abraxasmods: (Default)
ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2024-04-17 10:07 am
Entry tags:

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.



ushiri: (pic#15839966)

the maw

[personal profile] ushiri 2024-04-19 07:09 pm (UTC)(link)
[ The boy's fall shifts at the last second, as if something invisible slammed into him. He rolls away from the chasm, leaving the teeth within gnashing in frustration as he coughs and sputters, holding his chest. Notably, he's still on the wrong side of the gap.

Yasi'halaun appears next to the Doctor with little more than a small rush of cold air. He remains invisible to the boy, although the Doctor can clearly see him. He wears his shadow cloak, his skull mask removed so that his wear expression is visible. His eyes glow golden. ]


If he tries again, he goes in.

[ Knowing him, the Doctor might deduce that Yasi'halaun doesn't actually mean his threat. The Guardian of the Shroud makes it part of his mission to keep the maw-beast fed, but he's usually more selective of the victims, preferring to toss in those that pose some sort of danger to others, cowards, and the odd fool. ]
thedreamer: (0566)

[personal profile] thedreamer 2024-04-20 12:55 am (UTC)(link)
[ This, too, is a fascination of the Doctor's — how very close mortals come to teetering on the edge of their precarious lives. So long spent observing them now, it seems they're often unaware of the short distance that separates them from another sunrise and their last breath. This harrowing little brush with death, though, would not be soon forgotten. He should hope.

The boy seems as dazed as one might expect, and as the Doctor gets to his own feet — up and off the ground where he'd been poised to...well, roll and tackle — he watches him curiously. Go on, he thinks. Contemplate your life and your choices. His gaze shifts then, eyes locking on to those familiar golden ones in silent gratitude. The Doctor might have executed a foolish little maneuver that would have edged him far too close to the beast's teeth himself. Even now, it seems, he's not the best at self-preservation. Though, death would only be another adventure, another fascination to him.

His hands faintly glow with the patterns of constellations and stars across his skin, tips of his hair edged with something like moonlight. ]


No recruiting him for any of those seek and hide or playing fetch games, then, near the giant pit with sharp teeth, is that what you're saying?

[ It, perhaps, is not the time, but that's never stopped him, and he faintly smiles to himself. ]

What will he do with his life now, I wonder.
ushiri: (pic#16104269)

[personal profile] ushiri 2024-04-20 11:46 pm (UTC)(link)
Something like that.

[ He watches the boy make the safer choice this time, and it's a long moment before he turns back to eye the Doctor with a raised eyebrow. ]

You'll have to ask the Oracles.

[ Their fellows who can breach the stream of time with their sight. Kyle is the only one who calls them that, he thinks - and he doesn't entirely remember why. Something to do with his own past as a traveler, something to do with his Greater God. He's had to pick and choose what details to hold on to, lest he lose everything like some of the fellows.

But really what he means is that he prefers not to think of what the boy will do next. Kyle still loves people - loves mortals, but with them specifically he's learned to do so from a distance. It's too much loss to bear.

His gaze travels from the faint glow around the Doctor's unruly hair, down to his starry hands. He wonders if the Doctor aches for the stars so profoundly that he brought them down to himself. ]
thedreamer: (060)

[personal profile] thedreamer 2024-04-22 12:25 am (UTC)(link)
[ And if the boy wanders near again, he does recognize from the tone of Kyle's voice that he's not likely to leave him to his doom. Deep down below, where the creature hungers (as any creature would) and must be fed, is a fate the Doctor himself would prefer only the most irredeemable of the lot would end up.

Who decides, though? He does, perhaps, have more forgiving hearts than he should, but even the Doctor knows the gnawing dark must be fed, otherwise the balance shifts for all of them. ]


I think the Oracles dread my visits.

[ He smirks faintly as he chides himself. The Doctor, unfortunately, has made and continues to make the mistake of attaching too closely to mortals. He loves them, too. Too much. It's a lesson as old as time, one he'd grown so familiar with in another life, but has entirely forgotten, doomed to repeat. As yet, his hearts remain...light, though...with a void he can't understand and rarely speaks of, if only because few would understand he thinks.

Taking note of Kyle's gaze, the Doctor looks down at his own hands now before turning his right hand over, spreading his palm open to reveal a microcosm of the universe, stars and planets and moons swirling about. His own eyes are lost in it for a moment before he abruptly draws his hand closed, squashing the light. ]


I think I belonged to them once, the stars. What time does to memory, though... [ He shrugs a little, appearing to be less troubled by it than he really is. ]
ushiri: (pic#16565790)

[personal profile] ushiri 2024-04-24 06:56 am (UTC)(link)
[ The Doctor smirks and a puff of air escapes Kyle's lips, a small sound of amusement. But it's clear his focus is now fully on the world spinning within his palm. He takes a few steps closer, almost hesitant. ]

I think you might be right. [ About belonging to the stars. There's a softness to his tone, only in part due to his awe and fascination with the stars and galaxies shifting in the Doctor's hand.

Kyle remembers a very, very long time ago, watching the birth of a star. He remembers that it was the Doctor who showed him.

He could tell him this, and about the circular symbols etched into the top of a strange console. But it would only be infinitesimal pieces of a much larger whole, one that Kyle knows little about. He thinks of someone else too, who was happier not knowing these things he'd lost. So he keeps these small bits of memory to himself, for now. ]


It's the one place we can't reach. [ he says instead, still watching his open palm ] Why do you think?

