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APRIL 2023 PLOTTING POST
APRIL 2023 PLOTTING POST
CODING
Please use this post to plot with other players and keep track of your plans for this month's event! You can ask specific questions about the event down below. If you are ever waiting on a question, please feel free to reach out to Simcha directly.
This post will be updated with the Live Event once it is posted. Plotting posts are always made on the 5th and events always go live on the 8th.
Due to the cyclical nature of Trench, some of last year's April Prompts are available for use. Prompt Number 2 (Wonderkind) will be occurring again this month. Prompt Number 1 (Moonlit Butterfly Migration) does not occur, and many in Trench are publicly shocked not to see the migration. Hunters report that the Butterflies do pass along the edges of the community but they seem to be all carrying an immense amount of hope energy this year. Disciples and Arcane Scholars mutually agree (for once) that this must be because Riteior's defeat is eminent, meaning that there is a massive amount of ambient hope in the area, making their presence minimal this year. Prompt 3 is not available, as the Tethers seem to similarly be faded away for the same reasons.
This post will be updated with the Live Event once it is posted. Plotting posts are always made on the 5th and events always go live on the 8th.
Due to the cyclical nature of Trench, some of last year's April Prompts are available for use. Prompt Number 2 (Wonderkind) will be occurring again this month. Prompt Number 1 (Moonlit Butterfly Migration) does not occur, and many in Trench are publicly shocked not to see the migration. Hunters report that the Butterflies do pass along the edges of the community but they seem to be all carrying an immense amount of hope energy this year. Disciples and Arcane Scholars mutually agree (for once) that this must be because Riteior's defeat is eminent, meaning that there is a massive amount of ambient hope in the area, making their presence minimal this year. Prompt 3 is not available, as the Tethers seem to similarly be faded away for the same reasons.
[NAVIGATION]
Prompt 1 • Prompt 2 • Prompt 3
Plotting Form • Event Questions • Live Event • Monthly Newsletter
[JUMP TO COMMENTS]
PROMPT 1: HALI
Prompt 1 • Prompt 2 • Prompt 3
Plotting Form • Event Questions • Live Event • Monthly Newsletter
CONTENT WARNINGS: Mention of Blood Rituals
[Excerpt From History of Blood Crazed Zealots: Chapter 21 On the Tower found in the Lumenarium:]
The three armed Pthumerian floats just off of the ground. People of Trench bow at the sight of them and excuse themselves reverently. It does not react to anyone except those to whom it is addressing. “Greetings. I am Hali, Child of Bauphomette. I present a proposal.” There is a definite sense of power that flows through you as they speak, their androgynous and emotionally detached voice echoing more in your mind than your ears and you are sure that only those that are being addressed can hear it. Hali's proposal does not come in words, but rather a pair of visions that you are allowed to experience as long as you choose, to be certain of the nature of what is being offered. Both of these visions are of the Outpost outside of the walls of Trench.
FAQ:
1. This is an IC Vote, 1 Vote per character in the Plot Thread Below.
2. You may play out vision scenes in both versions using the Outpost as an example with other characters. Nobody is in danger within these visions.
3. The options are straightforward: Option One, Hali binds to an object that may be placed in another location. Once bound to that location, Hali will empower it as the Tower does Trench, to enable a new and thriving community with Pthumerian and Trench assistance. Option Two, Hali will reveal a ritual that will create an object that may be placed in another location. Once this is done, no Pthumerian will be able to enter, curse or otherwise intervene in that location. Initially that area would be a region about the size of the current Outpost, and could be increased with a ritual annually, though the process would be very slow and ultimately limited in scope. Doing so would drain Hali of most of their power to create, and so they would enter into seclusion afterwards for a long time.
4. Both options are a positive ending. The Location will remain largely unchained in the immediate future. It is simply a choice between prosperity and protection at the cost of Pthumerian influence versus a difficult, hard and threatened life free of Pthumerian Influence. Neither ending comes with strings attached. This location does NOT need to be the Outpost, but it CAN be the Outpost.
5. If asked why, Hali will appear briefly uncomfortable. It will repeat. “You deserve a choice. You have not had one. I would give you one.”
6. An OOC discussion will be available on where players might be interested in this "New Location" being installed. The Vote is only for the form it will take. Options include Riteior's City, the Outpost or an entirely new location. The Vote this month will decide "What" is being done. A future vote will occur in May on Where it occurs.
7. Hali has no opinion on which characters should choose. If Trenchies are contacted, they are shocked at the possibility of the offer, and they cannot collectively come to a conclusion on what should be done (Though Disciples clearly favor letting Hali bind himself, while Arcane Scholars find the idea of a separated space fascinating.). No Pthumerian will even acknowledge the question, though Bauphomette (if found to inquire) will be seen smirking. Do they look proud?
