex gear with exposed teeth]
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: Bread Cornucopia filled with fruits and veggies]
[Image Two: Creepy glass eye embedded in sand]
Prompt Two
[Image One: A Lone Lighthouse by night]
[Image Two: Ghost Ship in dilapidated condition]
Prompt Three
[Image One: Wasps, Wasp Nest made from human Mask screaming terror, swirling eddies in wasp Nest]
[Image Two: Horribly mutilated Cenobite in Latex gear with exposed teeth]
WHEN: First Week of September
WHERE: The Farther Shores/The Boardwalk, Koz's Orphanage
CONTENT WARNINGS: Creepy Prosthetics buried in the sand
WHERE: The Farther Shores/The Boardwalk, Koz's Orphanage
CONTENT WARNINGS: Creepy Prosthetics buried in the sand
On some level, you are one of the fortunate ones. The storms of August are now a distant memory. It is the waning of the Blood Moon and the tempestuous state of the Beast Moon this year is fading finally while the harvest is being collected. Sleepers arriving find no particular difficulty in actually reaching the shores for the most part, and transformations back into their natural state of being are relatively easy.
They are met by happy Trenchies and fellow Sleepers with robes of white and their bags as normal, and motioned towards the waiting tents set up along the
What is strange, however, is that when Sleepers arrive, they may find their eyes drawn to something disturbing amongst the sand. Water washes with the waves and tide, and reveals a body part! They are always prosthetics of some variety, and many are glass eyes that eerily stare at the person. They can be retrieved with some ease, though they're in bad need of cleaning. Perhaps they belong to someone in town? If not, however, asking around will get a suggestion to bring those to Koz's Orphange in Crenshaw. They have a Lost and Found there, and it is the season of finding what and who is lost. If they do, they might catch a glimpse of Koz floating mournfully through the area, and one of the children will gratefully take the item, saying that they will add it to the rest of the Lost and Found, before coming back with a photo in hand. "Here, I found this, and I think it might be yours?" The photo is, indeed, of the giver and someone from their past. Perhaps it is an actual photo taken, or one they cannot remember having been taken. Regardless, it is offered to them in a cheap wooden frame. How it got there, the orphan does not know. It was probably there when they arrived.
SEASONAL DETAILS ON THE BOARDWALK
The Boardwalk is quite the spectacle this time of year, and those who were here the prior year will remember many of the decorations and festivities. Pumpkins have been stacked on spikes lining the Boardwalk with grotesquely realistic carvings of faces decorated on them. Massive white linen has been hung in the air to look like ghosts floating back and forth against the ocean wind.
Delicious smells waft from the Boardwalk as fresh donuts, candied apples, and hot apple cider are sold at every other booth, along with complementary cornucopias given to each new Sleeper made out of bread that has fruits of all varieties but always seems to have a small jar of the favorite fruit, seed, vegetable (or even meat) of the person receiving it. If asked where it is from, the Sleepers shrug and say "The Orphans took up a collection to give a welcoming gift to new arrivals." If what is in the jar is eaten by the person given it, it will help to ease their mind and give them a calm that can last up to a week as they acclimate.
Preparations are in order for this year's Black Parade. An annual celebration, it is promoted among the excited locals as something that people can participate in. Face Painting booths and costumes are available to those who wish them, with the statement by the Trenchies, "We do it to disguise ourselves from roaming spirits and hungry beasts."
What is strange, however, is that when Sleepers arrive, they may find their eyes drawn to something disturbing amongst the sand. Water washes with the waves and tide, and reveals a body part! They are always prosthetics of some variety, and many are glass eyes that eerily stare at the person. They can be retrieved with some ease, though they're in bad need of cleaning. Perhaps they belong to someone in town? If not, however, asking around will get a suggestion to bring those to Koz's Orphange in Crenshaw. They have a Lost and Found there, and it is the season of finding what and who is lost. If they do, they might catch a glimpse of Koz floating mournfully through the area, and one of the children will gratefully take the item, saying that they will add it to the rest of the Lost and Found, before coming back with a photo in hand. "Here, I found this, and I think it might be yours?" The photo is, indeed, of the giver and someone from their past. Perhaps it is an actual photo taken, or one they cannot remember having been taken. Regardless, it is offered to them in a cheap wooden frame. How it got there, the orphan does not know. It was probably there when they arrived.
