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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.



magicalarchaeologist: (close simple)

[personal profile] magicalarchaeologist 2024-04-20 09:19 pm (UTC)(link)
Istredd has never made a demigod of his own; he has ever been endlessly balanced as a person and then as a god. His partner is another story. He considers himself somewhat shepherds of this land, now they are in the positions they are, and so the demigods started becoming something of a concern. As long as they stay within these boundaries, he leaves them be. He has not killed one himself, but then, he's always been a scholar instead of a warrior. Being capable of it isn't the same thing as having the stomach for it. That's never changed.

They do need to be culled, some becoming more dangerous than others, and to one another too. There is a hierarchy of a kind from what he can see, but he has yet to figure out what it is. Creatures make their own rules, same as people.

"I fear it might need to be. The last time one got out, it was a problem." Or rather, it was a tragedy. A series of them. Eventually it was dealt with, but considering the demigods can do dangerous fights with the gods themselves, humans truly stand no chance.

"Yes, I think all information should be saved." Even if it stays in his library, never looked at. "But also we never know what may come in handy. Or if someone ends up wanting to claim one and ask for help." They cannot kill their own, that was figured out early on.
starscollapse: (❖ 35)

[personal profile] starscollapse 2024-04-20 11:47 pm (UTC)(link)
She does see value in it — the gathering of information — even if she's kept no such notes herself. She'll leave it to others, the ones like him. But...perhaps there's something to be learned from him in this way. He has wisdom she's appreciated and been inspired by before when their paths have crossed.

For Istredd and those like him, though, whom she sees as keepers of wisdom, those who teach and guide others, she would wish to keep such beasts from all of them. Let her and those like her do what must be done.

"This one will not harm anyone," she promises. She speaks confidently, that's never changed. Her belief in her powers is unwavering, though internally, she recognizes that even she is not strong enough at times to deal with these beasts alone. Hopefully, it doesn't come to that at all, but her eyes are ever watchful.

"You are wise to hold this knowledge," she nods again to his book. "What else is in there?"
magicalarchaeologist: (considering words)

[personal profile] magicalarchaeologist 2024-04-23 02:22 am (UTC)(link)
It was a very natural extension of who he was into who he became, and he's only proven that being the Herald of Forbidden Knowledge suits him while growing and growing his library to the size it is now. It is larger than the entire Horizon used to be, full of knowledge both forbidden and welcome. There is no end to what he places inside of it and with the gathered millions of additions from the others. Endless information, and it's all swirling around in his head, ready to be used or inspiring others for it.

"I trust you will keep an eye on it then. We scholars leave it to the warriors." There are people who are both, such as Annabeth, but it is not Istredd's way. 800 years hasn't changed that, but he is glad to have fighters among them. "I do wonder why the demigods were created by us, but we don't know of any or many from the gods before us." That's Istredd for you, finishing one thought to immediately jump to the next, thinking out loud. "Perhaps they culled them more frequently than we did."

They were a little ... sloppy, to say the least. It took time before they understood what they were making and then more time to understand the how. Istredd doesn't know what the process was like in the past. Perhaps he should ask an older god.

He flips through the notebook and shows it to her. She'll see detailed drawings of every demigod in the woods, a drawing of the woods themselves with the boundaries laid out, written out descriptions of the demigods too in case people need to have a reference, and which ones they know are attached to a certain god. Basically, a thorough round-up of the Witchwoods. "Most of them are not a concern, but I dread a day they decide to work together."
starscollapse: (❖ 64)

[personal profile] starscollapse 2024-04-25 01:21 am (UTC)(link)
"We will protect it," she nods to his notebook, meaning the wisdom he's collected. "Warriors, as you say. You gather what is important, sacred wisdom, and you write it in your books. We will keep it safe."

She sees it as all of them working in tandem, in that sense. For those willing to see it that way — they must all keep the balance together, and there is a place in this world for those who are scholars or those who are warriors, or both. She has not pondered to the depths that he has about the demigods and where and why and how they came to be here, but it does not mean she finds it any less interesting. In fact, she's quick to lean in closer when he shows her the drawings he's done of the demigods in the woods.

