Sodder (
sodder) wrote in
deeringtonpost2018-06-29 01:41 am
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Unlocked Locations
❂ UNLOCKED LOCATIONS ❂
Unlocked locations are no longer available for rewards purchase as of 04/2019.
All processed unlock requests will be filled out accordingly in the order they have been received.
In Deerington
Deerington Hall
Currently locked.
Deerington Elementary
Currently locked.
Deerington Public Library
Currently locked.
Harren Hospital
Unlocked By:![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Unlocking Event: Network Post followed up by thorough investigation.
Abandoned Police Station
Currently locked.
Broadcasting Station
Currently locked.
Deerington Theater
Currently locked.
Arcadia Arcades
Currently locked.
Vet Clinic
Currently locked.
The Grady Hotel
Currently locked.
Staggering Heights Theme Park
Currently locked.
Movie Theater
Currently locked.
Church Graveyard
Currently locked.
On Mount Rheum
The Lab
Currently Locked.
The Mines
Currently Locked.
The Boats
Currently Locked.
Questions
Request an Unlock
All locations unlocked can be explored by any and all characters freely after it has been unlocked.
no subject
When they will discover it: Month of July. Exact date TBD.
Any particular requests on details?
I'd like to know what Tony could find if he manages to cross the bridge and venture into the building. His suit has scanners in it, so he would check to see who or what might be inside first. He would also be interested in locating that child on the rooftop.
Also, just to ask along the way since he'll be going up the mountain in general, would he be able to see/find those spindly legs from the first event again? That's his primary interest at this point.
no subject
We can however confirm that if Tony were to use his scanners towards the front of the building, he may be able to detect humans just on the other side. There seems to be nothing particularly suspicious about these humans. There does not seem to be any major or unique equipment towards the front entrance of the building.
Currently he will not be able to find any evidence of the spindly legs from the first event. However, if he were to walk through the blizzard and think to look up, there will be immense, dark ominous shapes he can vaguely see through the blizzard high above. Some of them may even look like the spindly legs.
no subject
Out of curiosity, what areas on Mt. Rheum would be unlockable at this point? I'm considering having him go up there for like a week, so I'd like for him to be able to unravel something useful while he's there exploring.
no subject
no subject
no subject
When they will discover it: December, presumably when the mountain is accessible
Any particular requests on details? I assume some magical/spiritual characters would be along, probably Daemon and the Fatal Frame/shrine maiden characters although I haven't nailed that down for sure yet.
Majima would probably be interested in what happened to the miners, and whether there's any access points from the mines to other areas of the mountain. And also what was causing the eternal flames I guess?
A Location has been Unlocked!
A Location Has Been Unlocked
The fires seem to go on and on, and even if you do have fire immunity, you'll be feeling the oppressive weight of smoke and ash as it builds up the deeper you go. At last you'll pass the wall of fire and enter a completely burnt up, ruined area within the mountain that looks like it might have once been where the miners work. Everything is covered in thick ash, and you'll be hacking up black spit for several weeks after your visit. It'll be hard to see in the mines, not just if you forgot lights, but in general. The only way to really assure some visibility is by having goggles of some sort. Otherwise your eyes will start to grow irritated and you may even suffer temporary blindness in one or both eyes. This is thankfully fixed by rinsing your eyes out with ordinary water.
There is no breeze whatsoever in the mines, and despite the fact that it's winter outside, the air feels surprisingly warm, as if the fire that had just burnt the mines down had only just happened.
Might as well start exploring? It doesn't seem like there's too much to see at first. After all, fire doesn't leave much in its wake at all. It'll take a great deal of patience and sliding through the ashes to really figure it out. Those with a sense for the spirit world may be able to track scattered footprints and where bodies had fallen and perished in the ashes, though any evidence of bones has long since vanished.
At the east end of the mines, one would be able to discover with spiritual abilities a massive pile of bodies had once been there, looking as if several people had tried to flee the mines out of the same location but wound up suffocating together instead. The energy left behind is raw and chaotic, loud in anyone's head who may have an aptitude for emotional or spiritual energy left behind.
Yet that doesn't quite seem the right place to be....That seems like the end of the line.
Go to the west side of the mines and you'll start to discover little slotted rooms where it looks like miners had been working over their goods. It looks like they had been mining and working with gold specifically, as you can still find some lumps of solid gold here and there. You can take some, but taking some will curse you until you rid yourself of the gold with haunting images of everyone you talk to looking as if they're burning alive. So you might not want to risk that....