The Boardwalk is quite the spectacle this time of year, and those who were here the prior year will remember many of the decorations and festivities. Pumpkins have been stacked on spikes lining the Boardwalk with grotesquely realistic carvings of faces decorated on them. Massive white linen has been hung in the air to look like ghosts floating back and forth against the ocean wind.
Delicious smells waft from the Boardwalk as fresh donuts, candied apples, and hot apple cider are sold at every other booth, along with complementary cornucopias given to each new Sleeper made out of bread that has fruits of all varieties but always seems to have a small jar of the favorite fruit, seed, vegetable (or even meat) of the person receiving it. If asked where it is from, the Sleepers shrug and say "The Orphans took up a collection to give a welcoming gift to new arrivals." If what is in the jar is eaten by the person given it, it will help to ease their mind and give them a calm that can last up to a week as they acclimate.
Preparations are in order for this year's Black Parade. An annual celebration, it is promoted among the excited locals as something that people can participate in. Face Painting booths and costumes are available to those who wish them, with the statement by the Trenchies, "We do it to disguise ourselves from roaming spirits and hungry beasts."
WHEN: Mid October
WHERE: In Swimming distance (Barely) of the Farther Shores
CONTENT WARNINGS: Ghostly Ship & Lighthouse, Threat of Corruption, Remains of Ghastly Murder and Dismembered Corpse
WHERE: In Swimming distance (Barely) of the Farther Shores
CONTENT WARNINGS: Ghostly Ship & Lighthouse, Threat of Corruption, Remains of Ghastly Murder and Dismembered Corpse
It is by accident that your eyes chance to look towards the Farther Shores. There, you happen to see a lighthouse, but you know for certain that it cannot be the lighthouse that is normally there and manned by the fishermen. You can't usually see that from this angle. The moment that you see it, a feeling of mounting dread falls upon you, and you realize that there is no light in the lighthouse. Though the compulsion to investigate can be resisted, there is an almost overwhelming urge to go, to investigate, to re-ignite the flame before it is too late!
The question is getting out there. The fishermen, when the lighthouse is mentioned, will make warding gestures and look terrified. All will resolutely refuse to sail out, muttering incomprehensible curses and lashing their boats securely to the shore. There will be no fishing tonight. The lighthouse, from the docks and shores, is out in the water on a rocky outcrop that nobody remembers being there, though any Trenchy asked will pale at the mention. The only way to get out there is to swim. It is a hard, dangerous swim, but the tide is coming in, rather than going out, so the riptide is not pulling down. It can be done, or a raft can be hastily made. When clambering up the stone steps to the lone lighthouse, it is apparent its door is ajar. And within? Horror awaits.
The insides of the tower are caked in viscuous, green blood. The Lighthouse itself is barely standing. It looks as if a thunderous, colossal fist has battered it repeatedly, the building nearly collapsing at every step. It does not actually break apart, but those who ascend the steps find themselves fighting not to slip on old, caked and thick blood that smells of roses. The contact with the blood isn't doing anything good to the person's sanity and hallucinations of the screams of the dying can be heard, along with shrieks of "What is it?" at the top of someone's voice. An increase in corruption is possible here, though not required. The more one contacts the blood, the greater the risk is. In the top of the lighthouse, dismembered, skeletal remains lay in gobs of what may once have been flesh. One of them holds desperately a torch in their hand, and there is a lighter present. One look out into the night will see a great vessel approaching, broken, its sails tattered and ruined. there is little time, and hopefully the lighter works!