PROMPT 2: TRUST
[Excerpt From History of Blood Crazed Zealots: Chapter 21 On the Tower found in the Lumenarium:]
“It is widely assumed amongst the people of Trench that the Pthumerian known as the Tower is himself bodily the City itself. Past occasions of distress to the Tower have resulted in inconsistencies in the many buildings and districts throughout the city. The Zealots themselves are not the only people who believe this firmly, but are known to have become obsessed with placating and empowering the Tower through the application of blood rituals to transfer life force to the Pthumerian. It is believed that this may be part of why the city has grown to the size that it is, though this is not entirely clear how accurate this is. Nobody in Trench can recall a time when the Tower did not already serve in this capacity, and no Pthumerian is willing to answer questions on the subject.In a hastily scrawled note wedged into the book, an addendum includes the following excerpt.
What is curious about this silence, however, is that nobody knows what the process a Pthumerian or a theoretical half-Pthumerian might use in tying their essence to a community. The ritual is lost to time, and likely to have been a very powerful blood ritual that is a carefully guarded secret of the Pthumerian race. Whispers abound, however, that if a lesser Pthumerian were to seek to bolster a community in the future, it might enable the swifter growth of new territory. Few speak of this possibility, however, because it is feared that to ask for such a thing might invite disaster or displeasure from among the Pthumerians.”
“The existence of Riteior, and their dominance over a city outside of Trench clearly indicates that the Pthumerians hold a ritual that makes it possible to bond with a community, to create a new body. But, based upon the presence of an outpost crafted in recent years, the question remains whether it is possible to maintain a community without the presence and influence of the Pthumerians.”Celebrations over the presumed defeat of Riteior are muted. His disappearance is not something clarified for certain, and many people in Trench are unwilling to risk the assumption that he is gone until it is proven for a length of time. However, the city remains in a state of relative peace. Fewer monsters are seen, and blood corruption seems to have lessened significantly throughout the month. Trenchies throughout the Willful Machine offer pastries for free, all made in the shape of little moths “To honor Argonaut,” though the clever will sense that there seems to be a air of quiet hope that floods the city. It is during this time of peace that you are visited by a Visitor.
The three armed Pthumerian floats just off of the ground. People of Trench bow at the sight of them and excuse themselves reverently. It does not react to anyone except those to whom it is addressing. “Greetings. I am Hali, Child of Bauphomette. I present a proposal.” There is a definite sense of power that flows through you as they speak, their androgynous and emotionally detached voice echoing more in your mind than your ears and you are sure that only those that are being addressed can hear it. Hali's proposal does not come in words, but rather a pair of visions that you are allowed to experience as long as you choose, to be certain of the nature of what is being offered. Both of these visions are of the Outpost outside of the walls of Trench.
The First Vision: You look out from a tower upon the Outpost. The retaining walls, covered in blood wards that conceal the community from the outside world, stand strong and the interior of the structure teems with people of Trench, all of them dressed in bright arrays of color, conducting commerce and trade. Only one new structure has been included in the Outpost itself, a small shrine and temple with a symbol on its gate not unlike the one on Hali's face. It stands between the Barracks and Keep, and Disciples offer bundles of incense from within. What is more outstanding about the sight is seen when you turn to look beyond the walls. You see the forest cleared in all directions, and a second wall constructed a mile away, surrounding what appears to be bustling farmland as far as the eye can see. In the distance, you can see a second barracks, positioned in the middle of the territory, and small stands of communities, the Outpost clearly growing. Behind you, Hali floats, bowing to you once.“You deserve a choice, for what you have done for my people. You will have it.” And you feel that you have a definite choice in this moment.
You know the truth of the vision. Hali is offering to be bound to an object and using the outpost as an example of what is possible. Bound to this object and placed within a community, be it the Outpost or another one, its presence will make that community will become more secure from the outside dangers and blood corruption, growing and flourishing as a light in the darkness and a hope of new growth.
The Second Vision: You see the Outpost again. There are few Trenchies within the city, all of the dressed in dark and muted hues. No outside farms are visible and the woods are as terrifying and treacherous as ever. The Outpost remains strong, but you can see that it struggles to maintain its population. Racks of mushrooms and vegetables grow all along the inside walls of the walls, enough to keep people going though it is a harder life. You feel, however, that there is something very cold and very alone about this place. You look up and you can barely see it. A translucent bubble surrounds the walls of the structure, completely sealing it off and so long as you are here, you realize what it is that you can feel is lacking. You cannot see the moon. When you look down the wall, you see Hali again.
