Deerington Application & Status
Nov. 5th, 2018 03:47 pmIN CHARACTER
Character Name: Vira-Lorr
Canon: Record of Agarest War
Canon Point: The Death of Chaos, Crumbling of the world of Agarest (Storyline True End, Rex chooses Dyshana)
In-Game Tattoo Placement: The small of her back, framing her spinal column on both sides. She is initially unaware that the tattoo is there.
Current Health/Status: Having gone to sleep her first night in the new world after Chaos' death and the end of the false world he created.
Age: 315, appearing around 30.
Species: Oneltes, a race of very long-lived human-like creatures with a third eye in their forehead that is associated with magic and seeing the future.
History: http://agarest.wikia.com/wiki/Vira-Lorr
Vira-Lorr was, once upon a time, a powerful seer and sorceress in the frontier north of Gidramas. She plied her trade as a prophetess in the northern kingdom of Rigulus and with the Syrium elves of the far north, only occasionally traveling further south into Gidramas. During her travels, she became aware of military moves by a suddenly more aggressive Emperor of the southern kingdom, Hertzfeldt and his primary general, Melchior. Rumors abounded that the emperor sought an artifact of mystical power in the north and to eradicate the last vestiges of the high elves while claiming the seer's power for himself. She allied herself with the rogue general Leonhardt, the last of the high elves of the continent of Lucrellia named Ellis and her summoned companion Borgnine, along with their mysterious benefactor Dyshana in an effort to end the war and bring peace to the land.
Her journeys with Leonhardt brought her into contact with many other of the frontier and led to the discovery that a dark and foreboding evil was attempting to awaken in their world. On the behalf of corrupting agents known as the Gurg, servants of the king of monsters Summeril, sought the artifact of his power known as the Bracele of the Covenant. Bound to Winfield, a mortal fighter and rogue of the frontier who sought the same artifact to wreck vengeance on Gidramas, the Bracelet was no longer hidden and had to be destroyed.
The quest to destroy the Bracelet of the Covenant, defeat Summeril and ultimately put to death his true master, the fallen god Chaos and his divine lackeys led to a journey that continued for almost a full century. With each passing generation, she watched as Leonhardt and his descendants were born, grew to maturity, married their loves and then were bound with them into the spires to seal the darkness away in each of several continents. With each successive generation, the forces of darkness grew in strength on each new continent and the kingdoms of men were increasingly corrupted by the powerful influences of the gurg who served Summeril. Leonhardt's dutiful son Ladius gave rise to the whimsical and jovial Thoma, who bore the rebellious, troubled and empathetic Duran. Each of these she, along with many other long-lived traveling companions, helped to raise and nurture, watching as three women every generation began to revolve their lives around the heroes until one married him and they bore the next son of the line of Leonhardt, tied by an oath sworn decades prior to Dyshana, binding his soul to her in the fight against the forces of Summeril and Chaos.
Finally, alongside Leonhardt's great-great grandson Rex and all those who had survived to travel with them over the decades, she helped to reforge Hass Calinou's Hammer and destroy the Bracelet after the death of Summeril and Chaos, freeing Winfield from his curse and saving the world from the forces of darkness. The end result of the death of the fallen gods, however, ended the magic that kept their continents aloft and the world crashed into the planet far below, beginning a new world ruled by men and not gods.
CRAU History and Impact: N/A
Note on storyline choices that “matter” in so far as such things matter in the game – Leonhardt married Luana, Ladius married Yayoi, Thoma married Faina, Duran married Silvi and Rex chose to marry Dyshana.
Personality:
-Vira Lorr is, and has always been for as long as anyone in Lucrellia can remember, a self-confident, playful and eccentric woman. She has never been willing to conform to what the various people around her expect of her, and refuses ardently to hide who she is or what she is about. Though she is not always smiling, she is usually something of an optimist as is seen in the countless battles that she and her compatriots face, being one of the voices in favor of pushing ahead regardless of personal risk. What some take as a suicidal disregard for her own safety and the fact that many humans view the Oneltes people with enough distrust to seek to kill them as witches is probably better termed single-minded individuality. Vira-Lorr will do what Vira-Lorr wants to do, and god help the man, woman, child, elf, monster or even god who decides to tell her otherwise. We see this first when Leonhardt first meets her in a syrium village, where he returns Ellis safely. She, having lost her foresight and only seeing visions of Leonhardt and his children, basically invites herself along for his adventures and will not take no for an answer, whether it be from he or the shard of chaos Dyshana. When Dyshana, nearly a century later, finally asks her why she has remained for so long, Vira Lorr teases that maybe she's interested in Rex, but in the end she is simply there because it is where she wants to be. She is prone to whims and a somewhat fickle nature, but is more or less an individualist and creature of habit. She wants, more than anything, the freedom to be herself and for others to have the same.
