Sodder (
sodder) wrote in
deeringtonpost2018-04-27 04:33 am
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Blessings Basket
BLESSINGS BASKET
Welcome to the game. Upon waking up, your character will find themselves disoriented from a particularly vivid nightmare. The first thing they'll notice in their new surroundings is soft music playing from somewhere inside the house. The second thing they'll notice is a odd burning sensation somewhere on their bodies. Upon looking, they will find a tattoo of antlers on them. That wasn't there before....And what about this music?
Following the music, they will be lead down into the kitchen of their new home. If other occupants live there, they will all mysteriously be out of the house at the time of a new person's arrival for at least an hour. On the counter or kitchen table in the new character's home, they will discover a basket made specifically for them. It's a welcome basket with all of the items to help them start their new lives in Deerington- including a very important letter. Everything within this basket will be the first collection of IC information your character will have. From this point forth, all other IC information must be gathered on your character's own experiences.
WELCOME TO DEERINGTON

The Blessings Basket
All of the initial welcoming goods will be found in a lariat basket fashioned off with an antler. These baskets come in many shapes, sizes, colors, and some of them aren't even lariat style, though most are. These baskets are extremely special and connected directly to the character. They are completely indestructible and seem to have a humming energy about them. They are meant to be kept by the characters. If a character tries to throw the basket away, they'll find the basket right back on the kitchen counter a day later. Characters will use these baskets to obtain rewards at the end of each month. It is strongly encouraged for characters by Sodder to put a note requesting specific things inside of the basket, as well as offerings. Offerings can be whatever sincere gesture the character might be willing to make. For some characters, "offering" might mean filling the basket with flowers or fruits, for other characters, "offering" might mean cutting their palm and leaving blood inside. It's the intention that matters with the offering. The basket then must be left outside of the character's home. Within a week, they will know whether or not their prayers were answered. Rewards will show up inside of the basket or near it. A character will never see how these things appear, even if they try and stake out the basket for the entire week.
The Letter
A typed letter will be folded up neatly inside of an unsealed envelop. The letter will be warm to the touch, and the ink of the letter will smudge easily, as if it had only just been printed seconds ago. The envelop and letter seem to smell faintly of pine needles, though there none anywhere to be seen. While there may not be much to say about the physical quality of this letter, its contents are your character's first look into their situation. Whether or not they decide to trust this Sodder is up to them. Along with the letter is a map of the town, a worn map of Maine, and a small town handbook with the town's laws.
The Food
There will be a single jar of food inside of the basket. This food will be any sort of food that could be foraged in the natural world that your character might be inclined to eat. Things like fruits, veggies, roots, mushrooms, nuts, and insects can be found in the jar. For characters who diet on unique things such as blood, organs, or other organic material, they will find that in the jar as well. For characters who don't eat at all, they will still find some sort of food in the jar, something that the player will decide on, that they will still need to take a bite of regardless of whether or not it will make them sick. Sodder stresses the importance of taking one full bite of food within this jar and swallowing it. Sodder makes a point that your character will vanish if they do not take at least one bite. A character will begin to see themselves flecking away into dust at the tips of their fingers and hair within thirty minutes of not eating. So bottoms up, buttercup. More information about food and how it functions in this world can be read on the FAQ page. The food within the jar will never be poisoned or harmful, nor will it ever be something your character would hate to eat. At the most, they might be indifferent to it. The foods found in the jar must be something that could technically be found in the wild. You won't be finding any twinkies in these jars, sorry to say.
The License
This is one of the most important items in your character's basket. The card is indestructible, but it can still be lost, so your character should be careful with it. This card, while helpful, has some unsettling features about it. The first is the fact that all of the character's information will already be available on it- completely honest information. Even if your character goes by a code name or is hiding their species, their truest selves will be reflected on this card. The card updates as well, so if your character gains twenty pounds, they will find that the card reflects that change. The card also has an eerie picture of your character asleep, regardless of whether or not they sleep, as the identification picture. Perhaps the most unsettling thing is the strange red smear in the middle of the card. Upon closer inspection, most characters will be able to realize that it is blood trapped inside of the card, for the rest of the card seems to be clear. It doesn't take a genius to figure out whose blood would be in that card.
The Phone
This is a surprisingly high-tech phone for a town that seems otherwise modern day as far as its technology goes. It's known as the Fluid. The phone functions virtually the exact same as a regular smart phone save for a few interesting features. For starters, it's indestructible. Like the license, it can still be lost. Turning on the 'Bracelet Feature' will curl the phone up. The interior screen will shut off and the exterior screen will turn on. You lock the phone around your wrist and the phone will display preferred settings such as the time, your pulse, and messages that might pop up. This phone charges on either a small, flat charging board called a Platform or through a traditional cord-type charger. The Platform is valuable for going on long trips as it is solar powered and can keep your phone charged even when going on expeditions into the woods (or other places) for days at a time. The traditional cord charger will give your phone full battery life within an hour. The Platform charges it fully within 3 hours. Phones are hackable, but any hacking must be done with OOC permission. The phone will come in an unwrapped, brand new box complete with very detailed instructions on how to use the phone as well as the apps within it. It looks like the instruction manual was even made for people who have never encountered smartphones in mind.The phone can transmit texts, videos, audio files, and images in either setting. Emojis are available on the phone as well as an arsenal of gifs. The phone has an incredible camera function on it as well as a very powerful flashlight. It also has a night vision setting, though the night vision setting drains the battery very fast. The regular battery life of these phones is 24 hours, but using the night vision will shorten the life span to only 8 hours. The phone comes with other features such as alarms, calendars, and a few preinstalled games. Some you can't seem to open just yet....strange...There also appears to be a social media app already installed! It's called deerFeed. Characters do not need to use DeerFeed, but its function is essentially identical to that of Facebook. Characters have what names they want to show available, their picture, and all of them collectively post to the deerFeed. This is the network community for Deerington. Characters technically don't need to use this if they don't want to, but you know. It'll make life a whole lot easier for them if they do. If a character uses the phone to call emergency numbers such as 911, they will simply be connected to the hospital. They will never be able to contact the police or fire station.

The Keys
Your character will find a key ring hanging off one of the antlers on the basket. The first thing on it to notice would be a smooth, four inch long polished antler accessory. Your character could remove it, sure, but Sodder makes it clear that that would be a bad idea. That antler is a big part of why your character could be saved in the future. Along with the antler decoration, your character will find the key to their house, a key to their bedroom, and if they arrived with any vehicles, the key to that as well. The key to the house and their bedroom will be bone-white in color and seem to be extremely sturdy. They are not indestructible, however, and it isn't half a bad idea to maybe get some extras made at the local hardware store. Any keys from home, however, cannot be replicated. So be careful there.
Inventory Goods
Last but not least, your character will find all the belongings from the inventory list on their application within or around the basket. All items that could be handheld will be found within the basket. Any vehicles or transport-type objects (bikes, skateboards, etc) belonging to the character will be found in the driveway of the house. If they live in a complex, the transportation will be found on the nearest bike rack, side walk, or parking lot. Despite this world having some odd technology, for the most part, its technology is very simple and what you'd expect in your own life. If your hovercar requires special gasoline from planet X then you'll need to request that fuel through AC rewards. Regular gasoline can be found in town, but that's about it.
