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soddersays2020-12-11 01:13 am
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December 2020 Event Planning Post
DECEMBER 2020 EVENT DETAILS AND PLOTTING
Hello! On this post you will be able to find details about the upcoming event and the option to plot in the comments down below. You may also ask questions about the event on this page.
We will be posting the text from the prompts onto this page so you can see in full what your characters will be experiencing this month. We will then post the event live to the log community by the event's start date.
Event Start Date: December 15th
QUICK LINKS:
Event's Prelude: Here.
Event Questions: Here.
Live Event: Here.
EVENT PROMPTS:
[Event Specific Content Warnings]
[Always Winter] - White Walkers start to wreck havoc on Deerington and it's a real pain...But thankfully....
[Help From the North] - You've got some help from some dope ice bears that are READY to beat the hell out of a White Walker.
[Stars Align] - You get to spend some time as your dream guide.
[Little Hill on the House] - You forget who you are for a while and have an existensial crisis in some house with some people you may or may not know.
[A Long Drive] - You're maybe an AU version of yourself and having a tough conversation with someone in a car. It sucks as much as it sounds.
PLOTTING FORM: Here.
EVENT PROMPTS
Always Winter: Reanimated dead, mentions of reanimated dead children and animals, burning dead bodies.
Help From the North: War-centric violence/culture, violent animals.
Stars Align: Magical transformation (painless), tracking sleepers, potentially emotionally revealing conversations.
Little House on the Hill: Existensial crisis, surrealist horror, feelings of dread, confusion, temporary amnesia, temporary transportation to unknown place.
A Long Drive: Tense conversations, temporary amnesia, temporarily believing you're someone else/temporary AU versions of characters, car crash (mild or severe - player choice), forced psychological strain, emotional uncomfort, interpersonal fighting.
PART ONE PROMPTS
ALWAYS WINTER
Start Date: December
End Date: End of January
Location: All
You see a child standing in the middle of your backyard. Call to her and when she turns to you, you will see a soft face, pale, glowing blue eyes. The corners of her mouth are dark, rotten, and you know that this is no living child. Yet she calmly walks away, sparing you no more attention. It wasn't intelligence in her eyes but something else - like she was listening, paying attention, to something more important than you.
These interactions happen throughout the town. These curiously rotten, intelligent creatures don't seem to have some chaotic must-kill-and-eat instinct that one might anticipate from a zombie-like creature. You see them in pairs, wandering. Sometimes they might stop and stare at you, watching you, before moving on. You may even see White Walker dogs or horses, pokemon, creatures from the woods, wandering about with the same strange, observant behavior.
Then along come the Kings and Queens upon their horses. Large, humanoid creatures with frozen, mummified skin and long, white hair. Women with crowns and icicle collars on frosted dresses. Men with frozen beards and ice crowns that fuse to their icy skin. They ride on dead horses and these are the true danger. You might get lucky. They may merely give you a passing look and move on, but that doesn't last forever.
These are a tactical group. They seem to figure out who's a threat in town and move in slowly. One night you might wake up to skittering across your roof, and then the White Walker servants are pouring in. They're violent, freezing. No matter how many times you cut them down, they pick themselves back up after a few minutes. Your best bet is to run. Exploding them or setting them on fire might bring them down for a longer time, but these creatures are brutal. And if you die, if your pets die, if anyone dies, they will merely rise up as a White Walker themselves.
The White Walkers will pull corpses apart and arrange them in unsettling symbols out in the woods. This isn't just an intimidation tactic: if it's harder to find someone's whole body, it's harder to make sure you burn all of it. They rely on you losing body parts to a corpse to be able to pull it back together and reanimate it.
The Queens and Kings will use undead animals to their advantage. Use undead Sleepers to their advantage. Kings and Queens can freeze your flesh if they touch you directly. Fire doesn't do anything to them. They are savvy fighters and will use strategic plans to fight you rather than just blindly come in. They will use their servants extensively.
