Luna Lovegood (
creidim) wrote in
countryclub2023-06-06 03:02 pm
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New Game Mechanic: Deer Forms
GAME MECHANIC: THE SEVENTH DOOR
In April 2023, D and Snow White revealed on the network that they had been in correspondence with Deerlona, the former Ramona Derwin, by way of using the deer.
This prompted Luna Lovegood to discuss an ability given to the Sleepers of Deerington: a gift from Ramona Derwin after Sleepers died in the Dream to assume the form of a deer. This was activated by travelling through the Death Fields (the Death Realm within Deerington) and accessing the Seventh Door, a place unlocked after one Sleeper died too many times in the Dream. Darth Maul and Luna ended up discussing how to go about reactivating the ability, given that it was incredibly difficult to reach any possible Death Statues that remain in Sleepy Town, nor could they be removed from where they are.
Maul hypothesised that the Ramona who remains within the space beyond The Seventh Door is an alternate Ramona stuck in a pocket dimension. Luna suggested petitioning her Patron Doorway (as the Patron of passageways and connections) to see if it was possible to re-establish the connection to the pocket dimension in order to reach that Ramona. After a begruding team up to work together, Maul and Luna research and perform a blood magic ritual, with Doorway's blessing/power, to re-establish the connection to The Seventh Door. The ritual succeeded. They then took to the network to report their findings.
From June 2023: With a connection to the pocket dimension, Sleepers will be able to access the deer ability once again. This can be done by performing a small blood ritual to Doorway to guide them to the pocket dimension and activate the deer ability, provided they have done the needed sacrifice of dying within either Deerington or the Waking World.
This mechanic is optional. It is open to both Deerington and Deer Country players.
This prompted Luna Lovegood to discuss an ability given to the Sleepers of Deerington: a gift from Ramona Derwin after Sleepers died in the Dream to assume the form of a deer. This was activated by travelling through the Death Fields (the Death Realm within Deerington) and accessing the Seventh Door, a place unlocked after one Sleeper died too many times in the Dream. Darth Maul and Luna ended up discussing how to go about reactivating the ability, given that it was incredibly difficult to reach any possible Death Statues that remain in Sleepy Town, nor could they be removed from where they are.
Maul hypothesised that the Ramona who remains within the space beyond The Seventh Door is an alternate Ramona stuck in a pocket dimension. Luna suggested petitioning her Patron Doorway (as the Patron of passageways and connections) to see if it was possible to re-establish the connection to the pocket dimension in order to reach that Ramona. After a begruding team up to work together, Maul and Luna research and perform a blood magic ritual, with Doorway's blessing/power, to re-establish the connection to The Seventh Door. The ritual succeeded. They then took to the network to report their findings.
From June 2023: With a connection to the pocket dimension, Sleepers will be able to access the deer ability once again. This can be done by performing a small blood ritual to Doorway to guide them to the pocket dimension and activate the deer ability, provided they have done the needed sacrifice of dying within either Deerington or the Waking World.
SAFE PASSAGE
The ritual is relatively simple. Maul and Luna have already done the hard work of establishing the connection to this pocket dimension. All you need now is the Guide to take you there, to connect yourself. Doorway is considered the Pthumerian Patron of Relationships, but they are not just that. They are the Patron of connections both emotional and physical, and of passageways.
The ritual will only need to be performed once. You will need a silver knife, some roses and can use any door within your home. Ensure the door is closed. Decorate the doorway of your chosen door with the roses in any way you wish, this is the first part of your offering to Doorway. Then, use the silver knife to cut into your palm to draw blood. Place your bloodied hand against the door and call for Doorway. You must ask for their blessing of their guidance, to take you to the Seventh Door. This can take a single time or several times.
You will know that your ritual as been successful when the palm of your hand begins to glow warmly where it rests upon the door. You will feel a towering presence behind you, the scent of blood and roses filling the air. Doorway has heard you. They will show you the way.
Open the door, and whatever should lie beyond the door has now gone. Instead there is only darkness. Step through, you have reached the space beyond the Seventh Door.