They bow once more, from beyond the nearly invisible barrier, and their offer is once more clear. Hali knows a way to seal a location outside of Trench forever apart from the influence of the Pthumerians, even the Moon Presence. Again, it uses the Outpost as an example because it is a place where the Sleepers have gone to great lengths to be free. Life in such a place will be hard, always hard. Even if it grows beyond its walls, it will be a slow, methodical battle without a Pthumerian's support. However, that place would be forever free of that influence. It would cost Hali dearly, but they seem genuinely willing to give that.
FAQ:
1. This is an IC Vote, 1 Vote per character in the Plot Thread Below.
2. You may play out vision scenes in both versions using the Outpost as an example with other characters. Nobody is in danger within these visions.
3. The options are straightforward: Option One, Hali binds to an object that may be placed in another location. Once bound to that location, Hali will empower it as the Tower does Trench, to enable a new and thriving community with Pthumerian and Trench assistance. Option Two, Hali will reveal a ritual that will create an object that may be placed in another location. Once this is done, no Pthumerian will be able to enter, curse or otherwise intervene in that location. Initially that area would be a region about the size of the current Outpost, and could be increased with a ritual annually, though the process would be very slow and ultimately limited in scope. Doing so would drain Hali of most of their power to create, and so they would enter into seclusion afterwards for a long time.
4. Both options are a positive ending. The Location will remain largely unchained in the immediate future. It is simply a choice between prosperity and protection at the cost of Pthumerian influence versus a difficult, hard and threatened life free of Pthumerian Influence. Neither ending comes with strings attached. This location does NOT need to be the Outpost, but it CAN be the Outpost.
5. If asked why, Hali will appear briefly uncomfortable. It will repeat. “You deserve a choice. You have not had one. I would give you one.”
6. An OOC discussion will be available on where players might be interested in this "New Location" being installed. The Vote is only for the form it will take. Options include Riteior's City, the Outpost or an entirely new location. The Vote this month will decide "What" is being done. A future vote will occur in May on Where it occurs.
7. Hali has no opinion on which characters should choose. If Trenchies are contacted, they are shocked at the possibility of the offer, and they cannot collectively come to a conclusion on what should be done (Though Disciples clearly favor letting Hali bind himself, while Arcane Scholars find the idea of a separated space fascinating.). No Pthumerian will even acknowledge the question, though Bauphomette (if found to inquire) will be seen smirking. Do they look proud?
CONTENT WARNINGS: Light Body Horror, Monsters, Possible Death, Isolation
In all of the time that you've been in Trench, deer have been one of the constants, the only true protectors. You've seen effigies of them, statues and the like. Someone might have had one as an omen, but somehow you always knew deep down it was an omen, not a “real deer.” People venerate them, and items that are carved from deer antlers seem to last forever, powered by some magic that nobody can describe. Deer are the protectors of Trench, and you can trust them. As important as they are to the community, that fact is almost an importance to the point of reverence.
So, when you are out and enjoying the remarkably pleasant weather that's in town, perhaps you feel the urge to visit the surrounding countryside. Monster sightings are low, so there's no reason to hold yourself back from a little exploring. In fact, by mid-month you see what almost looks like a translucent dome around the city glimmer into life and then fade, and with it you feel an almost unnatural wanderlust. The people of Trench have reached an outpost, have found the city of Riteior. Why not wander a little? Nothing's holding you back, right?
That's when you see one.
The creature is unmistakable when you see it the first time. Albino and pale, with dogwood branches instead of proper antlers, the pink blossoms standing in stark contrast to the elegant appearance of the creature's white fur. It barely seems to notice you at first, but eventually your eyes meet. It's nothing more than a casual glance, but it starts to dart off. The pace is an easy lope, not a startled and fleeing dart. You can still see it in the distance. It's a deer. Deer are the protectors of Trench, the preservers of the dream. Hell, if you were in the nightmare you used to be a deer. Kind of. Why not trust it? And, if you follow the creature, at first everything seems fine. No monsters trouble you at all. The path you take seems completely safe, but gradually the real danger begins to come into focus.
You are lost. You are hopelessly lost, and at some point, the deer simply disappears. The moment that it is gone from sight, you have nothing that you can easily rely on for directions that is not on your person. If you're fortunate enough to have a compass of some kind, especially a magic one you've acquired in your travels, you might eventually get back but with the setting of the sun, you can tell you've been traveling for hours. The woods this far out are no longer safe. There are howls of monsters and snarls of beasts in the distance. Nothing has sought you out, not yet anyway, but the undergrowth snaps loudly under your feet to your ears. It is getting dark and light might attract attention, but in the darkness you can feel the lack of sureness in the ground. Worse, you hear the faint sounds of rushing water nearby. There's a waterfall somewhere, which means there's also a cliff. Do you dare try and remain in the darkness, alone? Does someone find you in the midst of your distress? Why did the deer lead you into the middle of nowhere like this?