Killing a Queen or a King requires a weapon made out of antler or parts of the skeletons you've been finding - or a blade forged from dragon fire. Nothing else will work - no powers, no fire. Once you kill one, all of the nearby White Walker servants will drop dead permanently - and you'll want to burn their bodies. After all, if another Queen or King comes along, they can just reanimate those bodies.
Upon killing a Queen or a King, you will get a startling vision in your mind of a part of any canon's mythos. How your world was created, how certain things might have originated in your world, other worlds. It's only a few seconds long, but apparently, the Kings and Queens are keepers of how the universe has come to be. Killing them won't give you all the answers to the universe, but they sure give you a sneak peek.
INFORMATION:
1. The only things that can permanently kill a White Walker are antlers, pieces of the skeletons found during November's event, or any metals forged from dragon fire.
2. To avoid dead bodies being reanimated, you must burn them before the White Walkers find them. Characters who "die" this month can be reanimated into White Walkers if their bodies are not first burned - even if they died irrelevant to the White Walker prompt.
This is the one month where people's bodies will not simply flake away like usual Deerington deaths. Corpses will need to be handled. Dead animals can also be brought back as servants to the White Walkers.
3. For someone to be reanimated as a White Walker, a King or Queen must visibly be in sight to reanimate the person. If they are not around, you will have an extended amount of time to burn a body.
4. The King/Queens seem to be able to control the White Walkers through some unknown magical hivemind ability.
5. Killing White Walkers/Queens/Kings will cause them to burst into icy chunks. It seems just the touch of an antler/skeleton piece/dragon weapon is enough to kill them.
HELP FROM THE NORTH
Start Date: December
End Date: The bears may linger throughout January and February and slowly "travel back North" one by one.
Location: All
While you are under attack by White Walkers, just as things begin to feel hopeless, a roaring bear will come out of nowhere and slam through the White Walkers. It's twice the size of a polar bear and in gleaming armor. It rips down the White Walkers, claws decorated with metal pieces that make the White Walkers burst apart.
The ice bears seem capable of bringing down White Walkers and seem willing to protect Sleepers. They speak in deep, booming voices, and seem to have a similar war intelligence as the White Walkers. They may identify Sleepers as potential allies and will gladly protect weaker Sleepers and help stronger Sleepers fight.
These ice bears may take breaks from fighting. They are willing to give Sleepers rides, but Sleepers must be respectful and ask for permission otherwise you might get thrown by a huge ass bear. The ice bears do not seem interested in fighting Sleepers. They will confide in Sleepers about the weaknesses the White Walkers have and help Sleepers combat them in a variety of ways. Ice bears will patrol through Deerington and try to keep the White Walkers at bay.
Ice bears rarely take off their armor but may get a Sleeper from point A to point B more quickly. Ice bears do seem to enjoy the company of Sleepers, and while some Sleepers might think the bears are cute, it seems like the ice bears think of Sleepers as "endearing" and will seem to naturally feel fondness towards them like on might a puppy. The ice bears seem to feel the same kind of protectiveness over Sleepers that Sleepers usually feel over each other or the odd animals that come through Deerington.
Might as well make the most out of this relationship, huh?
INFORMATION:
1. The ice bear's armor, in this situation, is made out of dragon fire-forged steel.
2. The ice bears cannot be kept as "pets" seeing as they are an actual intelligent race with their own cultures, personalities, etc and implying keeping one as a pet would be insulting/degrading to an ice bear.
At most, you can forge an alliance with one of the bears and it will want to help you, but eventually, all of the ice bears will "leave for the North."
3. For this event, you can temporarily create an identity for whatever ice bear your character has forged a contract/relationship with. The ice bears have names and speak like regular people. Their culture is that of honor and war, so feel free to play into that.