-Vira-Lorr's humorous side has taken a pounding over a century of near constant warfare against corrupted or duped humans, monsters and demons. In Rex's generation, we see her frequently comisserating with her long time traveling companion Sharona, and the two of them (along with the now centuries old and emotionally exhausted Winfield) are frequent drinking partners during off hours, to while away the time and dull the pain of so many lives they have seen lost at the hands of Summeril's forces. She still teases and laughs easily, but there is a worn tiredness to her that shows. She is ready for the wars to end, for the fighting to cease. Everyone from Leonhardt and Ladius' generations shows the same weariness, one that isn't shared by the fresher companions of later generations, and Vira and Winfield perhaps show it more than most.
-She is a woman who likes her creature comforts. Having grown accustomed to 'roughing it' in makeshift army camps for close to a century, she looks for opportunities to pamper herself when she can get away with it. Saunas, hot springs, long and luxurious baths, along with copious amounts of alcohol are well known to be in her day to day living. Some of her companions even seem well aware of the excesses she indulges in, though as she has never caused much problem while drunk and seems to hold her alcohol well enough, they choose not to speak up. Her most regular drinking partner is probably the syrium Sharona.
-Beneath he occasionally hedonistic and indulgent individualism, Vira-Lorr has a particularly strong mothering instinct. Most of the women who have traveled with Leonhardt's family over the century developed patriarchal or matriarchal tendencies out of necessity. They were forced to raise each of his descendants without the father really being present for long. Each son barely remembered their father, and so each of them took on the role of standing in for the mising parents, now sealed away to hold back the darkness. She has seen rugged, stern Ladius grow to maturity and soften in the face of another's needs. She's watched Thoma grow up as an irresponsible playboy, flirting with every girl he meets to avoid getting too close to any of them for fear that they might be sealed with him like his father. She's even seen him finally cave in to the soft-spoken Faina, finally settling down (sort of. He's still an irrepressible horn-dog that has to be cuffed regularly by his wife.). She's watched Duran grow, resentful of the fate thrust on him and on people he hasn't even met, trying to keep them distant rather than drag them in. She's even seen the winged half-harpuia Rex grow, perhaps the most mature of them all, bringing with him a forgiveness that none of his kin could ever quite achieve. Growing with and raising four very different men to maturity alongside others has given her a fondness for children and caring for others, nurturing them, albeit in a frequently joking and round-about way.
-Vira-Lorr has no love for tyrants or those who put the people under her thumb. She has little kind to say for Hertzfeldt, or for the abusive nobles Ladius is forced to deal with early in his career, and she makes clear her intentions to fight those who unduly restrict the freedoms of others. She took particular offense at the larva Quadwas who plagued and abused Yayoi's home city of Musoi, claiming divinity to receive annual sacrifices. As such, she has little love lost for the demons who fall before her, as they are almost universally of the same sort, and only minimal sympathy for the fallen gods, and then only for Nemesis and Mercury, who are repentant of their original crimes which led to Chaos' rise to power against the god of good Lenion long ago. To those who betray her, though, she can be forgiving at least once, provided that they turn legitimately from their ways. She did so for both Vashtor and to an extent Dyshana for her not having revealed all that was planned or her ties to Chaos originally. She was never especially close to either, however, as both were rather aloof and she tended to only spend time with people who intentionally spent time with her (e.g. Sharona).
-Vira-Lorr's moral compass focuses heavily towards liberty and freedom. “Do what thou wilt” is probably an accurate description of her attitude. So long as no harm is coming to another, she is comfortable doing what she wants, and seeing others do what they want. Wanton irresponsibility annoys her, as with Thoma on many occasions (though she seems content to let Ellis handle most of the chastisement), but usually only if it inconveniences her in some way. Otherwise, she is content to leave people to their devices and prefers not to be judged herself. She is quite open that this may come off as hypocritical at times, but she does not seem to care (even saying as much when faced with the God of War Mayastia). Ultimately, she is a fairly selfish person, but will behave in a benign or egalitarian way towards other people often because it suits her moods and doesn't take much effort to do.
