Paul Atreides (
terriblepurpose) wrote in
countryclub2023-09-05 03:46 pm
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Player Epilogue Plotting: September
SEPTEMBER 2023 PLAYER PLOTTING
PROMPT 1: THE CURSE
PROMPT 2: HIGHS & LOWS
PROMPT 3: SECOND OMENS
CODING
CONTENT WARNINGS:
rapid corruption, violent urges (including potential self-harming urges)
Any Sleeper, whether or not they've entered the Temple, can suffer a rapid decline into Corruption. Those who investigate the cause, magically or through mundane research, can uncover an old story: ancient Sleepers acted callously. They violated a holy sanctum, and the people of the Temple called upon their god for an act of retribution. A curse.
The curse is simple, really: it is a compulsion towards viciousness, bloodletting, violence against Sleepers... whether turned upon the self, or others. If a Sleeper has committed violent acts in the past, or has been a victim of great violence, they may feel a calling to repeat those violent acts upon themself or others.
This Corruption is persistent, returning rapidly after a cure. For now, most will have to keep afloat with incense, magic, and companionship.
Some researchers may uncover references to a cleansing ritual. The people of the Temple seemed to believe it was unlikely or impossible for Sleepers to successfully complete this ritual, and information is sparse. Perhaps there is more to be found even deeper inside…
TL;DR:
- A curse of Corruption and violence has been unleashed from the Temple, which can affect Sleepers anywhere in Trench.
- The curse can compel Sleepers to reenact violence they have either committed or suffered in the past.
- No cure for the curse can yet be found, but usual anti-Corruption treatments can minimize its effects.
Any Sleeper, whether or not they've entered the Temple, can suffer a rapid decline into Corruption. Those who investigate the cause, magically or through mundane research, can uncover an old story: ancient Sleepers acted callously. They violated a holy sanctum, and the people of the Temple called upon their god for an act of retribution. A curse.
The curse is simple, really: it is a compulsion towards viciousness, bloodletting, violence against Sleepers... whether turned upon the self, or others. If a Sleeper has committed violent acts in the past, or has been a victim of great violence, they may feel a calling to repeat those violent acts upon themself or others.
This Corruption is persistent, returning rapidly after a cure. For now, most will have to keep afloat with incense, magic, and companionship.
Some researchers may uncover references to a cleansing ritual. The people of the Temple seemed to believe it was unlikely or impossible for Sleepers to successfully complete this ritual, and information is sparse. Perhaps there is more to be found even deeper inside…
TL;DR:
- A curse of Corruption and violence has been unleashed from the Temple, which can affect Sleepers anywhere in Trench.
- The curse can compel Sleepers to reenact violence they have either committed or suffered in the past.
- No cure for the curse can yet be found, but usual anti-Corruption treatments can minimize its effects.
CONTENT WARNINGS:
imprisonment, visions of the past
As Sleepers continue to explore, more specialized areas become apparent deep in the Temple. One is a cluster of strange arcane laboratories, not unlike those of Trench's Arcane Scholars. In these labs, Sleepers begin to discover signs of life: items go missing from day to day, while the nearby gardens are being tended when no one is there to watch.
And someone is laying new traps. Whenever two or more Sleepers trip a wire or step upon the wrong stone, a voice echoes out. Some might recognize the mechanism: it's Paleblood telepathy.
So this is a Sleeper. We thought you'd be more.
Imprisoning and immobilizing traps burst forth, each designed to counteract Sleeper blood powers. One trap might cage Sleepers with power negating flowers and wooden bars as hard as steel, while another might hoist them aloft in a glittering net of Darkblood magic. Whatever the mechanism, each trap activates to capture two or more Sleepers together.
Power and immortality... are you worth anything without it?
With a shimmer of aurora-light, visions manifest before the trapped Sleepers. First, they show each character in a moment of triumph, whether from their time in Trench or their world before. Moments later, the vision twists to show a moment of great failure. The visions are visible to all present, not just the Sleeper they depict.
So this is our apocalypse. Pathetic.
The visions and voice fade. The traps do not. Good luck working together to get yourselves free.
TL;DR:
- Sleepers discover an arcane laboratory within the Temple, riddled with anti-Sleeper traps.
- Trapped Sleepers will be forced to watch visions of one past triumph and one past failure each.
- Sleepers must work together to escape the traps.
As Sleepers continue to explore, more specialized areas become apparent deep in the Temple. One is a cluster of strange arcane laboratories, not unlike those of Trench's Arcane Scholars. In these labs, Sleepers begin to discover signs of life: items go missing from day to day, while the nearby gardens are being tended when no one is there to watch.
And someone is laying new traps. Whenever two or more Sleepers trip a wire or step upon the wrong stone, a voice echoes out. Some might recognize the mechanism: it's Paleblood telepathy.
So this is a Sleeper. We thought you'd be more.
Imprisoning and immobilizing traps burst forth, each designed to counteract Sleeper blood powers. One trap might cage Sleepers with power negating flowers and wooden bars as hard as steel, while another might hoist them aloft in a glittering net of Darkblood magic. Whatever the mechanism, each trap activates to capture two or more Sleepers together.