But it's the right direction to head in, and among those ashes, you'll begin to find stuff that hadn't gotten as badly burned as everything else. Things like saws or boots or other such goods. Most of all are useless, but you do find a few oil lamps that are still functional that were left behind in the madness with just enough oil to work with. That's useful at least!
At last you find the most well-preserved evidence of people in the entire mines. It's in the farthest section of the mines and it's a skeleton that looked as if the mines, fire, and winter combined had preserved her. It seems like a woman from the old dress she's wearing, and she's curled up tightly in a corner against the corner of an iron bed. Her clothes have lost their color entirely, and her arms are curled tightly around what looks like it might have once been a diary, but the diary has burnt almost entirely away.
Yet anyone with ability for spiritual reading/awareness may be able to discover that this was a woman who had survived the fires of the mines and was the last person alive after everything. She had starved in the mines, and eventually just died on her bed, constantly repeating one soft thing: "we just wanted to get to the other side of the mountain. Then we'd be free."
If you have further questions about this location, feel free to ask! You may not get all the answers you're hoping for, however.
no subject
When they will discover it: Whenever the mods get to this
Any particular requests on details? Pidge is very observant, but that's about it. No one recruited to come along has a special ability that could help. Just some good old regular searching the place.
Pidge will mainly look for any kind of broadcast equipment and find out what happened to the cops.
EDIT: Since I will be dropping the game with Pidge, I will be leaving this unlock to Red
no subject
A Location Has Been Unlocked
The whole world seems tinted and somehow more real than the Deerington you've been dealing with for so long, and yet at the same time, something still feels off. You're finally able to move, and the world seems to catch up around you. The smells seem more pronounced. You could always smell and see Deerington before, sure, but now it feels like you really had been dreaming this entire time. The Wastes, or rather, Deerington residents? They seem to be far more polite and how you'd expect people to behave in a real town. A lady gently bumps into you, looking flustered, embarrassed, apologizing with a soft laugh before moving on. If you were to be startled and ask any of these people what was happening, they would look sincerely concerned, and gently suggest you go to the police station for help.
So why not head over? After all, it's the first thing that had begun to change nearby so you might as well. Besides, if you try to go into any of the other buildings during this time, you'll discover that you...can't. The doors are sealed off, and you can see inside the buildings, you just can't access them. But you can access the police station.
Inside looks completely different from the police station you know Deerington to have. This police station is not filled with cats: it is filled with police officers. The office is clean, the smell of fresh burnt coffee is in the air, and people are milling about doing their jobs. Nothing seems all that out of the ordinary, and no one seems to question you being there. If you state you're confused, the police officers will seem a little more vacant than the Wastes outside had been, like they aren't quite following what it is you're saying. They seem sluggish, drugged. Then after some point, you just keep getting the same answer:
"We're bringing her in to custody, don't worry. She'll be here soon."
Who is she?
You find out soon enough. Two large cops come in escorting a young woman in a rather filthy looking white dress, her arms bent awkwardly behind her in cuffs, and a cigarette steadily burning from between her lips. Her hair was a mess, and she looked as if she hadn't slept in days.
"Cynthia," one of the cops says. You realize now that he has a massive cut across his cheek, "Gave us a hard time here." The other cop doesn't look much better off, some bruises scattered across his cheeks. Cynthia is pushed down into a chair a bit roughly, and the cops leave her for the time being.
"Has anyone called Mr. Sodder yet to tell him what his wife's been up to?"
The cops seem to be meandering about, so you might as well try and approach the Cynthia Sodder, right? Right. Why not?
The moment you come close enough, she looks up and stares you straight in the eye, like she was expecting you.
"They want to take my daughter away." It's all she says, and you can feel her rage somewhere deep inside of you, like she herself has reached in to make sure you feel it. "They want to take her away. But I won't let them. They think- They think she's a monster."
And then the world shakes around you, and you can see Cynthia's mouth moving, but the police sirens are ringing again, and the world is crumbling back to the Deerington you're familiar with. The people turn to dust, but for a single minute, Cynthia Sodder remains in her chair, staring at you, her mouth wobbling.
"She's not a monster. She isn't. She didn't mean to-." And then Cynthia is gone too.
If you have further questions about this location, feel free to ask! You may not get all the answers you're hoping for, however.
Questions!
1. Can any information on Cynthia or her aforementioned daughter be found in the station (ie. files, reports)?
2. Can any general Deerington information be found (ie. reports, documents, old newspapers)?
3. Is there any usable equipment, such as radios present in the station? If so, should a character attempt to use this equipment, would they receive a signal, or just static?