"May that day never come," she agrees indirectly. Yes, it does fill her with dread to think of it, which is partially why she wanders near here so often. Where he takes physical notes and keeps detailed records that are useful to anyone, she stores things alone in her mind as she walks continuous paths through the jungle here. "But if it does, I am ready for it."

It does make her wonder, though — "Do you walk here often alone?"
magicalarchaeologist: (looking at)

[personal profile] magicalarchaeologist 2024-04-28 09:39 pm (UTC)(link)
"I am a big supporter of teamwork." He says with a smile. Istredd believes strongly in the gods working together for the betterment of this sphere, and all the others connected to it. He doesn't remember his past where that was a strange concept, having been so disconnected from the place he was raised, but it became important to him here. Since his arrival here, Istredd has considered it his home, from the start to centuries later.

"They seem content enough, I suppose it'll only happen if there are too many of them and territory becomes impossible. I like to think most people are careful these days." Istredd has only seen a newer one occasionally, like now. Most of them happened centuries ago. He knows it is not easy to find the balance of being a god who answers while not overindulging. There are some he knows who still avoid using their dominion at all, which can cause it too. Moderation in all things.

"I try to remember to check in once a month. It doesn't change very often. But I admit, I don't always remember what day or month it is." Which means the truth is more likely to be every few months or six months. She knows by now his extensive library and what it takes to maintain that, his concept of time is different. "And what about you?"
starscollapse: (❖ 53)

[personal profile] starscollapse 2024-04-30 10:58 pm (UTC)(link)
"There is much we can accomplish together," she agrees. While her first instinct is often to work alone, she's learned over time that it isn't a terrible thing to work with others, to forge connections and friendships. Even with as much strength as they all possess on their own, it is far more when combined.

He's right that the demigod population seems to have mostly stabilized. But she would protect this area nonetheless, to keep strays from wandering in or out. She has strength enough for it, even if not always wise.

"I stay close to these woods," she offers. "They remind me of a place long ago, though I cannot recall it in detail anymore." She wonders if he's ever felt that, or anyone else. Memories that feel both real and not, or so far away they might only be dreams. "You should be careful when you come here, Istredd. Do not do so alone."

Look, she worries, okay? She's a warrior for a reason.
magicalarchaeologist: (smile to left)

[personal profile] magicalarchaeologist 2024-05-04 08:40 pm (UTC)(link)
"It's the nature of what we are and how long it's been. Memories fade. Our bodies have altered with our minds." Istredd's no longer human. His lifespan was already longer but none of them aged as they should have, the power only growing with time to the point their very cells have changed. But many of them were not built to live so long, and with that, their minds haven't entirely managed to keep up.

Istredd doesn't remember where he came from at all. He knows that it wasn't here and that he's always been magical. He knows that he and Yennefer have been together since childhood, whenever that was, but not any of the details of how they met. She's just always been there, a permanent fixture in his mind. His only family is the one he met here.

He smiles at her. "Are you worried about me, Merrin? That's very sweet. I am stronger than I look, though. Lucifer forced me into combat training long ago." He is a scholar by trade and reluctant to fight, but he knows how, and he's been trained by one of the most dangerous people in their group. His partner is relentless about him being skilled. He feels vaguely like there had been a reason once, the he'd been helpless, but that's long lost.
starscollapse: (❖ 37)

sorry this is late! feel free to wrap this here <3

[personal profile] starscollapse 2024-05-25 11:06 pm (UTC)(link)
It is similar for her own memories and she finds comfort in knowing that others have experienced the same with what they recall of their pasts. She has known others to remember more or less than she does, but it seems the nature of being who and what they are now. It is a lonely feeling at times if she centers on it — recalling so little of where she came from, who she loved and connected to, it is as though she has always been untethered to anyone or anything at all. She rarely lets herself dwell in those thoughts, though. There is only this life, and there is a greater purpose in it.

When he asks if she's worried about him, her lower lip flickers for a moment, nearly resembling a smile in return. Yes, she is. But she will accept his assertion as fact, while not entirely letting her guard down as well.

"You are capable, I believe this. I will watch for you, though. It is what we do."

What friends do — at least, in her mind.
magicalarchaeologist: (Default)

Yes let's wrap here, maybe something newer soon!

[personal profile] magicalarchaeologist 2024-05-26 07:07 pm (UTC)(link)