-She is not an especially romantic person, though she flirts somewhat easily. While every female member of the cast in the last generation expresses some interest in Rex (making all of them viable end-game marriage partners), her interest is detached when she mentions it to Dyshana. Even while drunk with Ellis and Sharona one night, she treats the idea of fighting over him as more or less a game, and one she seems comfortable losing to Ellis. Ellis and Dyshana, on the other hand, are shown to have very explicit, active reasons to be deeply entrenched in Rex's opinions of them (Ellis because he reminds her of her original crush on his great great grandfather, and a lot of emotional tie-ins there, while Dyshana gains her own humanity and begins to smile because of his care for her.). She rebuffs countless advances, though she is seen flirting with a few over the years (debatably both men and women, though her flirtations for women seem limited to Sharona and arguably more of a playful rivalry.). She seems open to the idea of a partnership, but is as comfortable just waiting to settle down until the war is over and she has time to relax, being in no hurry to tie herself down. In keeping with her freedom loving side, it seems likely that she would only couple with someone willing to pamper her free spirit on some level, a thing most in the cast do not appear willing to do other than Winfield, and while she does not rebuff him quite so clearly in the last generation as she did in the first, he hasn't been getting anywhere with her lately.
-Vira-Lorr views, by the end of the war against Summeril her seeing of the future to be a curse. She tells Dyshana that she actively prefers not to know what is coming, but instead to live in the here and now like humans do. People were not meant to know their fates, and it is better if destiny is unknown, or at most only known in vagueries. She seems pleased that, when it returns after Chaos' death, it does so only in vague and fuzzy ways, seeming to hope it will not fully return.
Abilities/Powers/Weaknesses & Warping:
-Vira-Lorr is a skilled mage with a century of experience in the art of war. She has some experience in hand to hand fighting, but the bulk of her skills are in the use of magic. Her powers will be listed below:
-Healing Magic: Warped as per suggested rules. Healing self harms others nearby or doesn't work quite right. Healing others hurts them.
-Offensive Magic: Dark/Light/Arcane/Earth/Lightning spells of an offensive nature. Her weaker magic (single target effects) would likely not need warping or weakening. Powerful spells or 'combination spells' which draw upon multiple elements should be inconsistent, risky and unpredictable either in power level or effects, backfiring on occasion. Her most powerful offensive spell, the Six Realms Fall (which literally sends the target on a quick excursion to hell before dragging them back) is disabled entirely and doesn't seem to work.
-Seer: Her ability to see the future, which is just returning in canon, should remain muddied. At best, she can see “Things are getting lighter” or “I see darkness on the horizon,” assuming she's allowed to see anything at all. I am comfortable with her ability to see the future being completely blocked. She's been used to that for the last century. I think she can handle a couple more years. (She said as much in canon.)
-Martial Skill/Tactics: She is not superhuman in strength and is simply a skilled staff/sword fighter with years of experience in siege warfare. That won't need warping.
-Longevity: While she ages very slowly, she does age, and she's not immortal or especially invulnerable. Prick her, and she'll bleed like the rest of us.
Inventory:
- Weapon: “S. V. Rouge,” a rapier with a twisted, blood red guard on it. Anyone mystically attuned will get a very negative vibe from it, as if it somehow held a sinister or dark power to it. It serves as both a weapon and an aid in spellcasting
- Armor: "Pelops," A pristine, white cloak that was once worn by Arumana, the long deceased Goddess of mercy. Enchanted by her power, it is a protective armor on par with metal armors favored by knights.
- Her clothing: She dresses in a kimono, tight leggings and soft, comfortabl shoes along with a small amount of jewelry such as hair clips and bracelets. She favors off white, white and red colors and refuses to conceal her third eye.
- A backpack: A rustic backpack with basic overland travel gear (Sleeping roll, pitons and rope, flint and tinder, cooking pot, bowl, utensils, tin cup, compass, a waterskin, a week's worth of trail rations.)
- Tea Set in the Musoi Style (reminiscent of a Japanese Tea Ceremony set.), a gift from Yayoi she has carried with her for decades since. She sometimes uses tea-leaf readings to supplement her work as a “seer” of the future, since her sight is dulled.