Thank you!
no subject
1. Nothing can be found about Cynthia's daughter in the station. As for Cynthia herself, this will be answered in question two!
The chair that she was sitting in from the vision will also have a very distinct burn impression on it that none of the other chairs have in the police station.
2. There will now be some loose information that can be found at the police station! All reports, documents, and newspapers will be specifically dated from 1945 to 1959 only.
3. There is nothing functional in the station, no. It has all been rendered useless or destroyed.
no subject
no subject
When they will discover it: Time pending Mod approval of Unlock. So I'm open to whenever.
Any particular requests on details? Vira-Lorr herself is gifted with the ability to use and detect magic to some extent. And, though she cannot use her 'second sight' to see the future in any way in Deerington, anything that could mess with her through that sort of sense could be fun.
no subject
A Location Has Been Unlocked
CWs: Blood, minor blood sacrifice, feelings of immense anxiety, potential broken bones/bites of skin lost, potential effects from cold weather, implied torture.
Vira-Lorr will be able to detect a specific pattern of rocks against the side of the mountain that provide a steady footing for anyone who may decide to traverse up to the boats with her. The higher they climb towards the boats, the more the air will begin to smell of sea water and those with particularly good senses may be able to pick up on the sound of crashing waves close by. Of course, if you try and look around, you will see no such thing. Though people like Vira-Lorr and others with certain "sight" abilities may look around and see nothing but endless black crashing ocean swelling in from all sides on the mountain. There will be an immense feeling of isolation: but keep on going to those boats!
The five boats are stretched around together, and there seem to be carefully laid rock pathways between them that are detectable through magical senses. It looks as though someone had intentionally disguised the path with magic, but the magic has, somehow, indescribably weakened to the point of being seen/felt/detected by even casual magic users.
As you step into the First Boat, the stench of fish will be overwhelming. Even more than the ocean air. It'll be hard not to gag, and rest in peace anyone who might have heightened senses. The first boat is the only way to get to the other four- you can't even access the paths to the other ones without first going through the boat. As you walk through, you will occasionally hear a strange, consistent clicking noise. Like someone's teeth chattering, and after a while, you begin to wonder if they are your own teeth? It is awfully cold in the boat, even though it's still warm outside, and you can see that the weather hasn't changed from the few windows in the boat. But gosh...It's freezing isn't it? Fire will help with warmth, and so will additional clothes or body heat, but isn't this a bit odd?
The boat seems to be completely void of anything. It's as if anything left in the boat was completely stripped. Even all basic equipment just seems to be...completely gone.
But what's not gone are the footprints. Thousands upon thousands of bare footprints are all over the floors. Upon closer inspection, one will realize that each footprint seemed to be made with blood. That's not unsettling or anything.
Maybe you should just try to get out of here. Look, you can clearly see an opening out and you can see the second boat just beyond it. Get a move on!
Of course nothing is ever that easy. Before you can reach it, something falls down over the way out, and the chattering you heard from before is suddenly right next to you. A pale face glows in the dark, and you are no longer alone.
It does not take long for this creature to attack. It seems to only be the head, with a stream of darkness coming out of it, and it seems violent. It rushes to attack with crushing teeth, but it oddly enough doesn't go for any fatal injuries. It goes instead for feet, hands, limbs, appendages. Things you can afford to lose...Though...whether you live through them is another thing altogether. Either way, this creature's bite is violent and it will chomp at appendages with aggression. It seems to want to break bone, but it might accidentally completely sever things if it gets the wrong hold.
Light makes this creature shriek and flee away, but it will come back much faster and much madder than before. It will dart around fast, taking bites out of your legs or maybe even your shoulders! And all the while it will keep shrieking in a high-pitched feminine voice: GO AWAY! GO AWAY!
One way to stop this beast is to grab it by its long flowing hair. The head will wail and wail, but it won't seem to be able to do much against you. It will eventually stop crying and accept its apparent fate. If you cut or destroy the hair the monster will shriek and shrivel up, dying. But you can keep it alive and docile by holding its hair: you may even get it to not attack you further if you actually comb and treat the hair will. It will seem to like that and might even seem to like you for it, thus making it not interested in attacking you.
Once you've done this, you can get find your way out of the boat and onto the next path!
The Second Boat smells smoky as you approach it, and smokier once you are inside of it. There seems to be more life in this boat, as you can see various long-abandoned rows of beds and tables scattered around, and it has the same bloody footprints found all throughout the first boat. The creatures in these boats do not hide. They move about complacently, and do not seem particularly roused by you being on the boat. Though if you speak at them, they will look your way. They seem intent to keep on swinging their black smoke about.