THE SEVENTH DOOR
You enter a pitch black space. Sitting in the middle of it is none other than Ramona Derwin. Many of you many not recognise her, but this is the Sleeper now known as Deerlona. The First Sleeper. The First Beast. This is an alternate Ramona, existing solely within this magical pocket dimension.
She's dressed in an elaborate white gown made of glittering material that looks far more like stars than it does gem stones. A great crown of jewels sits atop of her head and no matter who you may be, how much power you may have, you feel humbled to be standing in front of her. This woman is not a goddess nor is she a queen, but she has some intimate connection to all things living, to the very essence of the Dream that was Deerington, of the Sleepers from there. Even the Sleepers of the Waking World, now. Although she is sitting up, she appears to be sleeping until you make any motion towards her. Only then does she awaken, and she immediately looks pleased to see you, tired, but grateful.
"Oh," she will say, "Another Sleeper. It's been such a long time." No matter how frequently you visit Ramona or how many Sleepers have seen her, she will always say this upon greeting any Sleepers into the Seventh Door. For Ramona, time ceases to exist, and it feels like centuries between each visit. This is a price she has paid, and her crown is a lonely one to wear. She will explain this to any Sleepers who wonder why she always says this, and she will always apologize for forgetting Sleepers she has seen recently.
"For you, it may have only been a few days or a few weeks, but for me..." Ramona shakes her head, her mouth shaking before she smiles. "No matter. I only have a few minutes with you. Let us use it wisely."
She truly does only have a few minutes and she will not use it to converse. She is here for one purpose and that is to give Sleepers power.
"All Sleepers have an essence. A core part of themselves that make them them. A soul, some may call it, but to me, it has always been an essence. I can mold that. Where I come from, we have a relationship with our essence. A connection," Ramona explains, gesturing her hands and in the air, a cloud of fine purple dust glows. It looks exactly like the dust that occurred during a character's death in Deerington. She moves her hands carefully, and the dust takes the shape of a deer.
"You have sacrificed enough, Sleeper," she says softly, "And I must thank you. Use this power wisely. Do not stay for long or you may forget yourself."
The dust-deer will prance through the air and go straight through the middle of your chest. You will be plunged into darkness, and when you awaken, you will be back in Trench.
But this time... you will be a deer.
She's dressed in an elaborate white gown made of glittering material that looks far more like stars than it does gem stones. A great crown of jewels sits atop of her head and no matter who you may be, how much power you may have, you feel humbled to be standing in front of her. This woman is not a goddess nor is she a queen, but she has some intimate connection to all things living, to the very essence of the Dream that was Deerington, of the Sleepers from there. Even the Sleepers of the Waking World, now. Although she is sitting up, she appears to be sleeping until you make any motion towards her. Only then does she awaken, and she immediately looks pleased to see you, tired, but grateful.
"Oh," she will say, "Another Sleeper. It's been such a long time." No matter how frequently you visit Ramona or how many Sleepers have seen her, she will always say this upon greeting any Sleepers into the Seventh Door. For Ramona, time ceases to exist, and it feels like centuries between each visit. This is a price she has paid, and her crown is a lonely one to wear. She will explain this to any Sleepers who wonder why she always says this, and she will always apologize for forgetting Sleepers she has seen recently.
"For you, it may have only been a few days or a few weeks, but for me..." Ramona shakes her head, her mouth shaking before she smiles. "No matter. I only have a few minutes with you. Let us use it wisely."
She truly does only have a few minutes and she will not use it to converse. She is here for one purpose and that is to give Sleepers power.
"All Sleepers have an essence. A core part of themselves that make them them. A soul, some may call it, but to me, it has always been an essence. I can mold that. Where I come from, we have a relationship with our essence. A connection," Ramona explains, gesturing her hands and in the air, a cloud of fine purple dust glows. It looks exactly like the dust that occurred during a character's death in Deerington. She moves her hands carefully, and the dust takes the shape of a deer.