- Sake Bottle and Cup: What? The girl likes to drink.
Writing Samples:
1) Sample
2) Sample
(Please let me know if these samples are a little too short and I can produce other samples. I wasn't sure if here was a minimum post length for samples.)
OUT OF CHARACTER
Player Name: Latroma
Player Age: Over 18
Player Contact: PM is preferred.
Other Characters In Game: N/A
In-Game Tag If Accepted: Vira Lorr: Record of Agarest War (Or Vira Lorr: Agarest if that's too long.)
Permissions for Character: Here (Player/Character Opt-Out is included)
Are you comfortable with prominent elements of fourth-walling?: Yes, it's intrinsic to the setting, so I'm agreeing to it from the start.
What themes of horror/psychological thrillers do you enjoy the most?: Psychological horror, altered perception and hallucination, spiritual horror and existential threats are far more interesting to me than base, physical horror. While I don't mind the latter, it tends to be something I involve in non-horror settings, and many characters I play are less effected by it. Fight a hundred demons, and you yawn at number 101, but psychological threats are harder to immunize yourself to, allowing for more character development with fantasy characters like Vira-Lorr.
Is there anything in particular you absolutely need specific content warnings for?: Very very little. I've found that anything related to birth/infancy is a trigger for me (Pedophilia, Unbirth, Abortion issues, stillborn, ectopic pregnancies, anything in that category). Scat/WS related things are a no go unless they are intentionally being done as torture. These are the few things it is best to avoid. Otherwise, there's no need for content warnings with me.
Additional Information: I traditionally maintain opt-outs as a rule on my permissions page. There are players who would prefer not to play opposite me, which I respect as a choice. Anyone with a pre-existing opt-out from another game will be assumed to continue to have an opt-out in the future unless they request specifically to have it ended.
Character Status - Deerington
Date: 2018-12-08 07:18 pm (UTC)-- Lives with the Doctor (10) & Jack Harkness
Employment: FEAR - Commander ($$$$), Magic Arms Supplier to Ashe's Criminal Syndicate ($)
Charged Drachma: Zero
Items of Note:
- Has Calinou's Hammer
-- A polearm warhammer (bec de corbin) with incredible magical force imbued within it. It gives her access to Fire, Light, Dark and Arcane magic and serves as a focus for her normal Arcane, Lightning and Earth spells. It can use Fire to full effect on "dream monsters" at a heavy toll, hurting her in the process, and can generally cast other spells normally against lesser monsters.
- Armor: "Pelops," Magic Cloak
("A sacred robe once worn by Arumana, the god of mercy. Whoever wears it will be protected from any disaster.")
- Logarius' Wheel, a literal wagon wheel charged with Holy Energy acquired in October 2019 from NPC Hunters to fight the Moon Presence.
- Xenomorph Skull Carapace Shield Tough as a wooden shield, resists acid.
- Lamplight Staff gained in the Boats on Mt Rheum
-- Upgraded: If thumped twice, can a wave of flame-like energy to wash outwards at least 10 feet. It does not actually burn like fire, but it causes searing pain for 5 min to 24 hours as if they were burning to any living creature within the wave. This can be soothed via aloe, magic or normal remedies and could potentially leave 2nd or 3rd degree burns. The feeling of being on fire washes over the whole body.
- Hiryu (Gained From a Moterball Win v Hellboy)
-- Elemental/Canon Magic: Its bullets are special and cause freezing damage rather than significant concussive force. The gun can serve as a focus for the casting of Ice Magic (with the normal power warping/weakening of Vira-Lorr's powers). She isn't especially familiar with using guns and will have to learn how to use this one properly.
-- Came with a crate of ammunition specific to the gun (since it cannot use normal ammo).
- Necklace: From Team Fish in the Aug/Sept 2019 hunger games event for Team Fish.
-- Can allow its wielder to focus on one target and paralyze them as long as they focus on that target. They can speak, but not move.
- Feathered Shrug: From Team Falcon when she changed sides in September 2019 for the hunger games event.
-- Masks all sounds that the wearer makes while worn. Even talking can only be heard by another shrug wearer.