The moment the torch lights the lamp in the lighthouse, the ship veers away from a collision course that would have destroyed the lighthouse and likely the flimsy rock outcropping on which it stood. Shades of dead sailors stare in horror at those who man the lighthouse today, the ship sailing away into the night. All are pointing beyond, and if you look over your shoulder, you can barely see a collosal figure in shadow walking into the town beyond, seemingly confused and wailing. Nothing further happens, and when the people in the lighthouse reach shore again, they will find upon turning back that it is gone, as is the outcropping, though a close inspection does see the remains of a shallow of stone there where the island once stood.
Note: The Ghost ship cannot be interacted with. If someone has the ability to reach it, they will pass through it only to realize it is nothing more than a memory in the land. Fragments of rotted wood and broken masonry can be found in the water below, covered in countless barnacles. Nothing within them shows any proof of what once transpired. There is a risk of corruption from blood exposure, though this is very much up to the players if they wish to incorporate it.
No Trenchy will willingly speak of what transpired, though a careful investigation at the Pale Sanctuary may find a tome among the sacred texts associated with Cloverfield. Reading from it, one might find a forgotten marking that the first sighting of Cloverfield, long ago, saw the collapse of the original lighthouse. No Disciple recalls the incident, and none will speak of it.
The question is getting out there. The fishermen, when the lighthouse is mentioned, will make warding gestures and look terrified. All will resolutely refuse to sail out, muttering incomprehensible curses and lashing their boats securely to the shore. There will be no fishing tonight. The lighthouse, from the docks and shores, is out in the water on a rocky outcrop that nobody remembers being there, though any Trenchy asked will pale at the mention. The only way to get out there is to swim. It is a hard, dangerous swim, but the tide is coming in, rather than going out, so the riptide is not pulling down. It can be done, or a raft can be hastily made. When clambering up the stone steps to the lone lighthouse, it is apparent its door is ajar. And within? Horror awaits.
The insides of the tower are caked in viscuous, green blood. The Lighthouse itself is barely standing. It looks as if a thunderous, colossal fist has battered it repeatedly, the building nearly collapsing at every step. It does not actually break apart, but those who ascend the steps find themselves fighting not to slip on old, caked and thick blood that smells of roses. The contact with the blood isn't doing anything good to the person's sanity and hallucinations of the screams of the dying can be heard, along with shrieks of "What is it?" at the top of someone's voice. An increase in corruption is possible here, though not required. The more one contacts the blood, the greater the risk is. In the top of the lighthouse, dismembered, skeletal remains lay in gobs of what may once have been flesh. One of them holds desperately a torch in their hand, and there is a lighter present. One look out into the night will see a great vessel approaching, broken, its sails tattered and ruined. there is little time, and hopefully the lighter works!
The moment the torch lights the lamp in the lighthouse, the ship veers away from a collision course that would have destroyed the lighthouse and likely the flimsy rock outcropping on which it stood. Shades of dead sailors stare in horror at those who man the lighthouse today, the ship sailing away into the night. All are pointing beyond, and if you look over your shoulder, you can barely see a collosal figure in shadow walking into the town beyond, seemingly confused and wailing. Nothing further happens, and when the people in the lighthouse reach shore again, they will find upon turning back that it is gone, as is the outcropping, though a close inspection does see the remains of a shallow of stone there where the island once stood.
Note: The Ghost ship cannot be interacted with. If someone has the ability to reach it, they will pass through it only to realize it is nothing more than a memory in the land. Fragments of rotted wood and broken masonry can be found in the water below, covered in countless barnacles. Nothing within them shows any proof of what once transpired. There is a risk of corruption from blood exposure, though this is very much up to the players if they wish to incorporate it.
No Trenchy will willingly speak of what transpired, though a careful investigation at the Pale Sanctuary may find a tome among the sacred texts associated with Cloverfield. Reading from it, one might find a forgotten marking that the first sighting of Cloverfield, long ago, saw the collapse of the original lighthouse. No Disciple recalls the incident, and none will speak of it.