Power and immortality... are you worth anything without it?
With a shimmer of aurora-light, visions manifest before the trapped Sleepers. First, they show each character in a moment of triumph, whether from their time in Trench or their world before. Moments later, the vision twists to show a moment of great failure. The visions are visible to all present, not just the Sleeper they depict.
So this is our apocalypse. Pathetic.
The visions and voice fade. The traps do not. Good luck working together to get yourselves free.
TL;DR:
- Sleepers discover an arcane laboratory within the Temple, riddled with anti-Sleeper traps.
- Trapped Sleepers will be forced to watch visions of one past triumph and one past failure each.
- Sleepers must work together to escape the traps.
CONTENT WARNINGS:
potential focus on self-loathing, potential violence
Elsewhere in the Temple, the gardens have run rampant. Vast halls seem somehow open to the sky, though clever Sleepers may realize that the "sky" is a clever arrangement of mirrors. Below is lush greenery, interwoven with hidden paths through the gardens. These paths are strangely free of the botanical menaces which otherwise attack trespassers.
However, among the greenery, Sleepers will catch flashes of light out of the corners of their eyes. When two Sleepers are seen working together, the creatures will reveal themselves: each is a mirror image of a Sleeper's Omen, cast in aurora-light instead of shadowy smoke. Though there is one for each trespassing Sleeper, they speak with a single voice.
You shouldn't be here, they say, gently. You know what you've really earned.
Their forms shift to reflect what each Sleeper, at their core, believes they deserve. Some become fragile and desperate for the comfort their Sleeper craves; others bristle with claws and teeth, eager to mete out a Sleeper's imagined punishment. Like a real Omen, they can turn insubstantial at will - in a fight, they're best countered by a real Omen.
For those who retreat or avoid their second Omen, the hidden passages of the garden seem to vanish, leaving only the usual tangle of plant-monsters. Only by returning and dealing with the doppelgangers can a Sleeper restore their access to the secret passages.
Once the doppelgangers are dealt with, they dissolve into motes of light, leaving only a whisper in the Sleepers' minds:
There's nothing for you here.
TL;DR:
- Sleepers discover an overgrown garden within the Temple.
- Travel here is dangerous unless Sleepers use the safe, hidden paths.
- Here, they encounter doppelgangers of their Omens, whose forms reflect what each Sleeper believes they deserve.
- Sleepers must reckon with the second Omens or lose access to the paths.
PLOTTING FORM
Elsewhere in the Temple, the gardens have run rampant. Vast halls seem somehow open to the sky, though clever Sleepers may realize that the "sky" is a clever arrangement of mirrors. Below is lush greenery, interwoven with hidden paths through the gardens. These paths are strangely free of the botanical menaces which otherwise attack trespassers.
However, among the greenery, Sleepers will catch flashes of light out of the corners of their eyes. When two Sleepers are seen working together, the creatures will reveal themselves: each is a mirror image of a Sleeper's Omen, cast in aurora-light instead of shadowy smoke. Though there is one for each trespassing Sleeper, they speak with a single voice.
You shouldn't be here, they say, gently. You know what you've really earned.
Their forms shift to reflect what each Sleeper, at their core, believes they deserve. Some become fragile and desperate for the comfort their Sleeper craves; others bristle with claws and teeth, eager to mete out a Sleeper's imagined punishment. Like a real Omen, they can turn insubstantial at will - in a fight, they're best countered by a real Omen.
For those who retreat or avoid their second Omen, the hidden passages of the garden seem to vanish, leaving only the usual tangle of plant-monsters. Only by returning and dealing with the doppelgangers can a Sleeper restore their access to the secret passages.
Once the doppelgangers are dealt with, they dissolve into motes of light, leaving only a whisper in the Sleepers' minds:
There's nothing for you here.
TL;DR:
- Sleepers discover an overgrown garden within the Temple.
- Travel here is dangerous unless Sleepers use the safe, hidden paths.
- Here, they encounter doppelgangers of their Omens, whose forms reflect what each Sleeper believes they deserve.
- Sleepers must reckon with the second Omens or lose access to the paths.
QUESTIONS
Deku
Monthly Pacing: idek time is fake, but I backtag
OOC Limits: insect pics
Character Name: Izuku "Deku" Midoriya
Overall Goals: Beasthood is off the table this month since I did it last month. Late tagins are still welcome!
New CR: Open
Event Ideas: I'm most excited about Prompts 1 & 3.
One: HAHAHA well Midoriya has given and received plenty of violence, from simple sparring to stabbing and broken bones!! Get ready for a bad time... He would be devastated since he hates hurting people without cause. :( Bonus: you get to see feral Deku and some spoilery-ish icons.
Two: These memories will contain spoilers for his canon point and probably violence! Deku sees failing to save someone as a big loss, and strengthening a relationship or learning to control his power well after struggling as a win.
Three: Omen doppelganger hell yeah! Midoriya believes he has earned his Quirk (and not much else?), so I'm brainstorming ideas on how the heck that manifests. Does his silent Omen's doppelganger fight using his Quirk, or does the huge ram just nod sagely...?