"We are keeping it steady," is the only thing they will say. If one were to try and detect magic on them, they would discover that the entire creature is raw magic. It is so heavy with magic that it seems as though they are more magical item than they are creature. They will also be interested in waving their smoke at you specifically.
"We are keeping it steady," they repeat again, "Steady."
Attacking them is...pointless, but if you choose to, they will vanish into black smoke instantly, and reappear elsewhere on the boat. Might as well head onto the next boat.
The Third Boat is a lot more ordinary in approach, and maybe that's the most unsettling part about it. It just looks like what you'd expect an ancient, abandoned boat to look like. It's crawling with life inside, plants having overtaken what was left, moss covering the floors and walls, and insects and wildlife can be found within the boat. There's even a few deer milling about, and they seem a little more easily startled than the normal deer you might be used to down in Deerington. But they still have the same aura of awareness as the other deer: it's more like they are no longer used to seeing people. All of these deer have strange blood markings painted onto their skin, not recognizable by any culture or language. Once they know they are not in danger, they will seem to be interested in nipping at your clothing a bit like they want your attention.
Maybe give them some good-boy scritches? Being kind to deer is always a good thing in this town, and this doesn't seem to be any different. These deer are painfully lonely, and they just want some attention. Give it to them and you will be rewarded a gift.
Once the deer feels properly acknowledged and cuddled, it will give a soft, melodic noise nothing like any deer you've ever heard, and it will bow its head. Some of the blood sigils on them will begin to drip, as if just painted, and the drippings that fall onto the floor sprout a gift.
The light in this staff is eternal. While it's as dim as a candle's light, nothing can make it go out. Not wind, not water, and the staff itself seems indestructible. It's very lightweight, which makes it a pretty pointless weapon, but if you walk with it as though it were a walking staff, you'll notice you can travel with less fatigue and be energetic for far longer than you would otherwise. Anyone who pets and treats these deer well will get a staff. Only one staff per character though. Each staff will look a little different since they seem to be made from wood and natural materials, but they all generally look similar enough.
The Fourth Boat is a dark, dreary place. All of its furniture is on the ceilings, and everywhere you look are solidified bodies of what maybe once were people. They all seem to be frozen in various states of horror or torment, and it is completely unclear what happened. Any sort of attempts at using magical sight or fixation will only reveal long, endless tormented screams and a rushed feeling of agony. Just being on this boat will cause immense dread, even those without magical abilities, and you'll increasingly become more and more anxious. You'll also start to think a bit more irrationally, leaning into the fear.
But you can power through it. You just have to be steady for long enough. Once you get out of the boat, the feelings vanish within seconds, as if they were never there at all.
The Fifth Boat seems to transport you entirely. The world seems to shift under you and suddenly, you're in a completely white, endless space, and before you stands a great figure. Blood drips from her legs in a continuous flow, and blood seems to drip down from the ceiling, yet it goes no further than a few yards around her, floating back up and onto the ceiling in some odd defiance of gravity and basic physics.
The figure is so silent and motionless that it would be easy to assume it is a strange statue. She doesn't seem interested on reacting until someone actively approaches and touches any of the blood. That is when she will take in a deep breath and lift her head just a bit.
"A Sleeper," she determines at once, "I have not spoken to your kind in a long time." Her voice is somehow booming yet soft, kind yet cold, smooth yet harsh.
She raises both of her swords slowly and then spreads her arms apart.
"You may ask only one question." This clearly is meant for the entire group- not just one person.
"It may be about your worlds," she declares, raising her left hand.
"Or it may be about this world." And she raises her right hand.
"Whichever you pick, I must draw your blood to answer it. You must be specific, or I will not answer. Do you accept this sacrifice?" It is clear she does not intend to take anyone's life, but she will not answer any question without at least one drop of blood from each person present. She herself will take this blood by giving a tiny prick with the tip of either sword.
Canonical questions can be answered by yourself in whatever you wind up playing out. This means that characters can find out things they might have never been able to find out otherwise, such as the truth from their own stories.
Or you can ask, by replying to this comment, one specific question about the game.
While this can be done in a group setting, only one character can ask a question.
All answers will, of course, be extremely vague yet blunt. She will not speak again after any question has been asked. Is she telling the truth? That is up for you to decide...
Once the question has been asked and answered, you can leave the way you came, and you will discover an alternate path down the side of the mountain.
If you have further questions about this location, feel free to ask! You may not get all the answers you're hoping for, however.