"You have sacrificed enough, Sleeper," she says softly, "And I must thank you. Use this power wisely. Do not stay for long or you may forget yourself."
The dust-deer will prance through the air and go straight through the middle of your chest. You will be plunged into darkness, and when you awaken, you will be back in Trench.
But this time... you will be a deer.
DEER FORMS
The Appearance: This deer should be a manifestation of your character's "essence" aka their soul/personality/etc. The deer can look like anything so long as their core structure is that of a deer. If a character undergoes a personal change within the game their deer shape may change but all in all, the appearance of the deer should remain fairly consistent.
Psychologically: Characters in deer form will be a much calmer, simpler version of themselves. A deer will act as the foundation of a character's core personality - whether that's good or bad. Despite good or bad traits, all characters in deer form will feel an unusually strong urge to help Sleepers in need. For bad/evil characters, this might mean they transform into a particularly violent deer that's more suited to fighting off threats than a good character who might be more suited to providing comfort to a Sleeper.
Characters will feel a disconnect from their normal psyche though they will be distantly aware of it existing and distantly aware that this is not their regular body. The longer they spend in their deer form, the more distant they will feel, and if they are in their deer form long enough, they may completely forget that they were ever a Sleeper to begin with. This can happen as quickly or as long as you prefer.
Characters who have forgotten about being a Sleeper can be summoned back to themselves by other characters going out of their way to do so - accidentally or intentionally.
Communication: Sleepers in the form of deer will be able to communicate with other deer clearly through telepathic communication. They may be able to telepathically communicate with some regular Sleepers though it should not be as clear as regular communication. Maybe they can only communicate to Sleepers in riddles or in a certain language or through mental images instead of words. You choose.
Locations: Most deer will be drawn to certain locations that the character is usually associated with - or maybe where the character wishes they were associated with.
The Aura: These deer have a specific aura they give off that is reminiscent of the character. Maybe they smell like the character or maybe a song plays around them as they trot around as a deer. This aura should be more consistent than the deer's physical appearance as it will be the most identifiable part of the deer.
Summoning/Manifestation: To transform into this form, a simple blood ritual can be done with the intention of transforming, but you can go as simple or fancy as you like. Other characters can summon specific deer to areas by intentionally or unintentionally "summoning" them. This can be done in any way you feel makes sense with your character. Maybe someone must light a specific colored candle to summon your character's deer. This can also be used to bring a character back mentally.
Abilities: Every deer has a minor ability associated with the character. This should have to do with the character's personality/history rather than any canonical abilities they have. You can always choose to go with some canonical ability, but this is meant to provide an interesting opportunity for players to translate character personalities into a symbolic ability. Maybe a deer can provide minor healing or maybe it can breathe fire. The ability should be relatively simple. It can be connected to the deer's appearance or not.
Within Deer Country, all Sleepers will not be susceptible to Corruption or Beasthood whilst in this form. They will also ease Corruption in other Sleepers they are around them.
Summonings: If a character has been lost mentally to being a deer, another character can "summon" them to a location with specific items. They can then proceed to verbally remind the deer/character of who they are, and this should be performed in an IC scenario. Eventually, it will awaken the character and the character will reappear in the Seventh Door.
Intentionally: Characters who do not let themselves stay a deer for too long can mentally choose to "go back" and they will feel themselves teleport right back to the Seventh Door. Back in the Seventh Door, Ramona will be asleep again. She cannot be woken up at this point no matter what you do - and the character will feel exhausted themselves. They will be able to leave out the door they came in. This will bring them straight back to Trench.
In the world of Trench, people can witness characters transform from a deer to a Sleeper (or vice versa) through their bodies bursting into purple dust and reorienting to that shape.
The longer they were a deer, the longer they will need to rest.
THE FORM
As a reminder, this mechanic does not need Mod Approval and is free to use at player discretion.
It's basically here for players to have fun with!
The only stipulation is your character must have died at least once in game, either in Deerington or Deer Country.
If you have any questions, feel free to ask below.