- Alchemical Supplies for Weaponcrafting: Allows her to make basic elementally charged Handguns and Gauntlet/Fist Weapons with ammunition. They're charged with Air, Earth, Electric, Fire or Ice elemental energy that sometimes Sleep, Slow, Paraylis, Burning or Freezing/Poisoning side effects (in respective order). These are made available to FEAR operatives or for sale through Ashe's criminal syndicate.
- Heward's Handy Haversack: A waterproof, fireproof backpack that always weighs five pounds and carries a lot more than it should.
- The November 2020 Doggie Bag, also waterproof and fireproof
--- Contains: Fleece Blanket, Hatchet, Pickaxe, Rope, Waterproof & Scent-proof 2 person tent, Flint, Waterproof boots with Grip, Binoculars, Compass, Fishing Line & Hook
- A Pog of Misty from Gwen Poole that cannot be lost or stolen
- Tea Set in the Musoi Style
- Sake Bottle and Cup
- Mutilated mousepad in her likeness.
- Silver Moon Essence: 2 Doses (Can cure monster transformation/October Infections)
-Originally 6 doses, 1 given to Eddie, 1 to Ellen Ripley, 2 to the Goodbye House.
- Antidote: 1 Dose acquired while assisting Cynthia (She doesn't gather many and simply helps her out in general).
Current Bonus Points: Zero as of Purchase #15
Drachma Power-Up Record
Date: 2019-08-03 07:05 pm (UTC)Current Uncharged Drachma Available: 0/0
Rapture Event: Six Charged Drachma
-Two Plasmids (Bucking Bronco & Return to Sender) purchased and given to Moira O'Deorain for research purposes.
-Remaining 4 Charged Drachma banked.
Motorball Wins: 2 Charged Drachma
- Roxas (5 tags)
Summoning Ritual (November 2020): -2 Charged Drachma to duplicate a stabilizing gem's effect
Summoning Ritual (December 2020): -1 Charged Drachma to create a long Memento Mori of the November 2020 Mini Event
Summoning Ritual (February 2021): 3 charged drachma Creation of three more Memento Mori and firmly paying for future Memento Mori through a total of 4 charged Drachma.
Coin One: (Fully Charged) Acquired on first entry into the Great Sleep- USED: Valve #1Thread One - Raphael Light (Raph Memory) (Good!)
- USED: Valve #1Thread Two - Fern Light (Fern Memory) (Good!)
Thread Three - Max - Dark (Vira Memory) (Good!)
Coin Two: Acquired on first entry into the Great Sleep
Thread One - Molly - Light (Vira Memory) (Good!)Thread Two - The Doctor - Dark (Doctor Memory) (Good!)
Thread Three - Raphael - Light (Vira Memory) (Good!)
Coin Three: Acquired because she has three eyes so she got to cheat the first time she entered the Great Sleep.- USED: Given to Max Caufield for Valve #1Thread One - The Doctor - Dark (Vira Memory) (Good!)Thread Two - Lance - Dark (Vira Memory) (2/3)
Thread Three - Reaper - Dark (Vira Mem) (Entering Dream)
Special Clues of Particular Note
Date: 2019-08-22 02:50 pm (UTC)Questions Asked of the Entity on the Boats
Date: 2019-08-22 02:51 pm (UTC)"How can Sodder be rescued permanently from the situation she is trapped within?"
Answer: "Start thinking with your minds: we are in hers. Sometimes freedom is the other end of a blade. Death is a permanent rescue."
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Majima's Notes
Date: 2019-08-22 02:55 pm (UTC)Sodder:
The same Sodder who sends letters out to the Sleepers. Can't interact with Sleepers normally(?). Their condition seems tied to Deerington.
Theory:
Sodder = person in mountain?
Sodder = dreamer?
The Dog Keeper:
Calls the people who woke up in Deerington "Sleepers". Responsible for the three-eyed dogs that deliver messages to Sleepers, including newsletters that have mostly been helpful: warns Sleepers about dangers. During October, sent message asking the Sleepers to bring Sodder back.
Theory:
Works for Sodder
Mother Superior:
A nun in a gas mask. Sedated Sodder? Ran an experiment that shifted Deerington into a blood and monster version of itself in October.
Theory:
Sodder's enemy
Trying to break free Deerington??