WHEN: Anytime in October
WHERE: At the frindges of the main districts
CONTENT WARNINGS: demonic bugs, Bug Horror, Grotesque death, Self mutilation, Bug Infestation
WHERE: At the frindges of the main districts
CONTENT WARNINGS: demonic bugs, Bug Horror, Grotesque death, Self mutilation, Bug Infestation
The first thing that alerts you to the danger is the screams. They are agonizing, gut-wrenching and full of naked horror. When traveling near the edge of any of the districts, particularly the Crenshaw district, it is possible at times to witness a truly horrifying sight. The screams, if investigated, come upon the grisly attack of a horde of not exactly wasps but closer to demonic insects swarming over a person. They shriek, their whole form shrouded by the terrible creatures as they're being stun and the things seem to be extruding some sort of substance to cocoon them while still alive to one of the trees. There is no cry for help, as the person is clearly unaware of who is there, but do you reach out to save them?
If you do not, the scene is horrific and grisly beyond reckoning. The wasps trap the hapless victim against a tree, grafting the extruded paper all over their screaming visage to form a new wasp nest before they ultimately begin crawling inside of them, devouring them from the inside out and implanting their eggs in the new 'home' created for them. It is at this time that the palpable danger may dawn upon you. The infernal bugs have not yet seen you, but they seem to be aware that there is other life around. Do you take this moment to try and beat a hasty retreat, or do you fight it out with the bugs? They can be destroyed, but only by means of abilities and powers that destroy multiples at once, such as great gouts of flame. Hopefully you have a coldblood present! Fleeing them is easier, but can you leave this person to their fate? Still, if instead you observe and take no action, eventually the bugs seem to notice you, and though they swarm near, as long as they are not attacked, they seem to do nothing.
Strange.
If, however, you try to save the victim, a very different scene plays out. The same rules apply to fight the swarm, and if you stop them short of killing their victim, you will see just who it is that you have saved. There, mutilated through self scarification and brutally altered in horrible ways that seem almost fetishistic, is one of the blood crazed zealots. Despite being weakened and badly injured, they lash out at you, their defender. The power that they wield with their blood is incredible, and they demonstrate an ability to wield it that is well documented. The only note is that no Cold-blooded Zealots are present, and so their powers are not represented this time. However, they are drained and though they pose a threat to your life, they can be killed here with a bit of care, can be resisted with great difficulty and certainly be escaped. Either way, there is no true reward for having killed them other than knowing that you have done so. Why are they here? Alone?
It is almost as if they were an advance scout, and the wasps were someone's defense against them, someone's early warning.
If you do not, the scene is horrific and grisly beyond reckoning. The wasps trap the hapless victim against a tree, grafting the extruded paper all over their screaming visage to form a new wasp nest before they ultimately begin crawling inside of them, devouring them from the inside out and implanting their eggs in the new 'home' created for them. It is at this time that the palpable danger may dawn upon you. The infernal bugs have not yet seen you, but they seem to be aware that there is other life around. Do you take this moment to try and beat a hasty retreat, or do you fight it out with the bugs? They can be destroyed, but only by means of abilities and powers that destroy multiples at once, such as great gouts of flame. Hopefully you have a coldblood present! Fleeing them is easier, but can you leave this person to their fate? Still, if instead you observe and take no action, eventually the bugs seem to notice you, and though they swarm near, as long as they are not attacked, they seem to do nothing.
Strange.
If, however, you try to save the victim, a very different scene plays out. The same rules apply to fight the swarm, and if you stop them short of killing their victim, you will see just who it is that you have saved. There, mutilated through self scarification and brutally altered in horrible ways that seem almost fetishistic, is one of the blood crazed zealots. Despite being weakened and badly injured, they lash out at you, their defender. The power that they wield with their blood is incredible, and they demonstrate an ability to wield it that is well documented. The only note is that no Cold-blooded Zealots are present, and so their powers are not represented this time. However, they are drained and though they pose a threat to your life, they can be killed here with a bit of care, can be resisted with great difficulty and certainly be escaped. Either way, there is no true reward for having killed them other than knowing that you have done so. Why are they here? Alone?
It is almost as if they were an advance scout, and the wasps were someone's defense against them, someone's early warning.
no subject
You gonna be alright? This blood stuff is kinda nasty, how I hear it.