A short time after you start moving again, you will find your answers at least. You feel something odd against your boot, and looking down you see them. Bones. Deer bones. A deer, long ago, died in this place and by the fact that you see an arrow sticking out of its skull, its killer was a mortal Sleeper. What you do at this point is up to you. In the wilderness, demonic wildlife abound, each of them hungry and territorial by nature. They are dangerous, feral and powerful in a fight, but they can be avoided or defeated even if they almost seem to be trying to herd people that they find in one direction. The growing rush warns of the danger as much as anything, the creatures intent on sending any sleepers they attack either to their death over the cliff's face in the dark or at the end of their claws!
Should an effort be made to try and put the deer's spirit to rest, it is not easy, and there is no clear solution. Prayers, magic, blood rituals, a proper burial, all of these are ideas. However, you are in uncharted territory and perhaps you will put it at peace, or perhaps the creature will continue to haunt this place. You cannot say for sure. However, any effort to give peace to the long dead creature does at least seem to come with the benefit that no monsters draw near until sunrise, giving at least daylight to try and escape. You just have to survive in this place. Alone. Only the sounds of the wild will accompany you.
FAQ: 1. If asked afterwards about the white deer, it takes a while, but some of the oldest Trenchies recall stories of an old wive's tale, that if you see a white deer in the woods at night, it was a sign of eminent death. However, none of seen such a thing in years.
2. It is not possible to know for sure if the deer's spirit is put to rest if you attempt. It does not make contact a second time. However, anyone who puts it to rest is not harassed by it a second time.
3. To head off a question that is likely, it is possible for those with powers to communicate with monstrous beasts in the woods. They are feral to the point of madness, but can be cowed to submission if you have power to do so. Though they will not enter the city of Trench, it is possible to maintain a connection (again, if your character has the power to do so) and encounter ONE such creature from this event in the future.
PROMPT 3: RITEIOR
In all of the time that you've been in Trench, deer have been one of the constants, the only true protectors. You've seen effigies of them, statues and the like. Someone might have had one as an omen, but somehow you always knew deep down it was an omen, not a “real deer.” People venerate them, and items that are carved from deer antlers seem to last forever, powered by some magic that nobody can describe. Deer are the protectors of Trench, and you can trust them. As important as they are to the community, that fact is almost an importance to the point of reverence.
So, when you are out and enjoying the remarkably pleasant weather that's in town, perhaps you feel the urge to visit the surrounding countryside. Monster sightings are low, so there's no reason to hold yourself back from a little exploring. In fact, by mid-month you see what almost looks like a translucent dome around the city glimmer into life and then fade, and with it you feel an almost unnatural wanderlust. The people of Trench have reached an outpost, have found the city of Riteior. Why not wander a little? Nothing's holding you back, right?
That's when you see one.
The creature is unmistakable when you see it the first time. Albino and pale, with dogwood branches instead of proper antlers, the pink blossoms standing in stark contrast to the elegant appearance of the creature's white fur. It barely seems to notice you at first, but eventually your eyes meet. It's nothing more than a casual glance, but it starts to dart off. The pace is an easy lope, not a startled and fleeing dart. You can still see it in the distance. It's a deer. Deer are the protectors of Trench, the preservers of the dream. Hell, if you were in the nightmare you used to be a deer. Kind of. Why not trust it? And, if you follow the creature, at first everything seems fine. No monsters trouble you at all. The path you take seems completely safe, but gradually the real danger begins to come into focus.
You are lost. You are hopelessly lost, and at some point, the deer simply disappears. The moment that it is gone from sight, you have nothing that you can easily rely on for directions that is not on your person. If you're fortunate enough to have a compass of some kind, especially a magic one you've acquired in your travels, you might eventually get back but with the setting of the sun, you can tell you've been traveling for hours. The woods this far out are no longer safe. There are howls of monsters and snarls of beasts in the distance. Nothing has sought you out, not yet anyway, but the undergrowth snaps loudly under your feet to your ears. It is getting dark and light might attract attention, but in the darkness you can feel the lack of sureness in the ground. Worse, you hear the faint sounds of rushing water nearby. There's a waterfall somewhere, which means there's also a cliff. Do you dare try and remain in the darkness, alone? Does someone find you in the midst of your distress? Why did the deer lead you into the middle of nowhere like this?