In charge of Lab
TIMELINE
2018
(Note: This year and any others is included for OOC clarity; it's not the IC year in Deerington)
June
Masquerade at the Grady Hotel. Sleepers given costumes and invitations, party is more or less normal until midnight. For lack of better word: spooky. At midnight, partygoers slipped into a rusted out version of Deerington. Return was via offering blood to a black deer.
Later in June, bodies of the Wastes with names of the Sleepers written on them found dead and hung throughout town. Monsters with humanlike (zombie?) upper bodies and deerlike lower bodies show up to chase and kill the deer. Staircases appear leading up Mount Rheum.
The third floor and children's ward of Harren Hospital explored. One children's room stands out, and has "WAKE THEM UP" written all over the walls.
July
The theme park opens. Attractions range from not dangerous to extremely dangerous, including carnivorous mermaids.
Sleepers explore the Hair of the Dog, the local bar. Discover a second bar accessible from the 'public' version.
August
Giant deer walk through Deerington and take out town power lines. The power goes out, but so does the sky. Encounters include replayed memories, a house that loops in on itself, and squid monsters(?). Looks like a couple people learned how to summon up glowing animals made out of light during the blackout. Magic?
Investigation of the Deerington Reservoir reveals that most of the water in Deerington is tainted in at least some way. Highly recommend boiling water before drinking.
September
Early Halloween celebration for some reason. Skeletal horses offer rides through Deerington, but some rides go south. At least two Sleepers die when the carriages are attacked by waves and waves of demons(?). A being appears in the sky that stops the attackers. Sodder?
Flu Shots offered to Sleepers.
October
Mother Superior's test.
The moon goes blood red, day disappears, roads turn into rivers of blood, buildings warp. The church is filled with incense that keeps away monsters. Some Sleepers turn into monsters and have to be turned back to normal.
A message from the Dog Keeper tells Sleepers:
LI SteN
ONLy SO MuCH TiME. MUST MAKE ThIS QUiCk
INCeNSE KeePs AWAy tHE BEasTS
MUST FiND 3 (???) TO BrING SoDDeR BaCK
Mayor'S HOuSe
th d or
Y RD DIG
Groups of Sleepers leave to investigate each area. Items are brought back and burned to bring back Sodder(?).
November
Sodder brought back(?)
Sleepers gradually fall asleep, wake up as doll versions of themselves. Town buildings are turned into doll houses, Sleepers spend month living in tree houses instead.
December
Disturbance at Stacy's. Shoppers go on the warpath trying to secure deals. Angels (???) appear to carol at people's doors and burn their eyes out of their heads. Do not listen to carols.
Mines on Mount Rheum explored, but remains of only one person found. Last words: "We just wanted to get to the other side of the mountain. Then we'd be free."
If attempting to explore mines, be extremely cautious. Fireproof gear and breathing mask recommended, enter via mining carts. Monsters inside.
2019
January
After some ground quaking, a sinkhole appeared in front of Harren Hospital, emitting a noxious smell. The sinkhole contained a mountain of sewn-together bodies that attacked people who came close and tried to sew them in place. Other monsters included monsters that hunted by sound with long, whiplike tongues and claws, and monsters covered in eyes that 'sang' and could freeze people with a look.
At about the same time as the sinkhole opened, Townspeople began to sicken and the Hospital was quarantined. Strange beings came down from the mountain to offer medical supplies and tents as Sleepers began to fall sick from disease. Though the Dog Keeper sent out messages about a flu that usually wiped out the town, symptoms for Sleepers seemed different from those that affected the Townspeople and included confusion; drying, hardened skin that continued to bleed and peel over time; amnesia; and death.
QUESTIONS
Can I leave?
So far: no, not on purpose. Previous attempts to walk out of town have resulted in hallucinating, paranoia, losing your sense of time, amnesia, and bleeding internally.
People do disappear sometimes, but since no one's come back and told us what they saw, it's impossible to know for sure whether they left or something else happened. According to Sodder, people who disappear from Deerington 'wake up' from the dream.
Are we dead?
Unknown. Some of us were in dangerous situations before we showed up in Deerington. What is clear is that you can die in town and return several days later, in a weakened state. Some people report having a deer statue show up in the spot where they died. It's unknown if there's a limited number of times you can come back, or if the effects of dying worsen with each death.
A Clue at the Bottom of Lake Tomie
Date: 2019-08-22 02:58 pm (UTC)CW: occult magic, general pregnancy mention.
