July 5th, 2022

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Outpost Haven

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OUTPOST HAVEN

Type of Location: Other
Location: 30 miles west of trench
Lamp Location: Yes
Identifiers: A large area with a high wall with guard towers and a couple structures in the middle.


Outer Wall: The outer wall is high and wide, made of stone that has been fused together through intense heat and turned into dragon stone. It has guard towers at the corners and along the length of it that feature large ballistae made of bone whose 'bolts' could better be described as large roughly hewn segments of tree trunks. The main gate is massive, but seems to not exist unless opened from the inside due to blood magic wards.

Barracks: A short and long building two stories tall. The ground floor features a locker room type area for people to clean up and wash away blood and get changed after working or fighting as well as a kitchen and dining area. There are a couple armories storing weapons as well as a couple bunk rooms. The second floor exclusively has more rooms with multiple bunk beds, but sectioned off into rooms for four rather than the large bunk rooms for more than a dozen people on the ground floor.

The barracks cellar is small and mainly serves as storage for the kitchen as well as access tunnels to the plumbing, both mundane and magical, that make the wash rooms of the barracks work.

The Courtyard: Between the Barracks, the Keep, and the reconstructed mains of the old cathedral is a warded garden with blood-drinking roses and a blood rose/guardian sapling hybrid. Harming these plants is strictly off limits and one of the few hard and fast rules in the outpost.


The Keep: A heavily fortified structure, all the windows are narrow, not so narrow that they can't be used for escape in emergency but small enough that any monster larger than a human will have a hard time coming in, and all windows have reinforced 'shutters' on the inside.


The main feature is a large windowless great hall two stories tall with multiple fire places and long tables and benches. In an emergency it could shelter the entire sleeper population of Trench but it would be a tight fit. Off of the great hall are two sets of large kitchens.


Between the great hall and the outer doors is an antechamber with grates in the floor to make it easier to clean and grates in the ceiling for defenders to attack intruders if necessary. There are large washing facilities open for public use off to either side of the antechamber and guest rooms around the perimeter of the floor.

Beneath the structure is a heavily reinforced sublevel with rooms for storing supplies as well as several rooms dedicated to growing and preserving mushrooms. Supplies include preserved food as well as building supplies and barrels of water that are rotated through and used regularly.

The rooms on the second floor and up are reserved for individual use, with priority going to people who work at the outpost. There are smaller and more private but still shared wash and restrooms on these floors. Above the great hall on the third floor is an archive space, which houses copies of information found in Trench itself with a clear focus on information that would be useful for survival and rebuilding. Most of the shelves are empty.

Employees/Roommates:
Single rooms are now available as well as bunk rooms in the barracks, but all washing and restroom facilities as well as kitchens are shared.

For people who want to help out, D will be arranging food and requiring daily or every other day anti-corruption checkups with people who can detect/remove corruption.

Roles:

  • Guards/combat support
    • D: Guard/heavy combat/nightshift leader
    • Sasuke: Susano'o shielding/heavy combat
    • Nara'a Guard/heavy combat
    • Vi: Guard/corruption spotter
    • Luke Skywalker: Guard
    • Nico: Guard
    • Sharon (and her pyramid head): Guard (pyramid head around 24/7 wandering around in the surroundings killing things)
    • Vira-Lorr: Guard
    • Gaia: Guard
    • Manabu: Guard
    • Wesker: Guard/Combat Medic
    • Vi: Guard
  • Construction
    • D: Designed the place/coordinating materials
    • Pyrrha: Construction manager during the day
    • Palamedes: Darkblood lifting
    • Vi: Heavy lifting/general labor
    • Nara'a: General Labor
    • Gaia: Minor construction experience/darkblood lifting
    • Luke: General Labor
  • Magic Barrier/protection work
    • Sarona: skilled construction work
    • Viktor: Magitek provider
    • Palamedes: Magic wards
  • Anti corruption efforts
    • Sansa: Has corruption eating bloodhound, regularly available at the sanctuary.
  • Guard Monsters
    • Pyramid Head: Courtesy of Sharon, is wearing a sash similar to the outpost banner to make it obvious he's not to be attacked
    • Jarem (D's Nightmare): Will be around when D is and sometimes when he isn't, can be identified by his sash
    • Herd of Nightmare Steeds: Courtesy of Snow White talking to them on D's behalf, will all be wearing a tabard to show their allegiance, will not be agreeable to people very much.
Means of Contact: Call D, respond to his network post about it, or just show up at the location
The current situation:

Corruption And Blood Pollution: High. Incense is still burned regularly in the great hall, and while magical blood drinking roses and a special blood rose/guardian sapling hybrid help, the grounds outside the courtyard garden are blood polluted and outside the wall is worse.
Guard/Combat: Frequent, but not constant. There's no concern that the Outpost would be overrun if it was left completely unguarded for short periods of time
Construction:
Efforts currently focus on transplanting blood roses to clear patches of ground within the walls to create areas where food plants can be grown, a barn for livestock and areas for chickens are also being cleared out and prepared, but currently no crops are being planted and no animals are being brought in. A very basic covered stable is set up for nightmares just inside the main gate.