[ The monolith, he thinks. ]
thedreamer: (0479)

[personal profile] thedreamer 2024-04-26 06:39 am (UTC)(link)
Why. Oh, I see —

[ His attention is split between Kyle and the stars and planets swirling about just above his own palm. Did he sit on the edge of a star once, or was that just another dream? Only a few seconds later, he realizes he's yet to finish his thought, and he smiles again briefly. ]

You want my company for the next century, is that it? Get me going on why and I'm not likely to stop or leave. Last chance to back out!

[ Though many of his ruminations about why, about the stars and planets and universe beyond have been largely kept to himself (mostly because of his own confused memories, and a certain protectiveness in sharing vulnerable things he can't fully understand), he enjoys these conversations between them.

With the delicate tip of his finger, the Doctor deftly scoops up a tiny star and guides it across the air between him and Kyle, holding it out to him, offering it, this tiny speck of light. He may feel the slightest bit of warmth if he touches it, a crackle of energy, or nothing at all. ]


It affects the whole of the universe, that monolith. Did it bring others here to feed on all the planets and stars and pockets of time we've all touched, to give it power? Was it lonely? Was it saving us so we could save it in return? Leaving, perhaps, would be a tipping point, distort the balance beyond just this world and stretch on and on to the edge of everything.
ushiri: (pic#15827108)

[personal profile] ushiri 2024-04-29 06:34 pm (UTC)(link)
[ Kyle makes another soft sound like a laugh. It can be easy losing time listening to the Doctor muse about this or that, drawn to his frenetic energy rather than put off by it. Kyle thinks he's always been drawn to those who are passionate. Sometimes it makes him want to love what they love.

He takes the offered star in his open hand, tentatively touching it with the tip of his index finger. Energy crackles up along his knuckle before dissipating. He smiles again, though that too vanishes as the Doctor gives his thoughts. His gaze slips toward the sky, toward the direction of the Singularity - beyond sight at the moment, and back to the star floating in his palm ]


It needs us. [ That part he agrees. It needs their - his protection, for him to stand guard. He would like to see the stars, he would like to know this watch has an end, but this he keeps to himself. ]

What do you believe, Starman?

[ Out of all of these questions the Doctor posed just now, which did he believe? ]
thedreamer: (0714)

[personal profile] thedreamer 2024-05-06 02:47 am (UTC)(link)
To understand what it wants, we have to go back to the beginning. Where did it come from? Maybe it started with a bang, like the spark that lit the universe. Everything began from a singular point and it grew and grew to bursting and what was a small bit of nothingness built a whole world, and on and on. But the monolith is more than that, it's living in there.

[ Some part of him vaguely recalls being there at the beginning and the end of all things. Standing alone on the precipice, but it's just a flash and he can't hold onto the memory. It's enough, though, to differentiate the Singularity from the non-sentient life that started as just a small point of intense heat and density before it exploded. No, the Singularity is something else entirely. ]

Time out beyond this place — it doesn't move in a linear fashion. Things are going backwards and forward and sideways all the time, parallel and alternate timelines running alongside each other, splitting apart and coming back together. I think it pulled us here at a point in flux because something went wrong and we're meant to protect it. Fix things.

It may be hungry for power, maybe all it wanted was to hurt others like it's been hurt. But few monsters in this universe are truly evil. And most of them are lonely and afraid.

[ He smiles a little at himself, stopping himself before he chatters on too long. Well, almost — ]

It didn't bring us here, but it did all the same. It sent out a signal — maybe not the best of ways, but a signal all the same. And every time we overuse or underuse our power and something is out of balance, things go wrong in this world. We're all connected. Do you think maybe...it walked the earth like us once? Or was it always just stone?
ushiri: (pic#16104273)

[personal profile] ushiri 2024-05-13 05:58 pm (UTC)(link)
[ Sometimes the Doctor's ramblings are hard to follow. Sometimes they unravel into something almost lyrical. This feels like one of those latter instances. What he speaks of touches at the deeper parts of his own memory, things long forgotten about his past. They sound true. ]

We all fear the destroyer. [ But the Doctor is right, that doesn't necessarily make it evil. Creation and destruction are two halves of the same whole. To look at the Singularity, the twin pieces of the monolith, he knows this without question.

To the rest - he shakes his head. He kneels with the star still cupped in his palms, gently placing it in the grass. ]


I don't know. There's power in the land, in the stones that make it - all the life that walked and will walk across it. It doesn't have to have been one of us to be alive.

[ They are all pieces of a greater whole, too. ]
thedreamer: (0710)

[personal profile] thedreamer 2024-05-18 11:17 pm (UTC)(link)
Quite right, of course! Suppose it's only that, stone — nothing more or less, nothing ever before and nothing but, and simply...the monolith holding the hands of time. Just stone, but...part of everything.

Scratch that — not just, no. Nothing is ever just anything at all, that's why life is so grand.

[ Watching the star settle in the grass brings a soft, almost whimsical smile to his face. ]

It reminds me of a friend a bit, sort of, if I could remember better. I don't know what's a dream or a memory anymore. Not important, though! I do...wish we could go there. [ He looks up to the sky again, eyes lingering on the expanse of sky above. ] I wish I could show you a star up close.

[ He thinks he liked that once, taking friends across the universe. ]