Question from Group to Entity (Vira-Lorr/Chara. Vira-Lorr is doing the Asking)
The question: "How can Sodder be rescued permanently from the situation she is trapped within?"
(Feel free to either reply here in which case I will post a 2/2 with its answer, or reply to my post and Chara can react. Thank you.)
Sorry for the delay!
And then she rotates her right hand and holds it out, blood dripping from her palm and spilling onto the floor.
"Start thinking with your minds: we are in hers. Sometimes freedom is the other end of a blade. Death is a permanent rescue."
Question from Reaper to Entity
Reaper came alone, having left Vira behind on the previous boat. He mulled over the word choice and the subject most pressing to him before he held out a hand to allow his blood to be taken and asked:
"How do I locate the Mother Superior?"
no subject
"Find a rosary and when she is near, it will swing in her direction. She may not always be near, but when she is, a rosary will serve as a fine compass."
Question of Neopolitan
(OOC: No actual scene because I have yet to find anyone willing to return to the location at this point, so she goes alone and has to dodge screaming witch heads and deal with other creepy horror to get her question answered.)
no subject
no subject
Fun times!)
Questions RE: Boats
It's absolutely perfect, and I love it. But, now to Logistical Questions:
Question 1) What would be a convenient Date to Offer this Mini-Event without stepping on the main events' toes?
I am currently leaning towards June 29-30th or July 1-2nd, somewhere in that range. I can use a 'power swap' to give her back some magical senses for this event if it's earlier, but I've got options either way. I just want to make sure the timing's good for everyone without overwhelming.
Question 2) Can the lantern staves in Boat 3 be taken away from the encounter?
Question 3) Is there any possibility of things that can be gleaned specifically from magical or physical senses in boats 2 & 4 in particular, or do they serve more or less as unexplained, terrifying and surreal phenomena?
Question 4) The Question about the Question: For reference is only one question allowed period for the entire number of people who enter the boats (Option 1), regardless of where they are or when they arrive, or is only one question allowed per group that approaches the creature (Option 2)? Or can each character who chooses to brave this event have a right to ask one question by replying to the post below (Option 3)?
If it is #2, would it be fair to say that each character may individually only witness one asking of a question?
If it's #3? I'll make sure there's a link to that post so people know they can ask their question there.
If it's #1? Well, I'd better make it a good question, hadn't I?
Question 5) Last question for now: Would you like to post this, or can you give me access to a copy of the post so I can post it? I'm good with either?
no subject
Question 1: Since the locations unlock is now available, you can use it at any time! There is no set time limit for when it must be accessed since it is merely a matter of when characters would explore it.
Question 2: Yes! They are meant to be actively used by characters and kept with them. They are permanent gifts.
Question 3: They are more or less terrifying, surreal phenomena but there is a sense of cautionary/protective magic in place though not much more can be gleaned from that.
Question 4: Only one question is allowed period for the entire group of people. They would have to agree on what question to ask...Though one member of the group technically could rush forward to ask a formal question, thus screwing over the entire group's one question rule.
It is only one question per group that approaches the figure.
Question 5: You would be the one posting any formal logs for it! You can always link to the post above if you like or we can give you a text box to copy and paste the information onto a fresh log post.
no subject
A pair of teams enter the zone separately but within the same Mini-Event log that I post: Vira-Lorr & Reaper in Team 1, Allura, Shiro and Keith in Team 2. At a later time Vira-Lorr joins Team 3 with Lance and the Hulk who enter the zone and approach the creature.
If I understand you correctly:
Team 1 - Gets one question that VL & Reaper can choose.
Team 2 - Gets one question that Allura, Shiro and Keith can choose.
Team 3 - Does not get a question because VL previously asked a question with another team.
Is that correct?
no subject
Team 3 would be allowed a question as well. The only time they wouldn't be allowed a question is if VL tries to ask a question in both groups.
Alternatively, if any one of the above characters were to try and go to the figure to ask a question independently (such as VL going on her own), they would all be rejected since they would be perceived as a "group" that has already given their blood. We hope that makes sense!
no subject
VL will probably be leading with the first group, so it will be groups asking questions. But I'll make that clear in the setup when it happens.
no subject
When they will discover it: September
Any particular requests on details? Osomatsu has been taking tickets for the theatre but he'd like to learn more about it so that he can possibly become an entertainer. he does not have any magical abilities, and he'll just be exploring the area the old-fashioned way, probably with a small group, flashlights, things like that. he is on Team Fish, so he's got the rough skin and could hypnotize people, but he won't be able to feel anything.
no subject