Questions???
luna lovegood | harry potter
Luna Lovegood
Places this deer may frequent: Mostly found within Gaze, the Arcane Archives and School of Mutter. She can also be found within the edges of the Trenchwood, and very occasionally within Willful Machine, close to Ritual Gig. Additionally, she will be drawn near to places Moon Presence will frequent such as the Farther Shores, or the Salt Lake.
Communication: Able to whisper single words to other Sleepers. Words sound as if it's someone speaking from another room, a strange ethereal chorus of voices.
Aura: An aura of gentleness surrounds this deer, but there's a kind of brightness underneath. Something almost whimsical and certainly magical. There's a kind of sweetness in the air around this deer, like sugared violets and vanilla. There's a slight undertone of charcoal, like something igniting, and polished wood.
Manifestation/Summoning: Luna will shift into this form by spilling a few droplets of her blood and either looking at or meditating on the moon. Whilst she's in this form, looking to the moon and thinking specifically of Luna can summon her; works especially well on a full moon.
Abilities: Being around Luna as a deer will make other Sleepers feel calmer when they're distressed or angered, and less alone if they're lonely. She will help ease Corruption in other Sleepers. They're instantly soothed by her presence, and will remain so for as long as Luna is with them. Most importantly, they feel like they are believed in.
Link to Death Certificate: Here
Darth Maul | Star Wars
Darth Maul
Places this deer may frequent: He hangs out in Prufrock a lot, particularly by the Gate and his home. He can also be found at the Disaster House quite a bit, standing outside like a sentinel to protect the occupants within. In quieter moments, he'll be on the shoreline of the ocean, staring out at the water looking pensive.
Communication: He communicates more through feelings than words, a general sense of ???? being pressed upon a person's mind when confused and !!!! when excited or happy. When really pushed or in need of urgency, he'll go more for images, showing where and what he means.
Aura: He has the same sort of warm, dusty smell that the desert gets when it's gone past the point of humidity and is just plain hot. He feels warm too when his soft fur is stroked, moreso than other deer, but in a way that's calming and boosters moral just like his ability does. When he first appears, one can faintly hear the beginning of either of these two songs in the background and they grow louder when he's attacking something.
Summonings/Manifestations: Calling out a challenge to fight him is the quickest way to draw him to your side. The louder and longer, the better. Alternately, the smell of grilling meat also summons him quite fast.
Abilities: Maul can mildly lower a person's fear and anxiety while boosting up their courage at the same time. This ability is amplified when someone physically touches him.
Link to Death Form: Here
Pyrrha Dve | Duty | The Locked Tomb
Pyrrha Dve | Duty
Places this deer may frequent: The Outpost. Achelliac and the shore. Sanctuary. Gaze, near his home. Wherever there's construction in the works. The deer is a quiet presence, not interrupting, but drawn to those who are working to make a difficult decision. What difficult decision? That's up to them.
Communication: Telepathically communicate a few words at a time. The longer someone tries to hold a conversation, however, the fewer words they get. It sounds like two people talking in unison.
Aura: The deer gives off a sense of comfort—temporary comfort. Like sitting close to a campfire or dipping into a cool lake on a hot day. However, the longer one stays with the deer that sensation becomes too much to be comfortable anymore. The air gives a frisson of something about to happen.
Summonings/Manifestations: Pyrrha or Duty will cut a fresh amount of blood, let it solidify, then completely burn it. Burning it can be done with Coldblood powers or other sources of flame. It must be done with intent. The deer is attracted to people trying to make hard decisions if it's nearby. When it's not, someone can mentally designate something around them to represent each option and ponder the decision.
Abilities: As a deer, Pyrrha/Duty strengthen people's convictions and commitment to doing what they believe is right. It will be easier to choose and to take action toward the choice that is aligned with someone's beliefs. These beliefs and actions don't have to be ones Pyrrha/Duty agree with or approve of. It may help people realize what they truly believe.