Magic Protection:

Paledes Blood Ward
Sarona's Barrier around the bunk house and rose garden

Staging point:
A house near the Watchtower in Crenshaw with the banner out front, is frequently full of crates of supplies and building materials, lists, and anti-corruption and medical supplies. Also serves as a gathering place before going on shift and a meeting/briefing room. D sleeps there regularly now, and it is also home to two large coffins in a sunless room, one of which is usually occupied during the day by Mayerling.

This is also where collecting blood as well as mixing and preparing the tri-blood mortar/stone paste is going to happen. It's made from a mix of vileblood, darkblood and coldblood along with some plants and very finely ground stone.

The very short version: There's a ruined church in the monster infested wilderness where Manabu's wilderness exploration ended up and left a lamp, D has decided it would make a good place to fortify and store supplies in case it becomes necessary to abandon town. It's not as far away as he'd like, but it can work if people pitch in. © tessisamess
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New Game Mechanic: Blood Relics

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BLOOD RELICS


 


 


 











 

 

 

 




 


OVERVIEW


Born from the user's blood and forged by a Pthumerian in the shape of a person's soul, blood weapons are rare, powerful items that reflect the nature of those who wield them. Not everyone who attempts to create one will be successful, and many die or nearly die in the process. It requires a true understand of oneself, their heart, and what their desires are. All weapons are for a purpose, and without a clear sense of what that purpose is the individual risks being punished by the Pthumerian and taught a painful lesson.

The weapons are forever, and can never be separated from their users as they are one and the same. And like their creation process, they defy reality and are unique blood magic reflections of the persons they are crystalized from.

They have near-legend status as Sleeper weapons in Scholar and Disciple circles as they haven't been seen for some time, and there is little record on them in the Archives.

This is a permanent, mod-approved ongoing mechanic in Deer Country.


 










 

 

 

 




 


RITUAL


It starts as a dream.

When a Pthumerian believes a Sleeper is ready for the trials and willing to help them advance the power of their blood, they will come to them in dreams. Dreams that will haunt them with sometimes dire prophetic nature, and that will only keep getting worse the longer the Sleeper tries to resist. The nature of the dreams is to both lead them into understanding what is being asked of them, and to help them understand their own nature and goals. Palebloods will find these dreams particularly vivid, and their blood might pull others into those dreams in reverse-dreamwalking. Sleepwalking during these isn't uncommon, and Sleepers might find themselves waking up in very precarious places in the weeks it can take.

Gradually, as they begin to accept the dreams, they will find knowledge of the ritual required comes to them as if it had always been there. However, it is possible for a Sleeper to not be singled out and given the dreams if power is something they seek. Records of the ritual can also be found in the tunnels or other places where rare pieces of forgotten lore might be, though it is warned the chances of retribution and punishment are much higher.

A wide open space is needed for performing the ritual, and depending on the Pthumerian might need to be undertaken outdoors or under the full moon. It is recommended to bring friends or bodyguards as the ritual is dangerous and takes time, drawing in Beasts and other monsters from sometimes a great distance in waves. The person undergoing it will not be able to fight or risk it failing, so having protection is necessary. The components, much like for Blood Bonds, are simple:

- ceramic bowl or container that can function as a firepit
- a ceremonial antler dagger or other form of blade
- powdered incense
- an offering for the Pthumerian of choice*
- an object of importance**

The bowl that will be fashioned into a ceremonial firepit should be left out overnight in the moonlight for at least a week before the ritual is to take place. Each night, the individual will need to prick their finger and let a single drop of their blood begin to temper it.