A short time after you start moving again, you will find your answers at least. You feel something odd against your boot, and looking down you see them. Bones. Deer bones. A deer, long ago, died in this place and by the fact that you see an arrow sticking out of its skull, its killer was a mortal Sleeper. What you do at this point is up to you. In the wilderness, demonic wildlife abound, each of them hungry and territorial by nature. They are dangerous, feral and powerful in a fight, but they can be avoided or defeated even if they almost seem to be trying to herd people that they find in one direction. The growing rush warns of the danger as much as anything, the creatures intent on sending any sleepers they attack either to their death over the cliff's face in the dark or at the end of their claws!
Should an effort be made to try and put the deer's spirit to rest, it is not easy, and there is no clear solution. Prayers, magic, blood rituals, a proper burial, all of these are ideas. However, you are in uncharted territory and perhaps you will put it at peace, or perhaps the creature will continue to haunt this place. You cannot say for sure. However, any effort to give peace to the long dead creature does at least seem to come with the benefit that no monsters draw near until sunrise, giving at least daylight to try and escape. You just have to survive in this place. Alone. Only the sounds of the wild will accompany you.
FAQ: 1. If asked afterwards about the white deer, it takes a while, but some of the oldest Trenchies recall stories of an old wive's tale, that if you see a white deer in the woods at night, it was a sign of eminent death. However, none of seen such a thing in years.
2. It is not possible to know for sure if the deer's spirit is put to rest if you attempt. It does not make contact a second time. However, anyone who puts it to rest is not harassed by it a second time.
3. To head off a question that is likely, it is possible for those with powers to communicate with monstrous beasts in the woods. They are feral to the point of madness, but can be cowed to submission if you have power to do so. Though they will not enter the city of Trench, it is possible to maintain a connection (again, if your character has the power to do so) and encounter ONE such creature from this event in the future.
CONTENT WARNINGS: Induced Madness, Violent Tendencies, Blood, Hallucinations, Beasthood
The spirit of exploration is upon all in Trench. A fog seems to be lifted from this point onward, and nothing holds people back from the urge to explore, other than of course the possibility of monsters and beastly creatures trying to eat you. But, this is Trench. When has that ever stopped you? On the eighth of April, the reason for this newfound freedom becomes far clearer. In the distance, along the direction towards the far-flung city of Riteior, a great and colossal light can be seen. There is a roar of impotent, unbridled and incomprehensible rage that flows outwards. It washes over an unseen barrier in Trench, causing the air to shimmer, to hold and then to fade back to normal. Seconds later, there is another sound, like breaking and shattering glass. Everything shudders. Your soul shudders. Reality shudders. And then there is silence, and you feel an absolute sense of peace descend upon you and you know the truth. A great evil has been sealed away, hopefully never to return again.
For some in Trench, this is occasion to celebrate. The partying is muted. Pthumerians are recovered, but the scars of their disease are still felt. However, a bonfire is held before the salt lake on the week of the 15th. Food and fellowship are had. Tents are set up, and no monsters are seen anywhere around the healing waters. The drinks flow, and the refreshments are plentiful. Even better is the fact that the people of Trench seem to have gotten the idea that sometimes Sleepers don't like something being slipped into the food and drink. There is absolutely nothing whatsoever wrong with the food. No additives. The only strangeness that may be experienced is that, if you stare long into the fire with someone, you may be treated to visions of your home, of your past similar to the events of Wonderkind, though always nostalgic and pleasant ones.
However, that's far from the only thing going on. The moment that Riteior is defeated, a call goes up among the Hunters of the City to retake the city of Riteior for Trench. Intrepid souls, particularly Sleepers, are invited to seek out and conquest the silent city (Details of the city are found here) as it has no sleepers or population within it. The goal of this journey is to get a Lantern Location or two established within, with the intent of that serving as a bulwark to eventually re-establish the community and draw a new Pthumerian to bind themselves to it. The journey is a week long without technological or magical flight, but other than the possibility of feral wildlife, it is a relatively peaceful, even boring one. It's when you reach the city that everything begins to go wrong.
The first thing you will notice in the city is that there are no longer any whispers from unseen corners. Additionally, the portal to the other Trench is closed, leaving only a desolate, crumbling ruin where Riteior's church once stood. You are truly alone in this place. It seems fine, if quiet, and setting down a Lantern Location is deceptively easy (provided you have one, perhaps through holding onto it, or the Moss King's games last month, or even bargaining for one with the Hunters of Trench in return for service). However, within an hour of entering the city, you know something is wrong. You begin to feel sick to your stomach and paranoia starts to set in. Out of the corner of your eyes, you can see blood starting to drip down the walls as far as the eye can see. The world shudders around you, and waves of nausea collect. Even worse, however, is that you can practically feel your skin crawl as the symptoms of corruption start to settle in and you taste copper on your tongue, almost like there is blood on the air. That is because there is. Riteior's Blood.
His last laugh, and his last act of vengeance, Riteior's blood drained into the ground of the city that he was part of. Sealed away, he can do nothing more, but some Pthumerian blood is far too potent for mortal minds to deal with. Corruption leeches into anyone who remains in the city during this month at an alarming rate, rising from stage to stage over the course of hours. No amount of incense can stop it. Salt water blessed by the moon and Moon Drops are temporary fixes, but the symptoms simply resume. With corruption, madness and beasthood threaten to disrupt the proceedings, as you the conqueror are beset by an urge to fight and to kill. Riteior's Blood will fade soon, but to those so bold as to explore to the very prison of a god, a toll will be paid.
FAQ: 1. Corruption and Beasthood are very rare in the Outpost and Trench at this time, and with low monster presence, business and celebrations occur with almost unusual levels of peace. It is a time of brief reprieve in the city of Trench. 2. The primary threat here is corruption, and that only applies within the boundary of Riteior's City. Anyone who remains for an hour will begin to experience the first stages of corruption, and within 3 hours they will reach the point of full beasthood. Though this can be cured through the usual methods, the corruptive Pthumerian Blood will continue to be a problem until they leave the city and get it cleansed elsewhere.
3. Nothing can prevent this from happening if you are in the city of Riteior. The longer you remain, the more corruption you experience. Exploring deeper to decipher the cause of problems or helping to set up bulwarks and defenses only exposes you to danger as long as you remain.
4. Beast-transformed Trench Hunters can be faced and may take whatever monstrous form you wish.
5. Death is obviously possible in this event.
6. Riteior's blood will fade away and lose its potency within a month. As the next lunar cycle of Trench starts and the Wild Moon ends, his influence will be felt no more in this world. This process can't be sped up, but spiritually aware characters may realize that the effect is temporary and fading.
7. Lantern Locations may now be set up in Riteior's Former City.
8. In the future, though not immediate future, a Lesser Pthumerian will likely take over this city from Riteior's influence.
PLOTTING FORM
The spirit of exploration is upon all in Trench. A fog seems to be lifted from this point onward, and nothing holds people back from the urge to explore, other than of course the possibility of monsters and beastly creatures trying to eat you. But, this is Trench. When has that ever stopped you? On the eighth of April, the reason for this newfound freedom becomes far clearer. In the distance, along the direction towards the far-flung city of Riteior, a great and colossal light can be seen. There is a roar of impotent, unbridled and incomprehensible rage that flows outwards. It washes over an unseen barrier in Trench, causing the air to shimmer, to hold and then to fade back to normal. Seconds later, there is another sound, like breaking and shattering glass. Everything shudders. Your soul shudders. Reality shudders. And then there is silence, and you feel an absolute sense of peace descend upon you and you know the truth. A great evil has been sealed away, hopefully never to return again.
For some in Trench, this is occasion to celebrate. The partying is muted. Pthumerians are recovered, but the scars of their disease are still felt. However, a bonfire is held before the salt lake on the week of the 15th. Food and fellowship are had. Tents are set up, and no monsters are seen anywhere around the healing waters. The drinks flow, and the refreshments are plentiful. Even better is the fact that the people of Trench seem to have gotten the idea that sometimes Sleepers don't like something being slipped into the food and drink. There is absolutely nothing whatsoever wrong with the food. No additives. The only strangeness that may be experienced is that, if you stare long into the fire with someone, you may be treated to visions of your home, of your past similar to the events of Wonderkind, though always nostalgic and pleasant ones.
However, that's far from the only thing going on. The moment that Riteior is defeated, a call goes up among the Hunters of the City to retake the city of Riteior for Trench. Intrepid souls, particularly Sleepers, are invited to seek out and conquest the silent city (Details of the city are found here) as it has no sleepers or population within it. The goal of this journey is to get a Lantern Location or two established within, with the intent of that serving as a bulwark to eventually re-establish the community and draw a new Pthumerian to bind themselves to it. The journey is a week long without technological or magical flight, but other than the possibility of feral wildlife, it is a relatively peaceful, even boring one. It's when you reach the city that everything begins to go wrong.