Link to Death Certificate: Here
Sharon Da Silva | Silent Hill
SHARON DA SILVA
Places this deer may frequent: This deer will be a rare sight but can be found around the homes of those she cares for, especially if they're afraid. She can also be found around the Outpost, often racing around Pyramid Head and those on guard duty.
Communication: This deer isn't a big communicator. When she needs to, watercolor paintings will come to life in a person's mind depicting images of things she's trying to convey. They're simple, though, and might require some creativity to determine the exact meaning.
Aura: The air nearest to the deer refracts and bends as if disrupted by fire but the temperature is mild, rarely a few degrees warmer than the surrounding air. The sweet scent of rotting leaves follows this deer around but the closer one gets, the more that scent turns into burning leaves. Any fear a character may feel becomes background noise upon touching her.
Summonings/Manifestations: Sharon manifests this form by burning herself, which can be as simple as burning her finger. To summon her requires the same thing: burnt flesh. Any flesh. Burn the flesh of an animal, burn yourself, burn an enemy, but she'll come as long as the intent for her is there.
Abilities: To be around her is to be invigorated and filled with wild, hungry energy not unlike that of a wildfire. She's especially useful in the middle of a fight. She can help characters keep going even when they've exhausted themselves.
Link to Death Form: Here
Peter Graham | Hereditary
PETER GRAHAM
Places this deer may frequent: When in deer form, Peter may often be found at the Gaze District, wandering shyly along or curling up for a nap in front of townhouses.... or over to the Willful Machine, hanging around the Ritual Gig. The deer also seems to be drawn to the Trenchwood and to the Farther Shores. He may be seen napping or simply staring off into the distance at things. He is more apt to be seen on evenings in which the stars can be easily seen in the night sky.
Communication: The deer will only stare at Sleepers: Spookily, Shyly, and Sadly.... He will use physical gestures where he can (gently pulling someone along by their sleeve or pawing against the ground, nodding his head, etc.) but there is nothing verbal.
Aura: The stag gives off a soft aura of melancholy — difficult to pinpoint as any one thing, though it may evoke subtle sensations of loss (a gentle, unobtrusive awareness of something lost, although one will not be able to identify what that thing may be), or dread (some quiet looming, an intangible thing drawing slow and closer). The deer isn't unpleasant to be around, but its presence may make one feel mildly unsettled, a little sad, a little exposed (a little vulnerable.) There are also faint scents: earth and pine and leather, and deeper, darker smells of the wood and strange older things: little aromantic notes of sandalwood and frankincense. One may also be able to faintly detect cinnamon.
Summonings/Manifestations: Manifesting into his deer form requires Peter to spill a few droplets of blood and light a match — then drop it onto his own spilled blood. It's important that he hear the sound of the match lighting (a dry scratch), and that he sees it fall to his blood (no matter how deeply unsettling this may personally be for him). Once in his deer form, he can be summoned by other characters with snacks... especially junk food.... and music, played on any instrument. These are things that can be done with Peter in mind to intentionally summon the stag forth, but he will also be drawn to those with guilt resting heavily in their hearts.
Abilities:
Deer Therapist.If a Sleeper begins to speak while around the stag, they will gradually begin to feel something within them opening up to continue doing so — not by force, not even a compulsion. It's something far more gentle than that: an awareness of comfort and ease, as though it's safe to speak. About whatever they may like, whatever's on their mind, which may easily lend itself to talking about immediate burdens or upsets. (Again, Sleepers will not feel compelled to open up about their upsets, simply that it's completely safe to do so if they want to.) The deer will sit or lie with them, devoting his attention to whatever the Sleeper is sharing with him. One may speak with him for however long one wishes, and the deer will not move or leave until the Sleeper is finished. The more a Sleeper shares of their thoughts or burdens, the lighter they will feel, almost as though they have literally given those thoughts to the deer. This lightness will last for however long the Sleeper is around the deer. It may also be easy to become tired around this deer if one does open up around him, and the deer will remain there with anyone who may be coaxed into a nap against or near him. He will not abandon a Sleeper who comes to him.Link to Death Form: Here