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erku mods ([personal profile] erkumods) wrote in [community profile] ercookies2020-09-18 08:04 am
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TDM 005: HAPPY SPOOKTEMBER

TDM 005: HAPPY SPOOKTEMBER



Arrival



This time, you come out of the water, the Nameless Island's own inherent energy drawing people in. It's like being suspended between realities and abruptly pushed from behind through a rift in dimensions. It may make you sick, or that might be the motion of the ocean, lifting you to the surface and carrying you to shore.

Waterlogged and covered in sand, new arrivals will be greeted by robots who welcome them with towels and bracelet devices. The A5 card is already loaded up. Feel free to explore the Island, though there isn’t much to see. Most of the buildings are abandoned and in dire need of repair, and beyond the city lingers a thick fog that obscures much of the wilderness from view. Wander too far into this fog, and you will find yourself mysteriously looping back to where you began, your memories of what you were doing and how you got there erased.

With that in mind, it may be wise to stake your claim on a rundown apartment, a tent on the beach, or a bed in the "comfortable" new barracks. Your inventory will be found a day later, wrapped up haphazardly and delivered to each person's makeshift home.



I. Harvest Hunt



As the daylight grows shorter and the muggy heat of the island’s summer gradually shifts to temperate days and chilly nights, Erku’s accessible wilderness explodes with a colorful collection of tempting fruits, fragrant-smelling herbs, and nuts and seeds plumped and ready for harvest. With warnings to beware of monsters, the robots of Erku encourage Islanders to take advantage of the land’s bounty by distributing basic camping supplies to those who are interested in exploring, hunting, and harvesting. They strongly encourage making the journey with a friend! Any surplus foods that Islanders bring home with them can be exchanged for credits with cafeteria robots! Just be careful out there - some of these fruits have strange effects once consumed.

For extra protection out there in the wilds, the robots have fashioned crowns of flowers or foliage to wear on their adventures. The sweet and herbal smells from the crowns will discourage most Erku-native monsters from approaching, they assure - this is ancient knowledge from the planet’s long-gone civilization, so it can’t be wrong!

What the robots don’t know is that the crowns have a deeper, more ritualistic purpose: after a few hours, the scent of flowers or herbs begins to awaken primal instincts within the wearer. Those who are wearing the foliage crowns feel overwhelmed by an urge to hunt, while those who wear the flower crowns delight in every opportunity to tease, outrun, and outwit the hunters. What happens when the chase ends? Well, that depends on the personalities and the chemistry between the hunters and their prey.

While the robots are very insistent on placing crowns atop the heads of any Islander they see, they aren’t stuck on in any way and they are easy to remove, which can prevent or break the hunting trance.



II. seeds and sap



Of particularly high credit value, the robots explain, is an elusive flower known as the skull sunflower. It appears exactly as one might imagine: at the center of an otherwise innocuous, towering sunflower is the gruesome visage of an open-mouthed skull. Don’t worry, the flowers are harmless! Even if it’s strange how the empty-socketed eyes seem to follow your every move. And why is it that the teeth - which, on closer inspection, are actually the seeds of the flower - only seem to chatter when your back is turned?

Any Islander who can withstand their heebie-jeebies long enough to collect the petals and seeds from the flowers will fetch a handsome reward in credits upon exchange with the robots. Beware the sticky, blood-red sap that seeps from the eyes of each skull, however. Those who absorb too much through their skin will begin to hallucinate, visions of frightening or emotional events from their past dancing in the shadows. One might even mistakenly imagine that another Islander is someone they recognize from their past, someone who meant something to them - no matter whether that person is alive or dead in the present.

The hallucinogenic effects of the sap can last for hours, or they can be shortened by a dip in the public baths.



III. Tarot



Night comes, and in the darkness, a robot sets up a table by the beach. A solitary candle sits in the center, illuminating a deck of cards. F̶i̴n̵d̸ ̸y̶o̸u̸r̵ ̵f̵o̸r̷t̵u̶n̶e̷?̴

The robot reveals tarot cards and will do a variety of spreads to tell your fortune. Each fortune can be distilled into one central theme, which characters will find pervades their life for the next 24 hours. There is magic afoot: it can be sensed, and perhaps even dispelled, if luck is on your side.

Though most robots on the island show a capacity for greater-than-average artificial intelligence, this pseudo-psychic 'bot -- M.S. Cl30 -- is less advanced. It only has six interpretations prepared:

  • Always watch your back. - Characters will be compelled to walk, or even speak, backwards for the duration of the day. Those who mishear it as "wash your back" may spend longer in the shower than usual.

  • Fake it til you make it. - Characters will feel compelled to act performatively. They will more readily fall into acts for serious or flirtatious roleplay, or try on costumes that reflect a particular persona they're interested in exploring. Faked orgasms will seem quite realistic.

  • You will receive an affectionate letter from a friend. - Just as it is said, someone will be compelled to engage in correspondence - and whether it turns dirty or not, well, that's up to you! Characters may also quite literally receive an article of clothing with a red letter sewn on the top. What could it stand for?

  • Hold on tight. - Characters who are given this life advice will start to feel rather clingy. They'll attach themselves to someone's side and refuse to leave, or they may find a "security blanket" item and won't let it go.

  • You are a generous, giving person. - Characters will feel compelled to do something kind for someone else. Maybe they'll invite someone to the movies, come over and cook, or do that thing their partner is always asking for.

  • Don't think. Feel. - Even if they weren't before, characters temporarily experience impulsive and hot-headed urges. They will also become very tactile.



    N A V I G A T I O N



clocktowers: (=- a single thing you say)

[personal profile] clocktowers 2020-10-01 02:43 am (UTC)(link)
[ The cheer reminds him of her, which is of course absurd, because here she is alive again. The whole affair is horrifying and laughable.

He sighs and leads them inside. The furniture is whatever he'd found already present: a rotting table and chairs, a rather questionable bed. Everything here is mildewed with the ocean fog. Livable may be a generous term. He's not opposed to fixing it up the old-fashioned way: he knows how to build a cabin, how to mend wooden furniture, how to live off the land. Or, he did, once. A very long time ago. Difficult to say how long; it all runs together, and the disorientation of trying to pick the threads apart is rarely worth the trouble. ]


All the same, I do apologize for the state of the place. It's not what I'd prefer.

[ But then, nothing about this is what he'd prefer. The door is rotting on rusted hinges, but when it shuts behind them, there is a sense of finality to it. They are now alone somewhere private. ]
waswrongtoo: (Proud Mom)

[personal profile] waswrongtoo 2020-10-01 04:01 am (UTC)(link)
It's not the place that matters, it's who you share it with.

[That could actually be a very sweet, tender sentiment if Summer weren't currently drugged to the eyeballs with aphrodisiac and meaning a very different definition of "Sharing".

Her removing her cloak and draping it over one of the uncertain chairs would also usually not be worth mentioning, but for the situation.

The way she turns to him, the gleam in those eyes and the way she grins, though, that would probably be nerves-inducing no matter what the situation.
]

You and I can make anywhere feel like home, I believe.