4. The ice bears do not care about Sodder or the town of Deerington. It seems as though they were following the White Walkers and by chance came across Deerington and see the White Walkers as an "enemy" in some northern war. They will not get too specific about the details.
5. There are "male" and "female" ice bears though ice bears don't really see gender the same way people do.
6. Ice bears are extremely powerful. They have thick skin and extremely durable to the cold. They will not freeze/be hurt by the White Walker's cold. They will keep Sleepers warm who need it.
STARS ALIGN
Start Date: December
End Date: First week of January
Location: All
If you venture to Lake Tomie or Koji pond at night, you will see that the frozen surface looks identical to the night sky. You can't even see the ice. When you step on it, you can't even slip. Walk around. You feel like this is what you should be doing like you're looking for the exactly right constellation...But for what?
Then you find it. It's a constellation of a specific animal: your animal. If you already have a dream guide, you'll realize it's a constellation of your dream guide, and if you don't have a dream guide? Congratulations, now you do. If you have your dream guide out permanently, they will begin to glow white. If you're getting one for the first time or don't currently have yours with you, it will form out of the constellation you just stepped on. They will then head right for you and wind up slipping into you.
Warmth will fill you and you will feel yourself transform. It's a painless transformation - if anything, it fills you with confidence and reassurance. It's comfortable. Like a good stretch. Before you know it, you're a glowing version of your own dream guide - you are your dream guide. You can feel them within your soul, or maybe you're in theirs. Either way, you have become one and can now move around town as your dream guide.
This means you can slip through walls. As a dream guide, you will discover a faint, shimmering blue trail of light that seems to weave between all Sleepers. You might even notice that you recognize certain streams over others, knowing instinctually who they belong to. You can't communicate with traditional words - not even if you're a psychic, but you don't need to. You find other Sleepers, maybe friends or maybe strangers, and you'll realize that you can help guide them to safety. You can feel the safe spots in Deerington. You can feel where the danger is happening.
A subtle ability as a dream guide is inspiring the Sleepers you're around to be calmer and more honest, more open about themselves, but gentler towards themselves as well. Sleepers will feel more comfortable talking to you like a dream guide. If you have an established relationship with them, they might even start telling you what they think about you specifically.
Some Sleepers may recognize you if they already know your dream guide, but if they don't, they might just think you're a strange, magical animal helping them out.
INFORMATION:
1. Your character can only be their dream guide for the duration of the night. In order to transform back into their dream guide, they will have to go back to the lake/pond and find the same constellation to step on.
2. You will gain whatever "abilities" the animal you've transformed into is capable of (ie; birds flying, horses galloping fast, etc.)
3. This lasts until the sun rises. When the sun rises you will experience a similar transformation that makes you your normal self again.
PART TWO PROMPTS
LITTLE HOUSE ON THE HILL
Start Date: December
End Date: Beginning of January
Location: Unknown
You open the door. Any door. Your closet door, your front door, a door into the store, and then you're somewhere else entirely.
You don't remember any strange Maine town. You don't really even remember where you came from. It's just you and this dark, cold, empty world.
Except no, it's not completely empty. There's a dull speck of yellow and ah, yes. It begins to take shape. You see a house. You don't need to be told to go to the house, you simply do. It's familiar to you - was it yours? You think maybe it is. It feels familiar, and as you get closer, you start to walk in footsteps identical to your own. You have walked this path before. There are other footprints, but you don't see anyone else. Who would be out in this frozen wasteland? You go inside.
The house is warm, and at a glance, perfectly ordinary. It's like any other farmhouse. None of the furniture is new. Most of it looks second-hand or like it has been passed down from generation to generation. You can hear the floorboards creaking and sighing under the weight of their own age. There's a draft in the house, but you'll find wood stacked by a wood stove. There are pictures all over the walls, carefully organized, full of people.
You're certain you see yourself in some of the pictures, but blink and it's gone. Should you know these people? You think maybe you should. Family, maybe, or friends.
