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Entry tags:
- !event,
- !npc,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- astarion ancunín; the wheel of fortune,
- cassian andor; the tower,
- cirilla of cintra; the devil,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- dan heng; the high priestess,
- erik lehnsherr; the hermit,
- geralt of rivia; the hanged man,
- haelva lueltar; the magician,
- hilda goneril; the lovers,
- jaskier; the sun,
- jo harvelle; strength,
- julia wicker; the tower,
- julie lawry; the wheel of fortune,
- kelson haldane; the tower,
- kyle; the hanged man,
- nathan drake; the fool,
- rhy maresh; the lovers,
- river tam; the fool,
- sam wilson; justice,
- sansa stark; the high priestess,
- steve rogers; the hierophant,
- sylvain gautier; the sun,
- thancred waters; strength,
- the doctor; the fool,
- urianger augurelt; death,
- viktor; death,
- wanda maximoff; the hanged man,
- will solace; the empress,
- yennefer of vengerberg; the chariot
EVENT #16: WINTERTIDE - IC EVENT LOG
Event #16 - Wintertide
Previous years have seen political complications arrive during the winter holidays. Luckily, this year appears to be a simpler affair...as much as that's possible for one of the Summoned. Although there are no diplomatic events, the status of the Summoned has grown over the past three years - and that means locals pay particular attention to you during important celebrations, especially if you've earned yourself some Influence.
Festivities start to pick up on DECEMBER 14 and continue until they reach their peak on DECEMBER 21, which coincides with a phenomenon known as The Dimming. During this period, the Singularity goes dormant and magic wanes. Celebrations continue in the following days until the Singularity gains its full strength.
For the island investigation taking place on December 29, click HERE.
NOTE: The island investigation log includes a DECISION for all characters who participated in Event #12 regardless of if they've returned to the island. Please read this section even if your character isn't participating in the excursion.
Festivities start to pick up on DECEMBER 14 and continue until they reach their peak on DECEMBER 21, which coincides with a phenomenon known as The Dimming. During this period, the Singularity goes dormant and magic wanes. Celebrations continue in the following days until the Singularity gains its full strength.
NOTE: The island investigation log includes a DECISION for all characters who participated in Event #12 regardless of if they've returned to the island. Please read this section even if your character isn't participating in the excursion.
Local Festivities
Customs vary between nations, but no matter where you reside, you'll be encouraged to play a role. You're not limited to what the locals are doing, either! If there are any traditions from your home world you miss or want to share with your friends, you're welcome to do so. Teach each other songs from home, make your best approximation of a classic holiday dessert, or if the spirit of generosity compels you, you can even donate gifts and food to the less fortunate.
Player-organized open events are described HERE. Take a look if you'd like to attend or contribute to any of the available plots.
Thorne: The Dimming
Throughout the Kingdom of Thorne, the Dimming begins. Held in harmony with the annual cycle of the seasons and the slide of the Singularity into temporary dormancy, the Dimming is a celebration of two halves. The mood is generally somber and reflective in the days leading to the winter solstice itself, with the promise of a fantastic explosion of life, light and renewal waiting on the other side.
General Activities
◎ Around the city of CASTLE THORNE, horse-drawn sleigh rides take you through a picturesque route of freshly fallen snow and breathtaking mountain views while you enjoy some mulled wine. Rides are free for the Summoned. Many will try to entice you into their carriage. It's good for business to have given one of you a ride! As you go about town, you might attract notice. If you're lower on the Influence scale, you have a chance of going unbothered. If you're at 4 or higher, you're unlikely to escape attention. People will buy you a drink, ask you about life in the castle, or want to see you demonstrate your magic while theirs has waned.
◎ In BORREL, the Winding of the Thread involves a single cord wound throughout the city. Hopeful residents write wishes on colorful ribbons, then hang them on the cord. While large wishes are often only symbolically taken, smaller wishes, such as a new scarf or a friend to have tea with, can be granted by generous souls. And who might that generous soul be? Why, you! If you're so inclined, you can take a ribbon as a promise to fulfill that wish. You can put up a wish of your own, too, of course. Maybe a fellow Summoned will answer it?
◎ In NOTT, one of the frozen ponds has been smoothed over for locals to go skating while other ponds are open for ice fishing. When you're ready to take a break, you can enjoy hot drinks, crisp ales, and Nott's famous fish pies. Merchants are busy during this time, so if you need a little money, most will pay you to run an errand, help stock their shops, or mind the kids for a couple of hours. Residents in Nott are especially happy to meet you after all you've done.
Main Events
Awakening of Magicks
Castle Thorne | Dec. 21
Light of Many Moons
Borrel | Dec. 18-20
Feast of the New Dawn
Nott | Dec. 27
Castle Thorne | Dec. 21
The burden whereby a Thornean mage sacrificed their life to offer a magical casket to the Singularity is no longer necessary, thanks to the Summoned. The Awakening of Magicks is a new and more uplifting ceremony held in one of the city's enchanted gardens. At the center stands a beautifully decorated topiary tree shaped to resemble the Singularity. Though lined with ribbons and holly, it's completely unlit.
Throughout the evening, you can enjoy delicious food, soft music, and a gift basket of Thorne's finest wines, desserts, and soothing potions. It's an ideal time to exchange presents or take a stroll around the winter-themed garden. Important aristocratic families will be there, and they all seem very curious about your presence.
At the end of the night, the Summoned are gathered by the King and Queen. Here, High Mage Ambrose Rhett will guide you in a spell to cast firelight from your palm, releasing a flickering ball of light towards the tree and illuminating the "Singularity" itself. The ceremony symbolizes your unique role in Abraxas and your ability to have your magic at a time when all other Thorneans are in darkness. The tree will remain lit until the real Singularity gains its full strength.
Light of Many Moons
Borrel | Dec. 18-20
Less a formal event and more an enticing phenomenon, locals gather annually on Borrel's seas to watch the moon jellies light up the ocean beneath their boats. Climb aboard to see for yourself. Boats won't travel out unless at least two people are aboard. Grab yourself a friend or wait to see who joins you as a surprise. The glow lasts only for ten or twenty minutes before it fades.
Stories say that if you glimpse a sea jelly that glows an odd red hue, you have a weight you must cast off by the season's end. Catching sight of this red moon jelly during your ride will cause your thoughts to wander toward something important you've always wanted to do or say. You might gain the courage to act right then and there, or you might do so later with a trusted companion. Afterwards, you feel a great relief.
By the time you're back ashore, you're probably pretty cold. Luckily, Borrel's inns are happy to serve the Summoned on the house during this special occasion. Enjoy a hearty meal and a drink free of charge.
Feast of the New Dawn
Nott | Dec. 27
Usually held in Castle Thorne, Nott has requested to host the feast this year to show their appreciation for the Summoned. A more humble affair than the castle's royal banquets, the town's best bakers, cooks, and brewers have come together to provide a feast of stews, grilled fish, and an array of pies and tarts.
Lyle Vela, Lord of Representatives in Nott, will attend. He won't have time for long conversations, but he'll be happy to learn your name and shake your hand. If you'd like to ask him a quick question or give him a message, you're welcome to do so. Just take care what you say. Although Nott's dissatisfaction with the monarchy isn't a secret, the town is hosting you on behalf of Castle Thorne, so be sure to keep things diplomatic.
Ask a question or pass a message to Lyle Vela here.
There are no Influence requirements.
Free Cities: Festival of Enlightenment
Enlightenment and freedom from dependency on magic have come once more to the Free Cities. The phrase "Lights for Enlightenment!" is on every citizen's lips. Extravagant parties bring a buzz everywhere. Many creators flock to show off their work, whether that's a new invention or the season's trendiest fashions. Outfits emphasize the concept of illumination, using reflective fabrics and gems. Vendors offer little mechanical toys, decorations, and jewelry. Some glow due to naturally occurring substances, some have chemical reactions activated with the press of a button.
General Activities
◎ Each year in CADENS, special light-up carriages take eager citizens on set routes around the city to view the street decorations. Most importantly, each wagon is sponsored and designed by a particular association to draw attention to a cause or their services. The Academies, Fort Wilbridge, and the Free City Theater Company are common sponsors. This year, the Summoned will have a carriage to decorate using lights, metal bits, and glowing paints. Add your unique touch to the design if you like. The carriage is running regardless, so you should probably try to put something on it.
◎ In AQUILA, you'll have your pick of galas to attend from garden parties to fashion shows. Some of the most wealthy and influential people are out and about, and enterprising individuals are eager to make friends in high places. Naturally, this includes the Summoned, who've become a unique feature in the Free Cities. If you're lower on the Influence scale, you have a chance of going unbothered. If you're at 4 or higher, you're unlikely to escape attention. Designers will try to get you to wear something of theirs to show it off while locals will invite you to their exclusive cocktail parties or try to introduce themselves. You might even find some gossip or story about you in the papers the next day.
◎ In LIBERTAS, the party comes to you. Festivities spill out onto the streets at all hours of the day, sweeping up everyone who steps into the city. Art is displayed on every corner while outdoor stages are set up for concerts, poetry readings, and plays. Why not take to the stage yourself? Charity work is also common. Entertainers visit orphanages, and volunteers deliver food to those in need. All of them could use some help. Residents in Libertas are especially happy to see you after all you've done.
Main Events
Circus of the Sciences
Cadens | Dec. 17-19
Gala of Illumination
Aquila | Dec. 20
Liberty Charity Auction
Libertas | Dec. 22
Cadens | Dec. 17-19
In front of Portham Hall, great inventors gather to show off their creations, each vying to win the coveted prize of government funding. All inventions are on display to the public and judged by a team of Ministry officials. The harshest of them is Aleksander G. Klingel, known for his vital contributions to Cadens' technological advancements. This year, he's returned to solicit the Summoned in an experiment you might recognize if you've been around. It'll take only a minute! All you have to do is hold a metal rod. The tingling can grow painful if you hang on too long, but Aleksander won't stop you if you're determined.
Inventor Clarice Amaury has also created what she calls a Soul Mirror (trademarks pending). Designed as a therapeutic tool, the beautiful scenic cube behaves almost like a genuine biome. Clarice claims that watching the soothing forest within will help you reflect on your inner self. You're certainly relaxed and contemplative after you've interacted with the cube and your thoughts begin to turn toward something important you've wanted to do or say - which might be to the stranger next to you or a friend. Follow your heart, and you could find it feeling much lighter.
Gala of Illumination
Aquila | Dec. 20
The most influential party in the whole of the Free Cities, the Gala is held in the Gallery of Fine Arts, an architectural marvel that's converted into an enchanting ballroom. Well-known figures will be here, from famous performers to wealthy patrons to powerful politicians. Getting an invitation to this coveted event isn't easy, but the Summoned have a standing invitation. To entice important guests - including you - organizers offer free styling assistance, one-of-a-kind designer pieces to borrow for the night (you'll need to return it after!), and a gift bag containing wine, handcrafted accessories, and exotic desserts. More fancy canapés and drinks await inside, alongside dancing and famous artworks.
Fallon Marsh, Aquila's representative, will attend. With a sharp eye for commerce, he's led the city's economy to blossom during his tenure. He won't have time for long conversations, but he'll be happy to learn your name and shake your hand. If you'd like to ask him a quick question or give him a message, you're welcome to do so. Rumor has it he has something of a rivalry with Aleksander Klingel and Quilleth Kaur, but it's best not to bring that up.
Ask a question or pass a message to Fallon Marsh here.
There are no Influence requirements.
Liberty Charity Auction
Libertas | Dec. 22
Libertas has often been the most community-driven of the cities. This year's Liberty Charity Auction is focused on the children left parentless after the attacks, and the Summoned are encouraged to attend. It'll be held in a performance theater next to the Willow Memorial Park. Quilleth Kaur will give a heartfelt speech in memory of the lives lost before yielding the stage to event organizers. Art pieces, exclusive collectibles like the first draft of a famous manuscript, and painting or acting lessons from the masters of their craft are all up for bid. Some of the more expensive pieces might be out of your price range, but you can bid on smaller items like imperfect sculptures or used tools.
You can sign up to auction off something, as well. Don't worry if you're not highly skilled or don't feel you have much to give. Learning about your unique home world or owning something you've made is an appeal in and of itself. As long as your efforts are sincere, you'll earn a bid to help the children. All proceeds will go to orphanages in the Free Cities.
If you'd rather help behind the scenes, you can organize the items up for bidding, write and deliver invitations to guests before the event, or help serve food and drink to attendees.
Solvunn: Winter Solstice
As the Winter Solstice approaches, spirits in Solvunn are high. Hung across every doorway and window are boughs of holly and large garlands of evergreen decorated with bells, twine, and poinsettia. Small altars adorned with candles glow at dusk. At night, bonfires roar in the middle of town where the adults can mingle. Songs and stories of the Gods are shared.
General Activities
◎ Throughout the PRIMARY SETTLEMENT, you'll be met with open doors wherever you go. Kindly neighbors will invite you out of the cold for a meal or gift you a bounty: mead, bread, scented candles, or even money. It's vital you accept the offerings, though there's no harm in paying it forward. Locals will be happy to take your gifts or accept an invitation from you in return. As you go about the settlement, you might attract notice. If you're lower on the Influence scale, you have a chance of going unbothered. If you're at 4 or higher, you're unlikely to escape attention. People will insist you join them to visit a shrine, ask for a blessing, or request your wisdom with a problem.
◎ In the SECONDARY SETTLEMENT, one key tradition returns: the Goat of All Tidings. A handsome-looking black goat wearing a festive coat made of patchwork tapestries is brought out and set loose to a boisterous chorus of cheers. It'll run freely, waiting to be caught. If you can lay a kiss upon the Goat of All Tidings, good fortune will follow you into the new year. Fail to apprehend and kiss the goat or befall its temper, and misfortune shall be your guide. Be careful! Snow and sleet make for slippery meadows this time of year.
◎ In the TERTIARY SETTLEMENT, preparations for Xeimer's Plunge are taking place. Pickled herring and fresh-caught fish are being collected and placed into bowls carved from antler and bone for the Elders to examine. Only the finest fish will do. Xeimer's shrine features a small pool in which approved offerings of fish are placed. Of course, his shrine must be protected and tidied daily to make sure it's ready for the upcoming Plunge. The herring attracts pests and small predators, which you can help defend the shrine from.
Main Events
Blessing of Light
Primary Settlement | Dec. 20
Snowdrop Exchange
Secondary Settlement | Dec. 18-22
Xeimer's Plunge
Tertiary Settlement | Dec. 21
Primary Settlement | Dec. 20
Known only as The Light, this Guardian of Darkness is a key figure during the darkest days of the year. Along with Xeimer, the Light must be appeased or else the community risks plunging the world into an everlasting winter. In previous years, this involved Elders going from house to house to light the candles placed outside every door in small covered altars.
This year, due to the significant role of the Summoned in Solvunn, you've been asked to accept the task. Since Solvunn believes the Singularity's dormancy is part of a natural cycle, they will not request you use your magic, though you may if the Gods compel you to do so. The candles can be lit with a simple wooden splint. However you decide to do it, though, the important part is that you agree to give your blessing to each home by lighting the candle, then taking the offering placed beside the outdoor altar. The offering is usually a bone charm carved to represent the flaming crown of The Light.
You can turn down the role if you want, but declining to take part will be met with uncertainty, and even a hint of fear. The natives will want to know what they've done to offend you so greatly.
Snowdrop Exchange
Secondary Settlement | Dec. 18-22
Pledging yourself to the Gods is important to Solvunnites, but equally vital is your relationship with your neighbor. The Snowdrop Exchange is about reaffirming those relationships. White drooping snowdrop flowers bloom across the fields of the Secondary Settlement throughout the winter. You'll be encouraged to harvest the flowers and make a small bundle tied with a blue ribbon, then gift the bouquet to another person. This can be someone you want to get to know better or someone who already has a place in your life.
Doing so will cause you to experience a strange warmth in the cold. You find your mind wandering to something important you've always wanted to do or say. You might gain the strength to act right then and there to the person you've pledged to, or you might do so later with somebody else. Once you do, you feel much lighter, as though Xemeir himself has released you from the weight of your worries.
Xeimer's Plunge
Tertiary Settlement | Dec. 21
To make good on their promises, the Council has chosen to hold this year's Plunge in the Tertiary Settlement. Xeimer's Plunge is based on the Herald of the Frost's love of the winter waves. Participants strip down and dive or run straight into the freezing Hydra Gulf to join him on his swim. Don't fret! You'll get thick blankets, hot cider, and a roaring bonfire to gather around afterwards. While there's a desire to appease the Old God, the event is also about accepting a thrilling challenge, something the locals love to do.
Rowan March, a member of the Council, will attend. Known for keeping the peace between farms, Rowan is a familiar face to all of Solvunn. He won't have time for long conversations, but he'll be happy to learn your name and shake your hand. If you'd like to ask him a quick question or give him a message, you're welcome to do so. Rumor has it there was conflict between him and former Council member Josselyn Creed - now disgraced and executed - but you'd be wise not to discuss Josselyn during this happy occasion.
Ask a question or pass a message to Rowan March here.
There are no Influence requirements.
Oleuni Square
Summoned who were here for the previous winter will remember Nocwich's role in the celebrations, mediating a discussion in Luna for nation officials. This year, Nocwich has taken a backseat, but since the holidays often bring a good amount of money to shops and markets, Nocwich will open for visitors from December 14-20 and from December 23-28. To conserve magic, portals will close on the 21st and 22nd.
Only Oleuni Square will be open. Luna and Ikorr are both closed. Lady Elin is also not available during this period.
The Marketplace
Making up the majority of the Square, the Marketplace consists of a series of outdoor stalls and a few actual shops. Whatever you can think of can be found here, from jewelry to clothing to food and wine. There are fancier eateries where one can order a meal and cheap street vendors. Much of what's available is of fairly high quality. If you're looking to buy some gifts or simply spend time with friends from other nations, here's a good place to do so.
All of the usual sights and sounds can be found, with a few additions for the season.
All of the usual sights and sounds can be found, with a few additions for the season.
◎ THE MAIN STAGE. Musical performances and plays will celebrate the Winter Solstice. Merchants will bring around roasted chestnuts and cider for attendees to enjoy. Dancing is encouraged!
◎ SHOPS & STALLS. Shops will cater to those searching for presents or that touch of something special to their outfit for an upcoming party. Take a look at winter-themed jewelry, fine fabrics, and bouquets of flowers found only in Nocwich. Or what about a glowing tattoo for a permanent mark?
◎ EATERIES. To attract customers, eateries and inns will offer special items for the holidays. Try uniquely spiced mead and cocktails, taste exquisitely crafted desserts, or order the chef's platter for dinner. You can also book a romantic holiday room for you and an important someone.
The Arcanis
The height of luxury and the pride of Luna, The Arcanis is a "cruise liner" that first made its introduction last year. The decks are spacious and could be mistaken for a grand opera house. The ship seems suspiciously bigger on the inside, but locals will tell you that it looks as expected - nothing unusual to see.
Though The Arcanis is normally docked in Luna, the werewolves have moved it to the shores of Oleuni Square for this occasion. It offers an eatery, gambling lounges, and spas, as well as the following unique features that take place only in the winter.
◎ SKYLINE SEA
◎ CHARLIE THE TURTLE
Though The Arcanis is normally docked in Luna, the werewolves have moved it to the shores of Oleuni Square for this occasion. It offers an eatery, gambling lounges, and spas, as well as the following unique features that take place only in the winter.
◎ SKYLINE SEA
Once a year, during the Dimming on the night of December 20, creatures of the deep sea take to the skies. Legend has it these creatures never used to reside in the water, but the Singularity's growing strength forced them to migrate deep under the ocean due to the interference with song frequencies.
Most of the marine life are whales and sea jellies, but following behind them is the fearsome golden serpent and its friendlier but no less gigantic companion the rainbow carp. These creatures will not attack. They will simply migrate across the sky and vanish into the stars.
You can watch this incredible phenomenon on the deck of The Arcanis or on the shores. You'll get a thick fur blanket to protect you from the cold. Those watching are encouraged to make a wish and then share that wish with one other person. The Lunae believe sharing a wish with another will help it come true.
◎ CHARLIE THE TURTLE
Charlie, affectionately referred to as Admiral Chuck by the captain, is an ancient turtle that's resided on the ship since its first voyage. He's often seen lumbering through the upper and lower decks at an average turtle pace. Staff will claim that they've seen him speed by out of the corner of their eye, but none have proof.
Legend has it that Chuck may have witnessed the Sinking of Tornis or perhaps even once was a resident creature of the now-vanished city of Tornis. No proof of this exists, either, but turtles are extraordinarily long-lived so he may have been there.
While he isn't very talkative during the rest of the year, the winter cheer has made him open up again, especially if you bring him food. Those gifted in animal speech or other unique communication abilities can have a conversation with Chuck.
To converse with Admiral Chuck, reply HERE with what you'll say and an answer of some sort may come. Keep in mind that he is, in the end, just a regular turtle, so his insight may be limited.
— wrench
Unlike most, Sam doesn't quite have it in him to strip down completely. As such, when he comes out of the water, gasping and red all over, his shorts are clinging to him and he's trying desperately to wipe the cold water from his skin as if it might freeze him into a Sam-cicle. The plunge had been hard, and subsequently the treading of water had made him consider his sanity, but the walk out and waiting? Pure madness.
Towels are nearby along with cloaks and furs, but there are others queued and all Sam can do is shiver and shuffle back and forth while waiting his turn, mostly uncertain why he talked himself into the ritual, but not entirely hating the fact now that he's completed the task. It's certainly made him feel alive, wiping away any concern he might have had that this was some sort of elaborate dream.
"Oh, sorry—" he says, when accidentally pressing into Wrench's space while side-stepping a person on their way exuberantly towards the water. Another passes immediately following, cutting too close to Sam, threatening to send them both off the edge of the platform. "Whoa, whoa!" He's teetering on the edge, flailing, reaching...
no subject
For his part, the tall man stands trapped somewhere between a dream and a nightmare. The images in his mind clash and conflict with one another. On one hand, the memory of two laughing boys wrestling against the current and struggling for the leverage to dunk the other's heads under the shimmering surface of the water. On the other, the weight of a body in rigor mortis and the slick feeling of stiff polyethylene slipping between his fingers. Moments before he strips off his furs and runs headfirst toward the edge of the platform, he still doesn't know which he's more likely to encounter.
Ultimately, the shock of the frigid water engulfing him whole knocks any memory clean out of him, right along with the air in his lungs. He comes up gasping and flicks damp curls from his eyes as he gathers his wits about him to climb out of the water and back onto the platform for a victory drink. Wrench is huddling for his own warmth when the man next to him is knocked off is balance and reaches out for him in sudden desperation. Instinctively, Wrench tries to catch him, but the backward force only manages to pitch the both of them off the side of the platform as they both crash over one another and back into the gulf.
no subject
Resurfacing, he sputters some water from his mouth and pushes his hair out of his eyes, shoving it back from his forehead as he treads water and sights around for the other man. Christ, it wouldn't look very good to nearly drown a guy at his first party in this neck of the woods. Thankfully, Wrench is surfaced nearby, no worse for wear from what Sam can tell.
"I didn't mean to take you with me," he says, teeth chattering. His body is white with the cold, all the blood make a speedy retreat towards his center mass. He wouldn't want to do this for a long period of time, but for short bursts, he's heard there are some significant physical benefits. Of course, he's thinking nothing of that as he gestures them both back to shore where he hopes to make better apologies.
no subject
It's a conflict that doesn't come. The other guy looks as shocked as Wrench is himself, but where he seems to be offering chirping placations, Wrench offers a loose, closed O handshape directed towards the man. He's not expecting the stranger to catch his actual meaning. In fact, he's banking on the fact that the man won't have a clue he's just been called an asshole. But Wrench flattens his palm and uses it to levy a splashed wave of water directly toward his target before swimming for the platform.
This time he's not waiting for a towel. He beelines to the pile of clothes he's left on the shore. Among the little mound is a medium-sized pelt of an animal that might have once been wolflike and jet black. He wraps it around his shoulders, then holds a second one up for the man.
no subject
"Damn, that was cold," he says, voice shaking and teeth chattering. He looks to Wrench, then, remembering the earlier handshape and realizing, perhaps a bit belatedly, what it could mean. Not a simple "O" if his limited ASL knowledge is any indication. He scans the depths of his memories for the right signs — what little he'd learned in college — and manages a closed fist over his chest, circling it several times.
Pushing a hand through his hair, he shoves the dark mop out of his eyes and then tries a little more. "Um. Sam. I'm Sam," he says, while slowly and painfully popping an S-A-M in Wrench's direction.
no subject
S-A-M, he fingerspells, so fast the name descends into a single motion. And then, O-K. I'm W-R-E-N-C-H. That he spells a little slower. A lot slower, actually. Wrench doesn't give the sign for the tool, just leaves his name fingerspelled. He considers the man before him openly, curiously. It's not the first time he's encountered someone in Solvunn who knows a few phrases (or more), but it always manages to be shocking nonetheless. You new?
no subject
For now, this allows Sam to be open. He watches as Wrench repeats his name in a blur and then reveals is own much slower. Sam squints, watching as carefully as he can, mentally tracking the changes before he's then asked something else. It's something he doesn't quite catch, but he guesses based on context and shakes his head.
"Thirty-two," he admits with three fingers and then two. The sign had looked a little like a baby being cradled, right? Sam's eyebrows go up, trying to signify a question as he points back at the other man. "What about you, uh, Wroach?" A weird name, but who is he to say so? Anyway, he's pretty the 'W' would be silent if spoken, so that's how he says it aloud.
no subject
So you don't know the alphabet? Wrench accuses. The text comes, of course, with the signature he hasn't put there, which at least gives Sam an indication of his name and proof of how far off his guess has been. Wrench crosses his arms and stares down at him...
Proverbially speaking, that is. The man stands at virtually the same height, another tally against him, as far as Wrench is concerned. How's he meant to intimidate under these conditions?
I asked if you're new to Solvunn.