The first thing you will notice in the city is that there are no longer any whispers from unseen corners. Additionally, the portal to the other Trench is closed, leaving only a desolate, crumbling ruin where Riteior's church once stood. You are truly alone in this place. It seems fine, if quiet, and setting down a Lantern Location is deceptively easy (provided you have one, perhaps through holding onto it, or the Moss King's games last month, or even bargaining for one with the Hunters of Trench in return for service). However, within an hour of entering the city, you know something is wrong. You begin to feel sick to your stomach and paranoia starts to set in. Out of the corner of your eyes, you can see blood starting to drip down the walls as far as the eye can see. The world shudders around you, and waves of nausea collect. Even worse, however, is that you can practically feel your skin crawl as the symptoms of corruption start to settle in and you taste copper on your tongue, almost like there is blood on the air. That is because there is. Riteior's Blood.
His last laugh, and his last act of vengeance, Riteior's blood drained into the ground of the city that he was part of. Sealed away, he can do nothing more, but some Pthumerian blood is far too potent for mortal minds to deal with. Corruption leeches into anyone who remains in the city during this month at an alarming rate, rising from stage to stage over the course of hours. No amount of incense can stop it. Salt water blessed by the moon and Moon Drops are temporary fixes, but the symptoms simply resume. With corruption, madness and beasthood threaten to disrupt the proceedings, as you the conqueror are beset by an urge to fight and to kill. Riteior's Blood will fade soon, but to those so bold as to explore to the very prison of a god, a toll will be paid.
FAQ: 1. Corruption and Beasthood are very rare in the Outpost and Trench at this time, and with low monster presence, business and celebrations occur with almost unusual levels of peace. It is a time of brief reprieve in the city of Trench. 2. The primary threat here is corruption, and that only applies within the boundary of Riteior's City. Anyone who remains for an hour will begin to experience the first stages of corruption, and within 3 hours they will reach the point of full beasthood. Though this can be cured through the usual methods, the corruptive Pthumerian Blood will continue to be a problem until they leave the city and get it cleansed elsewhere.
3. Nothing can prevent this from happening if you are in the city of Riteior. The longer you remain, the more corruption you experience. Exploring deeper to decipher the cause of problems or helping to set up bulwarks and defenses only exposes you to danger as long as you remain.
4. Beast-transformed Trench Hunters can be faced and may take whatever monstrous form you wish.
5. Death is obviously possible in this event.
6. Riteior's blood will fade away and lose its potency within a month. As the next lunar cycle of Trench starts and the Wild Moon ends, his influence will be felt no more in this world. This process can't be sped up, but spiritually aware characters may realize that the effect is temporary and fading.
7. Lantern Locations may now be set up in Riteior's Former City.
8. In the future, though not immediate future, a Lesser Pthumerian will likely take over this city from Riteior's influence.
Feel free to use the following form as a general guidance for your ideas for this month's event. Tag around for new CR, build off old CR, or use this as a way of organizing your thoughts and plans.
Jhey + Peter Graham | Hereditary
Player's Pronouns: she/her
Preferred Player Contact:
Monthly Pacing: I'm forever running on the slower side.... I live in backtag land and am happy to handwave / wrap older things as needed!
Character Name: Peter Graham
Character Blood Type: Darkblood
Character Role: Arcane Scholar (student), Vessel To An Ancient Demon King, Weed Supplier, also found on occasion working at Ritual Gig which is a little occult shop
What CR you would like to develop for this event: Anything and everything is welcomed, but in particular: people with supernatural experience that Peter can more directly learn from, researchers, give me all the horror canon peeps, demon shenanigans (Paimon is a vast range of interaction potential depending on whom he is interacting with)
Open/Closed to New CR this event: Open 5ever
What CR you want to avoid this event: Romance, please! Peter is in a relationship with the witchy Luna Lovegood. ♡
Timeline/Event Ideas: This month, I'm going to try to be very intentional about threads and probably stick to closed things. I have a catchall here that I can pen up starters in, or others are free to as well. Please lmk if you're interested in anything, and we can definitely make it happen!
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Nara'a will also be very protective of Peter if he spots him getting yelled at... and he can take out cultists as well and just be kind of touched that Paimon is protecting people without any obvious trade for it. He'd prefer to just knock cultists out but if it's clear that their minds are gone he'll join in the killing if needed.
He's also willing to help protect Peter in the city. :o And he knows how to shoot so he can help with that too!
As for Miyagi-do I can throw Jun at the nervous kid and apologize for Jun being an asshole in advance lmao.
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And oh man, all this Nara'a potential is great food to work with, I'm definitely here for any of it!!
I do think it'd be really fun to play out some bodyswap shenanigans, and I could write up a starter for you, if you like! Is there anything in particular you'd be interested in threading out beyond the initial Swap (it could be fun to write out Nara'a and Paimon properly meeting and chatting, so I could set it a little after Peter and Nara'a have swapped and Peter's gone off somewhere, leaving Nara'a and Paimon alone??? That way Peter's not in the way lmao, and god I'd be so down for him to have the reaper fuckery going on, he'll just be like GREAT....)