At the very bottom of the lake a beautiful, foreign song can be heard rippling dimly through the water. Follow the sound of it and Vira-Lorr will discover this unusual fractured sculpture of a human face.
It stops singing the moment one comes into contact with it, but bring it up out of the water and that's when the clue will truly activate:
The eye will blink, becoming realistic and alive, swiveling around quickly until it locks onto whoever is holding the face.
Black smoke will pour out of the sculpture's mouth and instantly surround the person holding the sculpture. They will be transported to a vision. There is a familiar stone circle and tall women dancing around a circular mirror on the ground. The mirror is silver with the reflection of the full moon above. There appear to be ten women in total dancing, five of which seem visibly pregnant to various stages.
Standing at the edge is a woman cloaked in black holding a lantern. There is decidedly something familiar about her shape. Standing beside her is a woman in greys, holding her own swollen belly, her head tipped up to the moon.
"You will be able to take us safely away, won't you?" the pregnant woman asks. The woman in black looks up to the moon as well, and then down at the smooth, flat mirror.
"Water has never failed me before," she says calmly, "Are the men ready? The other women?"
"They will be. Their children's lives depend on it."
The woman in gray frowns hard at the moon. "But will we arrive in time by next full moon? I fear...If my daughter is not born beneath the full moon..."
"She will be," the woman in black assures, her face slowly beginning to turn porcelain, "But I am afraid her daughter will not be so lucky."
The woman in gray whips her head around to stare at the first woman, her mouth falling open. "My granddaughter? You have seen her face? But she has to be born under the full moon. The blood of the Coven of Calina must be passed onto her! It is the rite of our daughters! What does it mean if she isn't born beneath the full moon...?"
The woman in black then looks directly at whoever is having the vision, her face turning entirely to porcelain.
"Ask them. They already know."
Then the black smoke rapidly recedes as quickly as it had arrived, and the sculpture looks just like a sculpture and nothing more.
This experience can be had by anyone who holds the sculpture. It can be experienced multiple times. The vision can only be seen at night. Nothing particular instigates it. It seems to randomly come out when one wishes to understand the sculpture.
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Questions asked of the Mods:
1) Can the sculpture be taken out of the lake safely and brought to another location for viewing/storage?
-- "It stops singing the moment one comes into contact with it, but bring it up out of the water and that's when the clue will truly activate" The clue must be removed from the Lake to activate in general, so yes, it can be safely removed from the lake and brought to another location for viewing/storage!
2) Because the hooded figure started turning to porcelain I feel like I should ask: Does the Boat Keeper disappear or make fewer appearances after the sculpture is removed? Does it react, if it sees it, at all to the sculpture?
--The Boat Keeper will make fewer appearances after the sculpture has been removed, but it will still be faithful to guiding those who take boats out onto the water. If it is shown the sculpture, it will seem to grow shy, and pull away. It doesn't seem afraid of it, exactly, but it doesn't seem to know how to handle seeing it either.
3) Does the Sculpture react to contact with a golden or plain drachma (she's going to be doing that test frequently)?
--No it doesn't react to the drachma.
4) Mystical Senses - While studying the sculpture using magical senses very carefully, can anything else about it be learned?
--There will absolutely be a trace of strong "magic" present in the sculpture. The same magic might be able to be detected near the Boats in which Vira-Lorr unlocked previously. Those in tune with magic might be able to investigate the item further and realize it functions as a "diary" style magical item: someone embedded their magic into the item to keep a memory alive in some way.
Vira-Lorr and the Sailor Senshi Glamor
Date: 2020-09-12 05:40 pm (UTC)(This is subject to change if a new version apps in and CRAU memories are not approved)
Sailor Venus/Sailor Jupiter/Sailor Pluto - She has met Makoto, Minako and Setsuna. She has met their senshi forms. She has seen their transfomations, and knows that they are Sailor Senshi.
Sailor Moon - Has met Usagi, Sailor Moon & Queen Serenity. She has seen Usagi publicly transform into Queen Serenity, and knows that she is Serenity. (She is unaware that she is also Sailor Moon.)
Sailor Star Fighter - Has met Seiya. Has not met Fighter. Believes Seiya is a normal girl.
Sailor Mars - Has been told that Rei is a nice person, knows she's dating Gwen Poole and has not met he in Deerington. Thinks she is a regular girl.