[ but ryouma is determined; as soon as he'd asked what to do for work around here he knew what he needed to do. if he's going to be a hunter he can't let a little blood bother him.
in his defence, this is more than a little, but that just means he has to work a little harder to stay focused... right? ]
What the hell happened to this place..
1/2 (CW: Mentions of deaths and Danganronpa Spoilers)
...This isn't anything new to me.
[Memories of all of the death he had seen flitted around in his head as he stared at the blood. Maizono crying in his arms, Kuwata's terrified face as he begged for someone to save him after the trial...The memories of his classmates' deaths mixed with the cries of despair he had heard on his missions. The expressions of fear that had shifted into awe as he approached, begging him to save them all.]
2/2 (CW: Mentions of past deaths)
...We'll probably find out soon.
[With this much of a mess, there were bound to be clues left behind and Makoto had a feeling there was even more upstairs. As he started to go up the stairs, he stopped and looked behind at Ryouma.]
Watch your step. I'm still new to this life but I did hear that touching blood like this can have...side effects.
[He ignored the vision of a bloody Maizono smiling at him and starting walking up the stairs. He would deal with this manifestation of his guilt for his classmates' deaths later. Right now he was too drained and tired. He needed to focus on this mystery right now, for the people in the present.]
no subject
[ while a certain level of experience will serve them well here, it's not exactly something anyone can be proud of.
for ryouma, this could be any number of times and any number of places. blink and the image changes, just a little. he's seen a lot more death than anyone should have to, but at least he can't blame himself for these.
his hand settles unconsciously on the sword at his side, unsure if he's being paranoid or if something actually moves in the shadows. ]
It's the smell that gets me, honestly.
[ that's a new feature. he's used to the sight, but the heavy, perfume-like odour adds another dimension to the horror of it all. ]
Something about this scares the locals so bad they won't talk about it. Heh, always gotta see for myself...
[ ryouma is half-talking to himself because it's a thing he can control. he knows his voice and what he's saying. it's one way to try and stave off a deep sense of uneasiness that wants to set in. ]
Sorry I'm late! Going through some things. (CW: mentions of dead people and survivor's guilt)
...I prefer this smell honestly. If only for the distance it gives me. I...didn't have much experience with monsters. At least the nonhuman ones.
[After that tiny confession, he traveled further up the stairs, trying not to flinch at the screams he heard. It wasn't quite loud enough to be real, but enough to make him sweat.]
...Something really bad happened here.
[After he uttered that word, he saw some globs of something near the top and frowned. Moving closer he crouched near the object and sighed.]
I think I found someone, or what's left of them.
no worries!
[ if he doesn't get it, he's at least willing to think it through. he can see the logic, even if it's not for him personally. ]
Well, it's all just perspective after a point. Nobody wants to know about these things, but sometimes they happen. All you can do is control how you let it affect you.
[ that's probably easier said than done, but it's the only way ryouma knows. that's the sort of thing that lets ryouma get the job done. it's what's needed if he wants to get to the bottom of this mystery; he called himself a detective the one time, he might as well earn it. ]
Maybe somebody pissed off one of those, whatchamacallem—...
[ ryouma's thinking. over time little hints at his real accent shine through too. ]
...—the Poo—... Too—..? Hmm.
[ he gives up. ]
Those "Patrons". They're kinda like gods or something 'round here, right..?
[ he never asked anyone how to pronounce "pthumerian" and now he wishes he had. ]
I'm back Min! Covid sucks! Sorry I'm so late.
I think so. They are certainly important enough to be called something like that at least.
[Makoto turned back to the globs of flesh and frowned.]
Even so, this seems unnecessarily messy, even with god like powers at the helm.
[Or maybe he was just being naive. After all, bugs make a mess when you squish them...Trying not to feel sick with that analogy, he looked around and saw the remains of a hand holding a torch. Frowning he looked up out the window and saw something in the distance. Ignoring the torch, he stood up and squinted at the rapidly growing image before realization hit him]
R-Ryouma-san! We need to light the lamp! Quickly!