Someone else enters the house. You should feel afraid, but instead, you just feel like it's the company you have been expecting. You forget why you were expecting company...And you forget who the company is supposed to be, but you feel unusually open to the idea of the company. Go and say hello.
Together with your new company, you can explore the house. You both feel like this is where you're supposed to be, but the reason for why changes.
"Oh, I'm here to pick up those puppies you were selling..."
"Puppies? I thought you were picking up honey?"
"Dinner - that's what I'm here for. Dinner."
Neither of you can quite grasp yourselves, but you feel inclined to be friendly with the stranger(s) in your home. It is your home, right?
"Is that you?" they might ask, pointing to one of the pictures.
"Oh, yes."
"I could have sworn it was me," they might say, and when you look, you realize they were right. Or were they?
There's food cooking in the kitchen. Did you start the meal? Or maybe it was your company - but did they go into the kitchen? Something wasn't right...You could swear something didn't feel right...
No, no, it's dinner time now. They came over for dinner, didn't they? Yes, of course. Dinner.
"What's in the basement?" they ask, naturally, noticing the basement door you hadn't noticed before. It's covered in long claw marks, sealed shut with latches.
"Just some old things," you say, and honestly, you can't remember. Wrapping paper rolls. Bins full of clothes that no longer fit. The water heater. And those scratches were probably from a dog you used to own. Maybe.
You start to talk more with your company. Enjoy a meal with them. While you eat in the dining room, you might glance out the window, notice that the snow is falling more heavily. You might also notice that in one window, the snow is falling down, but in the other window the snow is falling up. That's unusual...isn't it?
Little off things start to alert you to the strangeness of this place, of where you are, what you're thinking.
"How did we get here?"
"Here? Well, walking, of course."
"No...I mean how did we get here?"
Slowly, you and your company will begin to realize that this is a weird situation. That things are off. You will have to talk more and more, start to vocalize the oddities around you, what they might mean. And it might result in you exposing more of your past, your feelings than you might normally otherwise. Mostly because...you won't realize until it's too late that you're telling someone about your life. You'll think, maybe, at first, you're talking about someone else's life. And isn't it so much easier to talk about someone else's issues? Someone else's life? About how someone you knew who knew a person who knew a person who had been attacked by a monster?
Piece by piece, you realize what's going on, you start to remember your real life, your real self. You start to remember Deerington, and you realize that you need to leave the house. Now. But convincing your company might take some time.
INFORMATION:
1. This prompt is meant to put characters into a severe state of surrealism. Reality will continually change based on their personal perceptions, and what they choose to see. They are slowly meant to remember who they actually are through strange conversational paths, through the pictures on the walls.
The conversation above is just an example of the weird conversations that can happen - you do not need to follow this dialogue.
2. The rooms in the house should gradually begin to reflect different parts of a character's personality. Maybe different phases they went through or the different experiences they have had.
3. Photographs on the walls can be of anyone from anyone's canon.
4. It's a full house so this is a group-friendly prompt.
5. No one can plan to go to this prompt, but they will remember it after they have left. People can wind up at this house multiple times and will forget that they have been there before.
6. There should not actually be any monsters or anything technically dangerous in the house. Traumatic experiences might be represented through things like a giant, ominous scratches on the walls, or unusual noises in the house. It's meant to be unsettling rather than directly deadly. Characters may start to feel like they are in danger, and can start to panic, but there should be no actual threat.
7. Once characters remember Deerington/themselves they can finally leave the house. When they open the front (or back) door to leave, they will walk right back through the door they were originally trying to get through when they first got to this place.
8. You can have the prompt specific to one character's life in particular, or you can mesh up the details of all characters involved and have the various rooms and pictures reflect all of the characters.