General Information: Vira-Lorr is aware that Makoto, Rei, Minako, Setsuna and Usagi are all from the same universe. She is not aware if Minako has told anyone that she is really Sailor Venus. She is aware from conversation that there are other Senshi, but not who they are.
She has been made aware by Sailor Jupiter of the nature of 'why' this secret exists and accepts that the secret needs to be protected, and is not actively searching for other identities, unless they are freely given without her prompting.
I'll update this periodically after speaking with appropriate players. Please don't reply to it, and instead Private Message me if you need me to adjust anything. So I can still edit this post. This one can be tricky to avoid unintentional meta-game info, and I don't want to intentionally or unintentionally info-mod here, even in a fourth wall game. So, I'm going to try and keep up with the players as need be to make sure I'm up to date.
Her Pets
Date: 2020-09-17 05:34 pm (UTC)Husky: "Winfield"
--A mangy, overly friendly and slightly on the large-side husky by the name of Winfield. She acquired it in the November 2018 Event.
Luijt: "Susan" - Reference Image
Something that looks a bit like a knee-high green chicken with a gem in its forehead (which I usually use a Cockatrice to represent visually), the Luijt is an extremely powerful Fae creature from her word. It is able to cast Earth, Wind, Water/Ice, Thunder spells with traditionally 'unpredictable' and 'draining' warping for any elemental caster within the game. It's usually too lazy to do more than defend her home from invasion and eat mixed nuts before hitting someone with a static charge if they annoy it.
Pokemon: (because they keep cropping up in game)
Absol ("Sharona") - Dark Type
--Ability: Super Luck (increases crit chances)
--Nature: Adamant (+Atk/-Sp Atk)
--Moves: Night Slash, Psycho Cut, Swords Dance and Slash
Litwick! - (Gained in September 2020 Event) - Ghost/Fire Type
--Ability: Shadow Tag (No Escaping!)
--Nature: Modest (+Sp Atk/-Atk)
--Moves: Curse, Hex, Minimize, Will-O-Wisp
Because it cannot stay in her room, Litwick frequently stays in the upstairs sauna and bathroom when Vira-Lorr is out or asleep, keeping it happily lit.
Consumed/Destroyed Items
Date: 2020-10-21 01:54 am (UTC)- Flameseal Sword-- Dream Upgrade: Allows unfettered access to Fire magic. Has a Dream Power active, allowing this to affect corporeal dream creatures normally [And scares/wards non-corporeal somewhat], potentially paralyzing them. Her fire magic works without impediment, but causes her escalating pain [the bigger the magic, the bigger the pain]. It can cause her to blackout in extremes. Prolonged use can make her go into a bloodlust fugue where she doesn't know friend or foe.), addictive if used too much.
- Destroyed by Vicar Allura during October 2019
2)
- Red Slip of Paper from a DeerUsed on Winfield to resurrect him for a short thread.3)
- Weapon: “S. V. Rouge,” unholy magic rapier.("An evil sword, bathed in the blood of the virgin mother.The person who holds this sword will always find themselves surrounded by war and tragedy. Also called 'Sacrificed Vie Rouge.'" - From 'Generations of Chaos')
-- Dream Upgrade: Casting a spell on a dream creature engulfs it briefly in black, unholy flames doing damage (More to Holy, ineffective to undead/demonic). Always has an aura of menace.
(destroyed by Kaa in May 2020)
4)
- Stabilizing Gem:-- Affixed to a Silver Amulet around her neck. It allows her to cast her magic with greater stability (even enabling light healing of minor wounds/closing of greater wounds/setting bones. First-Aid level healing magic only). Her control over her magic is considerably greater only when she has it, and it helps her resist Deerington mental effects to some extent (though breaking it would cause her death.).
Destroyed by Giant Praying Mantis in Goosebumps Event of Sept 2020, soliciting the 7th Door Event
5)
- Magic Deer Cookies!: 0/12 currently. 1 heals a minor injury or removes an ailment temporarily. 3 heals a severe but non-fatal injury. 6 heals a fatal injury.6 used - On self to unsuccessfully attempt to reattach her head.
3 used - Oct 2, 2020 - to heal Makoto Kino's injury.
3 Used - Oct 15, 2020 - Recover from injuries sustained from an insane Usagi Tsukino.