I'll have to finagle how to set all this up re: cultists but part of the horror of it all is that their minds aren't gone and they just look and act like regular members of society, so that would be interesting! (One of Peter's friends from school was even in the cult, unknowing to him.... as well as a teacher, that kind of thing.) So Paimon killing them could make Nara'a uncomfy? I don't think it'll be a mass slaughter or anything like that, at least; there will only be a few to actually come through / be killed by Paimon, but that just means Peter will be extremely paranoid about more getting through.... the rest of them are still in there...
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Oh I really do want to play out after the initial swap yes yes! Nara'a has experience bargaining with voidsent at the very least so he'd be willing to trade things if Paimon gives him the lowdown on things. He can share some of his energy even though... when he's back in his body because he doesn't want to hurt Peter's energy stores. Also at least his voidsent partner is pretty chill? Since it's actually a willing pact unlike certain characters I could name. So it'll just be like "??? this is not my partner..." rather than being actively hostile.
Yeah in that case he'd be uncomfortable. He's used to cultists being slavishly devoted to their god/primal/whatever to the point where they can't think of anything else so he's. Likely to be uncomfortable. But uncomfortable can be interesting to RP! And he'd still protect Peter if he had to. ... And would be willing to help calm him down if he needs.
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He's been using a random handgun at the shooting range, so that's what he's getting used to, but he wouldn't know how to pick one out to like own! Also it could be neat to teach him about other types of guns 👀
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I am Looking Intently 👀
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Luna probably realising pretty quickly she's being stalked although not quite realising by who. But she's going to be very SQUINTY EYES at them when she realises.
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But oh man that'll be so creepy, Luna just getting trailed by random ass people for awhile as some return to the portals and others come out............ That could even last for several days / a couple weeks? Them just stalking her and Peter and getting info... IDK if you want to do a thing for this, but if so, we could maybe have one of them get into the house at some point or something, and maybe..... Paimon could kill them kfjks very violently, a little preview of what he'll do to Joan whenever in the future........
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Re: Jhey + Peter Graham | Hereditary
Also omg lol, talk with Pyrrha about guns, Peter. She'll help you find the right type. If a gun has existed and she can get her hands on it, she's used it/mastered it.
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And he should absolutely get some gun opinions from her! We could handwave that or he could shoot her a message one night if you want to actually write a little thing out for it, depending on how much you've already got on your plate!
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Easy part is Peter's side: Male/female body and either psychic touch only or open. Your choice.
Weird part is P/D & Paimon's side. Party times XDDDDD So Pyrrha was able to take control of Gideon SOMETIMES (and sometimes not) over 10,000 years. So I'd love to thread them establishing some groundrules/boundaries. Including who gets the body when/what. Because, Paimon, P/D still has a job to do, and they're not gonna try to be a body hoarder XD (not necessarily the whole agreement... part of it?)
Also if Paimon would break those agreed upon rules, oh man, psychic battle times, and Pyrrha would fight dirty, fucker. >> which could be fun? Then the talking afterward. Especially because Pyrrha isn't ooh lalala superpowered, so psychological hits are the only way she can come for you, buddy x.x
And a quick inboxy thing or handwave works. Obvi I don't know nearly so much on guns.
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1. The mellow option is how to carve really basic wooden protection figurines. Wood working is relaxing.
2. The sigils/wards he can teach are the stressful option. He's way more demanding for perfection and it's a really long grueling process to actually get anywhere in this skill tree. A lot of drawing the same things over and over and over and over and over and over and over and over.
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It'd be interesting because I do think he'd want to tell Creeping Dust about his demon first, to make sure that won't interfere in some weird way :')
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And we can do whatever you'd like with it!
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Actually, think I might even be leaning toward the latter.
And of course, there's still learning magic from Paimon that I hope we can explore more!
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And YES I'm so here for that. I'm very excited for more witchy-demony things and it would be fun if he maybe started offering to grant her some wishes and things too.
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But right, we can do that as a wildcard in a prompt OR just have its own thread, since Luca's getting his lessons from Paimon too!
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I have a little spot for cultist shenanigans in my catchall here; maybe Luz could be stalked by a random cultist in "THE PEOPLE" section?
And I see your event toplevel and will bookmark it to wildcard in! I might have to hit that up a little later in the month just to let a couple other threads play out a bit, but I'm definitely down for it!
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Bonus: Luz's "Bellos, get fucked" stare!
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makima: tries to make paimon hers