A LONG DRIVE
Start Date: December
End Date: Beginning of January
Location: A car
Neither of you remembers how you got in the car. It's just a normal car. A truck, maybe a four-door sedan. You're driving, or maybe your companion is, and the roads are white-out conditions. You're driving through a blizzard, and even though you can't see the road ahead, you don't feel afraid. Neither of you is afraid.
Instead, you're both preoccupied with some weighing thought.
You're thinking of ending things.
You just don't know how to tell that to your companion. You need to tell them. You have to. It's been going on for long enough. They deserve to know. It's the right thing to do, but how are you supposed to do it? Is now really the best time? In a quiet car in the middle of a blizzard?
You're compelled to break some sort of bad news to your companion.
"I think...we should break up."
"What?"
"I want to break up with you."
The news makes the car fall silent. Your companion is shocked by the weight of what you just dropped, or maybe you're the unfortunate one hearing it.
And now? Now you have to confront whatever news was just dropped. You're both stuck in a car on this endless, icy road. You have to talk. Maybe you try to change the subject. Maybe you try to comfort, try to ask for explanations. Either way, it's a draining situation. You genuinely believe you know this person, have a relationship or some sort of life with them, even if you have never known them before. That doesn't seem to matter right now. In this car, you're a powerless, normal person. You can't predict the future. You can't read minds. You're just some normal person who was going on a normal car ride and now you have to deal with this heavy, unfortunate conversation.
The conversation makes both of you upset and it gradually worsens the longer you drive. When the conversation hits its climax of absolute emotional explosion, the car swerves off the road and you can feel it spinning, crashing. Glass breaking, your world spinning upside down, and then everything is white.
When you wake back up, you can remember the car crash, the conversation, but you also remember who you are again. You remember Deerington, you remember yourself. Maybe you're hanging upside down from the car if you were wearing a seatbelt, maybe you have some scrapes on your face. Either way, now you have to drag yourself and possibly help your companion(s) out as well.
You'll find that the car crash has occurred on some random street (your choosing) in Deerington. The car itself seems like an ordinary car, but when you look for its license, it's completely blank.
INFORMATION:
1. There can be as many characters in the car as there are seats. If a car seats up to 5 people then there can be 5 characters in the scene. While this is mostly intended to be a 2-person scene, more can always happen and various tense conversations can be instigated depending on who is around.
2. This prompt can be between any characters. It does not need to be between pre-existing CR.
This puts characters in a temporary psychological state of believing they know this person well and have some negative news that they must tell them. The news does not have to be "we need to break up" but it should be something major and impacting to whatever relationship exists between the characters. It could be "I killed your friend" or "I need to fire you" or whatever.
The news also does NOT have to be "real." Again, this is meant to be a psychological prompt that exists to challenge characters emotionally through distorted reality. Characters may believe they are in an actual relationship, even if they aren't, even if they don't actually know each other. You can create alternate universes for the situation to fit this narrative that your characters will temporarily believe until the car crashes.
3. All abilities are temporarily nerfed in this prompt. Not literally - instead, characters with powers will have sincerely forgotten they have powers and therefore have no idea or ability to access them. Powers will be regained the moment the car crashes.
4. The car's atmosphere should make characters increasingly tense and emotional. You can choose to have characters hash out problems that actually exist between them, or fabricated ones for the prompt.
5. Dying from the car crash is unlikely but possible for those that want to explore that option. You are more likely to sustain injuries.
6. It does not matter if the character(s) involved know how to drive cars/are familiar with cars. The unusual psychological manipulation of the situation will ensure that whoever is driving knows how to drive - and even if they didn't, the car is essentially driving itself anyway. You can play into the character actually losing control of the car, or imply that the car loses control of itself.
7. It also does not matter how likely the situation is that your character would be dating the other or would be working for them. If you want to explore au-family scenarios, it does not matter if they are not actually related (ie; maybe you want to create a situation where it is a parent-figure telling their child-figure some bad news).
PLOTTING FORM
Please feel free to use the following form to help format your plans for the month:
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