The night the ritual takes place, they will need to draw a sigil on the ground in their own blood, the pattern of which they will know either from the dreams or having studied records (though the latter runs the risk of being wrong). This will serve to both protect them from outside harm, and summon the Pthumerian. They will make a fire in the bowl, adding first the incense, then the offering and their object of importance. Finally, they will cut their palm with the dagger and allow some of their own freshly spilled blood to fall into the flame. They will know they have done everything correctly if the flame suddenly changes color, the exact color of which depends on the Sleeper and Pthumerian involved. The Pthumerian is summoned before them, usually as a vision but some might prefer to be in the flesh, and the ritual begins in earnest.

What each Sleeper will experience will vary wildly from this point. They might be asked a series of riddles, questioned on their motives and heart, given dream trials that they must overcome to prove themselves-- whatever the "test' they are given, it is one that reflects both the often-capricious quality of the Pthumerian giving it and what will best address the nature of the person and what they struggle with. They are merciless and will go after the weaknesses and inadequacies a Sleeper might struggle with and force them to confront them. Successfully proving their emotional strength and readiness will mean being rewarded with a relic made from their own blood, but failing or refusing to address and overcome their weaknesses... risks punishment. They could find their arms suddenly slashed open as they begin rapidly bleeding out, feeding the ritual itself, or plunged into endless nightmares. The protective ward will be destroyed as well, and Beasts will be drawn in by the scent of blood and power.

It is recommended that one not be alone for the ritual, both because of the possibility of it backfiring or Beasts being drawn in, and to give moral support through the trials.

* Roses for The Doorway, lunar flowers for Moon Presence, a raven feather for The Tower, etc. Adding additional items of power from Pthumerians can effect the relic as well, such as Moon Drops...
** Symbolic. The choice should be something that reflects not just something important to a Sleeper, but the thing the power they're asking for is key to. If they're getting a weapon that protects others, their object of importance should reflect those they want to protect. It could be a photograph, a child's lock of hair, a keepsake or memento, belonging of a loved one, etc. It's the first step in the Sleeper understanding themselves and if they get it wrong, they could be punished. It doesn't have to be literal, just representative of the Sleeper's feelings. If they're a rotten bastard who lives for revenge, it might be something that represents what they hate the most. Simply put, it reflects a Sleeper's drive.








 

 

 

 




 


THE RELICS


Once forged they are unbreakable beyond Pthumerian influence, healing themselves with more blood. They are creations of blood magic and Pthumerians, so they are reality-defying to a degree by nature and reflect the blood abilities of their user. A darkblood ring might reject the reality of a fatal blow but only able to do so every 10 seconds, a paleblood violin could let one weave their emotions into melody to influence even Beasts or cause psychic pain to cripple a foe, a vileblood sword that poisons the soul instead of the body, or a warmblood crown that lets the wearer become anyone they want. They could take the shape as something as simple as a pen, or as impressive as a greatsword. The relics help serve as focal points for other blood magic abilities as well, and Sleepers will find it easier to use their blood magic with them.

The relics can be summoned at will from the Sleeper's blood, appearing from any cut they make similar to the Omni. They can dismiss them back to their blood at any point as well, and the process is not corrupting to the person in the process.

Naturally, a Sleeper can only ever have one of these.






 

 

 

 




 


BONUS: MOON DROP RELICS


After a party of Sleepers discover an old excerpt in an abandoned monastery dedicated to Moon Presence... there is legend of blood weapons that were blessed by Moon Presence herself, that she imbued with an essence not unlike her own and the Moon Drops. Weapons that would do no harm and could heal both the body and the soul -- weapons that held a great price for the users as well.

While they are made by the same process as regular blood relics, they require the use of a Moon Drop. These can be in whole, or split in two for bonded weapons of slightly lesser power. Moon Presence appears as a vision to preside over these rituals, similar to how she appears when one has a Moon Drop used on them, and will choose, guide, and direct characters that are more selfless in nature and who wish to heal the Waking World. They take on a lunar, moonstone quality instead of the user's own blood, though embellishments of their blood will still be present in it to mark it as theirs.

By their nature, these weapons do not harm living beings. Even if the sharpest-looking sword, they will not cut normal living flesh. It might be a sword that heals wounds instead, or a pair of gloves that burn away corruption and leave the person they were used on feeling refreshed. They are particularly effective against Beasts, not harming the person or animal they once were. They will never be as powerful as a raw Moon Drop, unable to bring persons back from the dead or instantly curing Beasthood, but they are tempered by the Sleeper's blood and will to be permanent if lesser.

They are particularly draining though, and a character would not be able to use them repeatedly for long before they would feel it taking a toll on their own body and soul. The more corruption they try to heal, the more it bleeds into them and they risk becoming Beasts as well. The more wounds they heal, the more it feeds on their own blood.