reddosmod: (Default)
Deer Country Mod ([personal profile] reddosmod) wrote in [community profile] deercountry2023-07-08 10:40 pm
Entry tags:

oh we never know where life will take us

FINAL EVENT
Due to the cyclical nature of Trench, prompts from the PREVIOUS JULY are available for use again. Please note when you are using this years prompts vs last years prompts when plotting or writing top-levels to avoid confusion.

IMAGE DESCRIPTORS IN ORDER OF APPEARANCE

Prompt One
[Image One: A sea split in two. ]
[Image Two: Two hands reaching for each other across a map. ]

Prompt Two
[Image One: A person standing on a foggy cliff. ]
[Image Two: A compass. ]

A TIME TO LEAVE
WHEN: GOING FORWARD
WHERE: ALL OF TRENCH; THE OCEAN
CONTENT WARNINGS: N/A


Without a magic tie stay to the city, the question that hangs in the air is... What keeps you here? It's a question that some might find easier to answer than others, and one that some might not have an answer to at all. Maybe the item you receievd from the Reckoning doesn't feel authentic in its promises. Perhaps people are still unsure that they can truly, safely leave. After all, the city and the magic that has influenced it over the years haven't exactly made themselves trustworthy.

But all things come to an end eventually, don't they? There's a peace that might come over some Sleepers when they realize that it's finally time to depart. An acceptance that everything will be okay. The people you love in Trench will always be there and now you hold in your posession something that can always bring you back to them. Something that will tie you to the life you've known here, the one you built month after month as you laughed, cried, suffered, and rejoiced with those around you. You will never have to truly let it all go.

At the beginning of her reigning month, the Reckoning can be seen down by the waters. She lifts her blade high, before swinging it down into ocean, just as she did before. The waters part, sending a clear path between them, allowing for a way to the gates between worlds for those who do not wish to make the journey in their squid forms. It is a long path, a steep hill that goes deep into the depths. But the water never seems as though it will come crashing in. The creatures that swim in the ocean seem to understand the need to turn around when they get to the wall. It makes for quite the view while you make your journey.

Friends can join you on your walk. At the end of the long path, there's an entrance to what looks like a cave. There's a warmth that comes from it, a familiarity, and you know this is the way home. Your companions can no longer be by your side after this, unless you are both from the same world and the same time. This is where you can say your truly final goodbyes. No matter how hard they may be, you know the time is right.

Safe travels, Sleeper. We hope to see you again soon.

A REASON TO STAY
WHEN: GOING FORWARD
WHERE: ALL OF TRENCH AND BEYOND
CONTENT WARNINGS: N/A


For every person who could not answer their question on staying, there will be just as many who can likely think of a few reasons to stick around, even if only for a little longer. There is no compulsion to stick to any city, any safespot created by humans or Pthumerians. Same as for those who have chosen to leave for home, you who stay can now feel free to choose to leave for the open world. Perhaps you will choose one of the new settlements that have been offered to Sleepers through the Pthumerians. Or, perhaps, you will choose to reject the safety and venture out into the great unknown.

Those who choose to venture outside of Trench will find that the strange happenings, the "events" that have plagued Sleepers since their arrival, sometimes do breech the borders of the city. Not all, particularly not those tied to the Tower or cults within Trench, but some. It seems much of the horror this world has inflicted seems to come from the magic in its very soil rather than from the Pthumerians themselves. New horrors will await as well, ones you can only hope you are prepared to face in unknown surroundings. There's a reason it's always been best to travel this world in groups rather than trying to go at it all by yourself.

Leaving the barriers will no longer cause immediate corruption or beasthood, but levels will rise faster than when you are in an established city with multiple people around you. Be sure to use as much precaution and bring as many preventatives with you as possible. Gifts from Pthumerians, someone who is willing to provide physcial contact, or anything else you have discovered eases the mental anguish is invaluable now.

The world outside of Trench is mostly wild. Miles and miles of beaches, woods, and about 250 miles south of Trench, there's even a full desert. There are other signs of abandoned cities all around the country, broken down churches and temples, small villages that looked like they may have once belonged to various settlers. There are some towns that are still populated, though it seems that their number of citizens are far, far fewer than Trench, and they seem to have their own set of Pthumerians that protect them from the outside world. These towns are welcoming, though, even if the closest one to Trench is nearly two weeks of travel for the average adventurer. You can fly to these places if you have the ability to fly and you may use any sort of speed bursts you have to your advantage to cut the time. Lamps may also now be established anywhere in the world, making journeying outward that much more convenient for all who choose to stay.

Enjoy your adventures and happy exploring.

CODING

Post a comment in response:

This community only allows commenting by members. You may comment here if you're a member of deercountry.
If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting