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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2024-04-17 10:07 am
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EVENT #18: EMERGENCE - IC EVENT LOG

Event #18 - Emergence
Whether voluntary or by force, you find yourself transported to the Singularity's crater. There probably aren't many resistors - officials have taken great pains to convince you to come voluntarily, reserving force as a last resort - but it's clear that everyone is required for this to work. It takes multiple mages to stabilize the portal, but you make it there in one piece. If you cooperate, you'll be asked to walk towards the ancient relic. If you resisted, you might be forced to do so while restrained. Regardless, a heavy fog soon descends around the area, obscuring you and your vision.

If you have thoughts of turning back, it's too late: for some of you, the second you step across the threshold, a force pulls at your chest and absorbs your psyche at once. For others, a mystical call beckons you to walk a little further before the same effect takes hold. And for a rare few, the call brings you to the Singularity itself, where you're compelled to touch it - and are subsequently swallowed up like the others.

The Horizon doesn't greet you like you might expect. Instead, something far stranger awaits.

Please communicate with your fellow players as needed! We also recommend discussing with us if you plan on a major environmental upheaval. As a rule of thumb, you should avoid changes to the landscape that will significantly alter the established map.

We've also posted comment sections for WORLDBUILDING and HANDWAVED submissions. Instructions can be found at the respective links.

Year 20,879
When you open your eyes, it feels like you've only blinked. If your body has transformed or you're someplace that shouldn't exist, it doesn't strike you as odd. You were always here. Everything around you was always here, and your physical alterations and new abilities - while perhaps not originally there - have been a part of you for a long, long time.

The world of Abraxas isn't completely foreign. Familiar territories remain, as well as the familiar faces of those with long lifespans. But a lot has changed in 800 years, too, especially where the Gods are concerned. Alongside the Old Gods of the Ancient Pantheon and the Cardinal Gods of the New Order, a third class of deities formed from you and your fellow Summoned: the Ecesis Gods of the Iterum Pantheon.
Politics, People, & Gods
Abraxas's political landscape remains complex, with continued tensions over land, worship, resources, and power. Nonetheless, since the Free Cities is no longer intent on destroying the Singularity, conflict over the ancient relic has lessened. All territories agree that the Godlands - and the Singularity - belong to the Gods themselves.
Beliefs and Gods
The active presence of the Summoned confirms the existence of the Gods. As a result, most Abraxans turn to the Summoned and other Gods for aid or protection. Extreme reverence exists in certain areas, especially on the Isle of the Lost and in parts of Solvunn. In other places, though, the Gods are merely acknowledged as a facet of life - a force that helps or hinders depending on temperament and should be respected, much like the sea. The Gods play a crucial role, sure, but so do the rain and stars. This is particularly true in the Feywilds, the Nether, and the Free Cities.

Small pockets of non-believers actively denounce the Gods. They claim the Summoned should be wiped from the world and the Singularity destroyed to prevent future invasions. Labeled dangerous heretics by Thorne and Solvunn, and "regressives" by the Free Cities - whose scientists and philosophers liken such thinking to be as foolish as declaring the sun unworthy or the earth to be flat - these people are shunned from society. In Solvunn, the consequences are more severe: heretics are exiled to the Barren, where they are subsumed by the desert, the Maw, or whichever Gods may punish them.

At the other end, some sects revere the Godlands so much that they believe feeding themselves to the relic will enhance Abraxas' good fortune for generations to come. Such cults are quite rare, but there are reports of mortals throwing themselves into the Singularity's crater and disintegrating as a gesture of their devotion to the divine.
International Relations
Due to the combined change in their priorities, Thorne and the Free Cities are less at odds. The Free Cities believes in protecting the Singularity; Thorne no longer seeks to control it. Nonetheless, mistrust flares on occasion.

While things are peaceful during these three months and have been for a few decades, Abraxas hasn't found a cure for war in the Gods. Conflict has broken out in the past and will again. Eyes are on the Nether as it grows in power, and who knows how long Thorne will be content with its losses? Will they convince the Velan Republic to reunite and turn against the Free Cities? For now, though, the territories have found their stride and appear more interested in progress than fighting.
Magic & The Singularity
Magic is relatively unchanged and is a vital part of Abraxan life. The small kingdom of Thorne continues to practice Academic Magic. Meanwhile, Wild Magic plays the same important role in the Velan Republic (formally Nott). Meanwhile, the Free Cities has developed New Magic further. The goal of decoupling magic from technology is less of a focus. Instead, researchers are eager to find new ways to fuse magic and innovation, including aspects of the Gods. Portable shrines, for example, are popular with traveling merchants.

High Magic no longer exists as a specific school of magic now that offerings, pacts, and requests to the Gods are a part of everyday life across Abraxas. Solvunn has returned to its roots, using the ancient Academic Magic practiced by the Lunae for standard tasks while turning to the Gods for greater blessings.

The Singularity has been relatively stable for the past two or three centuries. While occasional disturbances rumble, for the most part, the presence of the Summoned has strengthened it, alleviating its displeasure and ensuring that Abraxas - and possibly the universe itself - continues to exist. Indeed, academic writings from Thorne and the Free Cities across time suggest that the Singularity's devouring of the world has considerably slowed. It is now as much of a threat as the eventual collapse of the sun, something that is bound to occur but not for eons.

Of course, this could quickly change if the Summoned or any other Gods provoke the Singularity by rejecting its connection or denying its magic...so all should take care not to upset the nature of things.
Old World, New World
The map of Abraxas has undergone some notable shifts, although many names and places are the same.

Setting descriptions are HERE for your reference.

Mechapolis, the Witchwood, and the Barren/the Maw contain prompts related to the event itself. Information about those areas can be found under "Exploring the Land" in the section The World as the Divine (Month 1-2).


Month 1-2: Submersion
What do you last remember? Well, that depends. You might recall most things perfectly clearly. You might have new memories that don't feel new at all. Or, you might only remember the most recent year or two. Regardless, there is something missing: an important face, a handful of key events...maybe you don't remember having ever lived anywhere except Abraxas. You might find this unsettling, or you might accept it as just the way things are.

You've transcended those old memories, anyhow. You feel a little distant from the person you were centuries ago, and you most likely look different, too. Perhaps you've sprouted giant wings, become a formless void, or you're now a shapeshifter with no permanent appearance. You've gained a substantial amount of power and influence, the type that people of this world attribute to the Gods.

The first half is a more sandbox-like environment designed for scenarios that emphasize CR and personal character moments. Active conflict between the emergent reality and the world will not arise until the second half.

The World as the Divine
The mortals have bestowed you with a title and possibly a new alias. Do you know your mortal name anymore? Some of you might've taken on a new identity, or you might have held very tightly onto who you were. Regardless, your abilities have grown. Your new powers and appearance are as unique as your dominion, influenced by your interests, subconscious desires, or personal relationships.

While in your full God form, you'll move through the world unperceived. Only when you're sought by a mortal - followers, believers, cultists - can you consciously make your complete divine presence known. To be seen freely by all, you'll have to take on a less overwhelming shape to the mortal gaze. Those who have met the Old Gods or Cardinal Gods in the past finally understand why they seldom reveal their true selves, often arriving in hazy visions or speaking through animals.
Exploring the Land
The Witchwood
As the Summoned continued to ascend, their power began to coalesce, creating a new ecosystem never seen before. The dense woods, originally a temperate climate, warmed and grew into a thriving jungle. The air is humid and heavy with magic, the sky locked into an eternal sunset. Reds and oranges filter through the thick canopy. Birdcall and animal cries echo throughout the jungle. Trees and rocks seemingly move at night, meaning the Witchwood is impossible to map. Foolhardy souls who venture too deep are rarely seen again - unless divine intervention prevents a tragic fate from befalling them. Perhaps one of those intervening Gods is you?

The most dangerous beasts in the Witchwood are the demigod spawns. Creatures born from the Summoned, demigods are powerful enough to affect the world around them should they ever leave the magic-encased forest. See Impact & Consequences for more details on the demigods and how, as the Summoned, you can help maintain Abraxas' ecosystem.
Mechapolis
Heartwood Syndrome persisted in Fomalhaut long after the quarantined population died out. The port city stood as a monument to loss for nearly a century until about 200 years in when the Summoned gained notable influence as Gods. This resulted in a slow but steady acceptance of the Singularity's power as a positive force for potential advancement. New Magic boomed, leading to increased sophistication in technology and the refinement of automatons.

Originally designed to clear and guard Fomalhaut, they were eventually used to rebuild it. Fomalhaut became known as the City of Machines and was renamed Mechapolis. Although humans are barred from entering for safety, the automatons gather soil and air samples for study and perform fishing duties. The clockworks require routine maintenance and must return to a hub city or outpost for recalibration. Clockwork birds are used to communicate with Mechapolis. They can broadcast through the Free Cities's primitive "radio" towers.

You can enhance clockwork performance, boosting the towers or providing additional energy to the automatons. Scientists often have "rituals" when performing maintenance or experiments to earn the Gods' favor, hoping this will prevent their inventions from breaking down.
The Barren/The Badlands
Once contested territory between Thorne and the Free Cities, the Badlands was split into two by a large ravine shortly after Thorne retreated to Hayle. With neither side able to breach the gap, Solvunn naturally laid claim to the western half while the Free Cities retained its eastern half. On the eastern side, the chasm swallowed several well-known bandit camps and the presence of a new entity further drove them away. Bandits now occupy the mountains northeast of Aquila. Due to the entity's threat, the Free Cities increased its military presence in the Badlands to keep careless or foolish travelers from straying too far.

Meanwhile, Solvunn has named its portion of the wasteland the Barren and sought the Gods' assistance to form an enchanted forest. Those who enter are lost forever. Meant for more than just protection, the forest and the Barren serve as a place of exile. Heretics are taken into the woods and left to wander towards the Barren's harsh desert. There, they will face the elements, be devoured by the waiting Maw...or encounter a God.

As a God, you can lead the exiles to their salvation or doom, but choose carefully: the Maw is hungry and must be fed. These exiles want you dead. They don't care for you, and should their lack of faith spread, they might revive attempts to destroy the Singularity - and with it, your home. Is it so wrong to leave them to their fate? On the other hand, saving them might convert them by demonstrating your kindness.
The Maw
The Maw lurks beneath the chasm dividing the Badlands. Named for its gaping jaws, the Maw waits at the widest part of a jagged canyon, mouth open and salivating in the desert heat. Rows and rows of teeth as tall as a man spiral downward into a bloodshot throat. When sated, it retreats deep into the gully, barely visible aside from the shine of a tooth. When hungry, it draws closer to the surface. Hot and heavy winds often carry the putrid scent of its half-digested meals.

Solvunn is not the only territory that uses the Maw. The Free Cities will occasionally march criminals and bandits in that direction, as well, tossing them into the gaping mouth, although this method of execution is much rarer. Desperate exiles from Solvunn will try to cross the chasm despite the danger. None ever make it - at least, not without divine intervention.
Horizon, "Death," and Dormancy
Your domain in the Horizon is no longer constrained by size. How it's changed depends on you. The more detached from your mortality, the more likely it'll have surrealist elements: bizarre statues, physics-defying architecture, odd visual or psychological effects. The Horizon feels like home to all Gods, although you ought to take care not to heed its call beyond reason. Shutting yourself off from the physical world can result in unintended consequences...but completely refusing to enter the Horizon will do the same.

Additionally, Gods are beyond true death, but that doesn't mean you can act with impunity. Engaging in an exhaustive battle with other Gods can weaken you into dormancy. In this state, you will enter an ethereal void inside the Singularity. As you heal, you'll slowly be able to return to your Horizon domain and then the physical world once more. Depending on the extent of the damage, this process could take anywhere from months to decades. For instance, losing your head could take a few months, total dismemberment might take a year, and being vaporized into atoms can take a few decades.

Mortals cannot achieve this level of damage, even if they seemingly "succeed" in striking true. Only a God can weaken another God into dormancy. If a mortal removes your head, you can merely pick it up and put it back on.

Impact & Consequences
In the early years of your ascension, you might've wondered why the existing Gods seemingly intervened so little. Why did they not demonstrate their powers more blatantly over the thousands of years? Is it apathy? A desire to watch rather than act? As you come into your abilities, you realize that the Singularity and the universe are significantly more delicate than you thought. You begin to understand why the Gods have behaved the way they do.

Of course, whether you care to keep the world (and yourself) in balance is another story, but to be sure, some of the other Gods and the Summoned do - and you may have to defend your choices.

The equilibrium mechanic is described in OOC terms HERE. The Singularity and a character's ascension will not inherently sway them one way or the other. Any temptations will result from individual personality and development.

Instability Effects
To maintain the universe's equilibrium, you need to be cautious of when and how you interfere when using your status to alter the state of the world. Conversely, you'll also need to take care not to withdraw entirely. Several Gods have undergone periods of instability, though others haven't. Which category you fall under is up to you. It depends on who you are, your experiences, and your desires.
◎ Should you refuse to ACKNOWLEDGE your Godhood or enter the Horizon, you'll find yourself losing time. You may forget how you got from one place to another, or names you knew yesterday slip your mind. Lapses in memory or time can be temporary or permanent, but one thing they are is certainly confusing. With magic building inside you and nowhere for it to go, your power will begin to spill over, causing the Singularity to exhibit bursts of power that spawn demigods in the Witchwood.

◎ Should you give into the temptation to OVERINDULGE your Godhood or retreat to the Horizon for excessive periods, you'll lose more of yourself and your history. You may make decisions that feel unlike you, forget larger chunks of old memories, or struggle to distinguish what's real. Unrestrained use of magic will cause you to absorb yet more power, causing the Singularity to lose power in brief spurts, which can spawn demigods in the Witchwood.
These effects can be halted or even reversed in some cases. You might need someone's help to bring you back or convince you there's another way, or maybe you're the one seeking others out to assist. What you do soon understand is that your ability to manage your powers and stabilize your connection to the Horizon directly affects the Singularity and Abraxas...something that may have been true the moment you were summoned.
Demigod Spawns
Under the red haze of the Witchwood, monstrous creatures known as demigods or spawns emerge from crimson waterfalls and claw their out through the mossy soil. Born out of instabilities caused by careless actions from all Gods, they're usually contained to the Witchwood. For the most part, the older Gods - and the Summoned, if they choose - keep the demigods from leaving. However, now and again, one or two might escape, damaging towns, destroying villages, or causing ecological destruction in ways that are similar to natural disasters.

Demigods are not sentient. How they look can vary, but their appearances are often corrupted and disturbing: twisted animals, amorphous blobs, or alien-like parasites. They may resemble a monster you recognize from home.

Defeating one is possible but a challenge even for the Gods. Most crucially, you cannot kill your own spawn. Another God must deliver the killing blow, so working together is imperative. Should too many demigod spawns be allowed to invade the Witchwood, they will overwhelm and disrupt the Singularity further. Culling them is the only way to maintain stability.

You can submit demigod spawns you create to the WORLDBUILDING section if you want. Similar to using character powers, just keep the scale of destruction at a reasonable level.

Hearing Echoes
Echoes are a form of prayer that resonates through your connection with the Singularity. Solvunn has dedicated a monument to where the "First Echo" was heard, though the accuracy of this is debatable. Like the Network, you can hear an Echo regardless of where you are and can shut them out with concentration. However, your ties to Godhood may compel you to listen every so often. Mortals can entreat you through more formal methods (rituals, offerings, seasonal ceremonies) or in a moment of duress or desperation. They may seek you specifically or call to any God who will listen.

You can answer or ignore these cries for help as you like, but your choices carry consequences. Answer too many too eagerly, and your increased interference in mortal lives can upset the world's equilibrium - and the Singularity. Ignore your impact on the world, and your refusal to accept your ascension will equally destabilize the land as prayers go unheard.

Interacting with Other Gods
The Old Gods and the Cardinal Gods are an equal part of this world. For the most part, you coexist peacefully, though personal pacts and tensions can play a role. Each of you is aware of the impact of your actions on the Singularity: extreme displays of power are reserved for substantial transgressions, considering the price it carries.

Further, the older Gods have also walked the earth for centuries before you came. To them, you're still young, and rising against one of them won't end well for you. Nonetheless, many older Gods are more interested in giving advice or guiding you, ensuring the health of the Singularity and the universe so as not to doom all of you - Gods and mortals alike - to the void.

You can REQUEST AN INTERACTION with a God. Interactions will be brief but informative.

You will not be able to request a specific God. For logistical reasons, we have curated the list of Gods available ahead of time. However, we'll do our best to pick one from the pool that suits the purpose of your request.


Month 3: Awakening
Over the past 2 months, you've existed in the emergent reality without question. As you enter the third month, however, everything you've known over the past many centuries begins to shift. You might decide to investigate further, wondering if there's more out there that you aren't seeing. Alternatively, you might choose to ignore it, believing that your awakening is damaging the world and your life.
Catalysts
A catalyst can occur at any time through any circumstance. Do you see a familiar face you've forgotten in the eyes of a stranger? Do you recall a moment in your past while watching the mortals? Has a friend approached you specifically to try and remind you of the things you've forgotten?

With each memory returned you'll gain another piece of yourself. Depending on how much you've lost and how hard you'll cling to this reality, the effect may be clarifying or it might cause you distress and confusion. You might begin to encounter temporal cracks: buildings or areas that normally don't exist will flicker in and out of existence, or your reflection will briefly show an image of you from before your transformations took hold.

If you allow yourself to doubt your abilities or divinity, you might have trouble controlling your powers. If you've made alterations to your Horizon domain, it might start to revert to its original design.

These cracks are difficult to ignore, but if you bury your head, you can make them disappear - briefly, at least.
Shattered Skies
The effects go beyond the individual. As more of you and your fellow Gods reawaken, the sky also begins to form cracks that spread like broken glass. Through the fractures, you glimpse flashes of lightning and a swirling fog. The fissures only grow larger.

Soon, you realize you can see the Singularity itself, reflected upside-down in the crater. Disconcerting though it is, it may serve as proof that something is very wrong. Of course, you can also refuse to acknowledge this disturbance, closing your eyes to the crumbling sky. Doing so will let you remain unaware to the very end, but your friends who are seeking the truth might find your denial distressing.

The sky won't hold, though. Eventually, it does shatter completely - and you awaken abruptly, your body and others scattered several feet away from the Singularity's crater as if you were physically thrown out. The fog begins to dissipate. The lightning has stopped, the unrelenting storms fading across Abraxas. Whatever you went through, it seems to have done exactly what the territories hoped: stabilize the Singularity.

Characters will be returned home afterward. They will be thanked for their assistance regardless of if they cooperated.

Resistors will not face any consequences, as long as they don't cause excessive trouble upon their return. Officials will issue an apology for the heavy-handed action, stating that they saw no other way to keep the world safe. With the portals and weather returning to normal, it does seem to have worked...even if characters may not find the method agreeable.



vecna: (pic#15871584)

CLOSED TO EDDIE

[personal profile] vecna 2024-04-18 02:11 am (UTC)(link)
[Henry is hard to find, but Henry is easy to find, too.

On the edge of the Godlands, deep within a clustered forest, he often indulges himself in solitude — months at a time. Years at a time. Perhaps more than that, for time means very little to the gods who have lived centuries. And though the thickest, darkest parts of the forest provide him with shadowy refuge, there are always signs of Henry’s presence, proof that he’s embedded himself in the environs all around him.

Difficult to miss signs.

The way the plants always seem to sway at the same time. The way tree roots punch up from the ground and gnarl themselves around their neighbors like tentacles. How flora and fauna alike possess an alien awareness of their surroundings; brush up against one, and the whole forest seems to know where a guest (or a trespasser) walks.

Maybe this is how Henry—long having adopted the moniker of Vecna, the name stuck to him like a bur thanks to a future he never lived—knows that another divine presence nears. One, perhaps, that the recognizes the consciousness of.

Deeper in the forest, where everything begins to look darkened and ichorous, textures shining wetly, a voice resonates from all directions, or maybe from within one’s mind—]


And what do you want this time?
satanicpanics: made by <user name="inkonic"> (pic#16613125)

[personal profile] satanicpanics 2024-04-18 05:17 am (UTC)(link)
[ Years ago, it didn’t take long for Eddie to start to pick up on Henry’s signs. Mere months, maybe, because Henry hides himself well, but he’s not exactly subtle. While Eddie’s memories of home have become patchwork and hazy, not wholly forgotten but not easy to decipher, his memories of the world beneath Hawkins are as still as crystal clear as ever. The gnarled roots and alien plants mirror those memories almost perfectly.

As that voice booms out, somewhere in his head, Eddie laughs. Whatever fear he had in Henry’s presence has long since withered away, leaving behind an odd mixture of feelings that are difficult to interpret. He knows there’s rage; that’s the easiest to pinpoint, but there’s also sympathy and just…confusion. He knows that he can’t hate a man for a future that he never even lived out, but he does, and at the same time, there’s a part of him that still cares for the friendship they once had. Maybe that’s why he visits so often—once a year, at least. He can check in, but also annoy him at the same time.
]

Why do I always have to want something?

[ He rolls his eyes and purposefully steps on one of those vines, just to reassure Henry that yes, he’s here and no, he's not leaving. ]

Maybe I just came to see my favorite person. I mean, it’s not you, but it’s you lucky day because I found you anyway.
Edited (omg im so sorry just so many typos...) 2024-04-18 05:24 (UTC)
vecna: (pic#15871571)

[personal profile] vecna 2024-04-19 04:37 pm (UTC)(link)
[Eddie’s presence always dredges up complicated feelings — a strange bitterness that encompasses the resentment of apparently conflict between them back home, twined with the unusual friendship they had cultivated during their time in Abraxas, before they really knew how they were connected in a future that didn’t take place for Henry. It leaves him… uncomfortable, in a way that even now, 800 years later, he doesn’t like to dwell too thoroughly on.

He’s simply accepted it. Accepted that Eddie will appear when he just wants to shield himself from a world that marches onwards, day by day, when he wants little to do with even the rote routine that the gods themselves can fall into. But he’s always found, one way or another — and today is one more of those days, it would seem.

The vine writhes a little under the other god’s step, burrowing into the dirt just enough to slip out and under, then rise again to curl around where Eddie stands. A quiet threat that isn't wholly seen through to its end, because it does little more than that.]


Then if you're so lost-

[For a moment, everything writhes in the copse of trees, vines lifting to create a glut of them, rising like a thing alive. But then they pull back, wet and undulating, to reveal Henry, who steps out as though pushed through a portal alive.

His form is the closest to human that Henry appears these days, the only thing differentiating himself from a mortal being eyes that seem a bit too blue, and the dark, spiderwebbing veins that seem to pulse just beneath his skin.]


-then let me help you find the exit.
satanicpanics: made by <user name="inkonic"> (pic#16613126)

[personal profile] satanicpanics 2024-04-20 04:00 am (UTC)(link)
Was lost but now am found.

[ As the vines pull back and Henry steps through, Eddie dips into a deep bow. Maybe it’s mockery, or maybe it’s just Eddie’s flair for the dramatics at it again. Maybe it’s both. Who can know for sure at this point? ]

You know, I don’t think that’s any way to treat a guest. I just got here.

[ He grins, making it clear that he knows full and well that he hasn’t actually been invited here as a guest. In fact, he’s certain he’s not entirely welcome at all, but they’ve been playing this game for years and Eddie suspects that if Henry seriously wanted to hurt him, he probably would have done it by now.

Besides, these visits are multi-faceted. He can check to make sure Henry hasn’t been totally devoured by the forest, punish him gently by invading his space and irritating him for awhile, and remind himself that all those memories he has are real. It’s become a little more difficult over the years to know for sure. Steve doesn’t seem to remember much, and Eddie has long since stopped trying to remind him. After awhile, it just didn’t seem worth the trouble anymore, but the mismatch causes moments where Eddie begins to doubt his memories greatly—until he visits Henry, and everything is reignited once more.

It’s become hard for him to totally separate Henry Creel from Vecna, even if he knows that’s not entirely fair. But his starkest memories are the worst ones, and they all involve Vecna: the cheerleader stuck to the ceiling, the boy in the lake, mutant bats ripping him to ribbons, bleeding out in an unfamiliar place until the world went black—all things that made him feel terrified. It’s a feeling he hopes to never feel again, and he’s done a damn good job of it so far, but even if Henry never lived that future, how is Eddie supposed to pretend that he didn’t?
]

Besides, I brought you something. You like spiders, right? Don’t answer that. Of course you do.

[ Of course you do! Eddie tosses something in his direction: a piece of polished amber on a cord, with a large spider encased within. Just like Jurassic Park. ]

Someone left me this as an offering. I don’t think you really do jewelry, but I thought you might find it interesting.
vecna: (pic#16610357)

[personal profile] vecna 2024-04-22 03:55 pm (UTC)(link)
[He's heard tale of what he's supposedly done, of course. He's tried to understand exactly what this future entailed, why he made the decisions that he did, and why the others from his own world are so angry at him for it -- and perhaps it's telling that, yes, it does sound like something he would have done. Anything to be free; anything to make the ones who wronged them suffer. Anything to change a twisted world into something that made more sense.

And yet.

That was so, so long ago. Centuries later, now rooted in divinity, such ambition makes sense but also feels so... far away. Almost too much effort for a fire that doesn't burn as hotly in him.

This leaves him in just about an awkward spot as Eddie, but why bother beating a dead horse when they've butted heads over it before? Henry might not admit it openly, but he would prefer this ambiguous, strange comfort between them rather than anything completely antagonistic. He is, after all, one of the few who remember who they are, where they came from. Acknowledging that the memories they hold onto--whether via sentiment or resentment--verify that they're real. That they didn't spring from nothing.]


I-

[He's interrupted when Eddie tosses him the shining amber, and the item stops mid-air with his telekinesis, and Henry plucks it free. He turns it over in his hand.

The way his mood immediately changes into someone utterly fascinated and fixated is almost comical.]


A gift like this one is wasted on you, anyway. Why would someone bring you a spider?
satanicpanics: made by <user name="inkonic"> (pic#16613124)

[personal profile] satanicpanics 2024-04-22 10:46 pm (UTC)(link)
[ It’s not often that Eddie actually brings something along with him—nothing but himself and his motormouth, that is. The visit isn’t special, but it had been hard not to think about Henry when he’d found that amulet in the offering tray. It’s genuinely hard for him to not are, even if he wishes he didn’t. ]

Oh, ouch. Henry, that stings. Maybe I like spiders too.

[ He’s not sure what it is that keeps calling him by his real name. To Eddie, Vecna was always some faceless force. He never actually saw him; just his work, but he’s known Henry for centuries, and even if they are the same person.

As Henry observes the specimen, Eddie immediately begins to climb one of the nearby trees, arms outstretched as he balances carefully along a branch. He’s always been full of nervous energy, and despite the fact that he’s no longer terrified, he still lacks the ability to keep still. Always tapping, always fidgeting, using Henry’s domain as a playground is literally the only option here.
]

Anyway, I told them to stop leaving me dead animals, but some people really can’t get that one though their heads. So, uh, I guess someone thought this one didn’t count.
vecna: (pic#15832379)

[personal profile] vecna 2024-04-23 03:05 pm (UTC)(link)
[Of course Eddie uses this part of the forest as his literal playground; it's as though he can never stay still, and his nervous energy must go somewhere -- and that somewhere always seems to inconvenience Henry when he's around. The branches of the tree sag under the other's weight, but keeps him supported all the same, and it's as though he might as well be climbing onto Henry's own shoulders for how he feels it, too.

Vines reach for Eddie, and though they might seem malicious (and very well can be, if Henry so chooses), the most they do is bump into Eddie's legs to see if they can nudge him off-balance.]


Leaving sacrifices to gods, even when we didn't ask for them.

[While the vines try to troll Eddie, Henry holds the amber up to the dim light that ekes through the forest canopy. He urges some of his divine power to disintegrate the amber away, leaving only a dead, limp spider in his hands.]

Mortals always have a strange idea of what we want.

[He turns to tilt his gaze up towards the other god while his hand offers the spider to a neighboring copse of tendriling vines, which snap it up, coil around it, and release it as a thing alive. Pulsing with black ichor, and now part of the great hivemind that extends around this entire forest (and maybe a village out there, too, it's fine). It skitters up and towards Eddie, curious.]

Tell them to bring any spiders here next time.
satanicpanics: (pic#16082481)

[personal profile] satanicpanics 2024-04-24 06:32 am (UTC)(link)
[ He actually would climb onto Henry’s shoulders if he thought he could get away with it. But despite the years, he still has some sense in that scattered brain of his. So instead, he snorts and nudges the vines away, turning it into an odd game that’s fun for no one but him. It’s a stark difference from the young man who once tiptoed among those vines with extreme caution, terrified by the very idea of even brushing against one.

Eventually, he grows bored of his game and begins to climb a little higher into the tree, humming some long-forgotten tune beneath his breath.
]

Sure. I’ll do that. What about, like, flies? Beetles? You gonna leave them hanging? How about I just send all insects your way?

[ He crouches down on the branch to grin down at Henry, but the scuttling of the spider across his hand, freed from its amber prison, is what ultimately makes him slip. It doesn’t scare him so much as it startles him, like being jolted out of sleep, and he takes a relatively short fall to the ground, landing on his back.

He’s got a full on slapstick act going on over here. You should be glad he came, Henry.
]

Shit—You know, this is a good angle for you.

[ He grins and sits up with a grimace, contenting himself to sit cross-legged on the ground for the time being, fingers laced beneath his chin. ]

What do the mortals normally leave you, Henry? Maybe we can arrange a trade.
vecna: (pic#15832307)

[personal profile] vecna 2024-04-29 09:08 pm (UTC)(link)
Sure, send them my way.

[He angles his head down and offers Eddie a smile he's probably seen time and time again: a thin one, clearly faux to those who know him well, but one that could pass as painfully poltie to anyone else.]

I'll feed them to the spiders.

[ :)))

He could offer him a hand back up, but he's not gonna! That said, he moves a little closer to where Eddie has fallen and crouches down to meet his gaze, his eyebrows hiking up.]


Trade? You must really be bored, seeking out even more company with me. [He doesn't answer Eddie's question, though maybe he can tend to it later. For now, Henry decides to be annoying and reached out to tap the other god on the forehead with his finger, if he allows it.] What's going on in that head of yours, hm? Don't tell me your memories are failing and you're coming back here for a refresher.
satanicpanics: (pic#15853999)

[personal profile] satanicpanics 2024-04-30 04:20 am (UTC)(link)
Come on, dude…

[ Eddie rolls his eyes and takes a moment to brush bits of dried leaf out of his hair. He used to find Henry nearly impossible to read, like there was a wall of foggy glass between them, and it’s still difficult, but the years have made it possible, at least. He knows that smile isn’t nearly as polite as it seems.

Maybe he will bring Henry a shitton of insects next time he visits, though—and purposefully no spiders, just because he can.

He sighs and remains seated, resting his chin on his hand and staring up at the other man. Sure, he’s bored. Boredom is difficult to evade forever, no matter how old you get, but that’s not what brought him here. He lets Henry tap his forehead, but he grins wickedly in response, all sharp teeth.
]

A refresher on how you killed me? Gee, that’s nice of you to offer, but, uh…that memory’s still pretty solid, thanks.

[He was never going to let himself forget. In fact, unintentional though it may have originally been, he’s sort made himself in the very image of the creatures that killed him. It’s really not subtle, and he wouldn’t be shocked if Henry’s picked up on it.

It’s funny, though, because he’s not even bitter about dying. It happened, it was tragic, but beyond the odd night terror or phantom pain, he’s never been terribly hung up on it. His desire to be brave was his own undoing, and he can admit to that. The worst part was the anxiety of not knowing where he stood in the land of the living; not knowing how alive he could really be here in Abraxas, or when the rug was going to be pulled out from beneath him. That doesn’t exactly matter anymore, but he can still hang a future that only happened for one of them over Henry’s head.
]

Besides—I told you, it’s your lucky day that I dropped in, not mine.
vecna: (pic#16610381)

[personal profile] vecna 2024-05-06 07:09 pm (UTC)(link)
[Don’t you “come on, dude” him, Eddie.

He gives him a dubious look, the kind that still holds a veneer of politeness over it; in all these many centuries, despite the times where he’s let his anger unfurl and all the unflattering bits of his personality be displayed, this is a habit that has never left him. That faux niceness.]


Well, I don’t remember that, do I? I just have to take your word on it.

[That didn’t happen for him; none of it did. No strange transformation, no control over a network of monsters, no murders, none of it. (Does it sound like something he would have done? Maybe, that’s not that the point.)

Though they’ve beleaguered this point more than once before, argued it into the ground, probably, and Henry doesn’t linger on it.]


Lucky? Maybe it is. [A beat of silence.] …Maybe you can help me with something. Now that you're here, and all.
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[personal profile] satanicpanics 2024-05-07 11:51 pm (UTC)(link)
Yeah. That kind of sucks, doesn’t it?

[ It really sucks—for both of them, he imagines. Because Eddie would be lying if he claimed that part of him wasn’t disappointed that Henry doesn’t remember and can’t possibly remember. It would make everything so much easier, but he never lived that part of his life and it makes it very hard to be properly angry with him.

Eddie still remembers what it’s like to be pinned for a crime that isn’t yours, and—well, this isn’t the same, but he can still find shades of his own experiences in there. At least if Henry had lived that life and was aware of the choices he’d ended up making, Eddie would feel just fine with cutting him off, but that isn’t what happened, and he can’t bring himself to do that, and it’s all incredibly frustrating.

It’s probably why he doesn’t grow bitter or angry at the prospect of helping with something. If anything, he lights up. Just a little bit.
]

Maybe. That kind of depends on what something is.
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CLOSED TO STEVE

[personal profile] vecna 2024-04-24 04:19 pm (UTC)(link)