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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.



philancer: (014)

[personal profile] philancer 2024-04-22 12:28 pm (UTC)(link)
“As my lady wishes.”

He gives her a playful wink as he dips into a gentlemanly bow. Before he leaves, though, he drapes one of the nearby throws over her lap, since it does get a little chilly down here. But then he turns away to peruse the wall that holds… probably far too many wine bottles, actually. There’s even a few small oak barrels stacked in the corner with even more.

Finally selecting one, he turns to bring it - and a pair of glasses - back to where she’s seated, only to find her letting her hair down - literally. He watches for a moment, caught unexpectedly by surprise by the simple gesture.

He’s not sure he’s actually ever seen Claire with her hair down before. He tries to remember but comes up with nothing. As long as he can remember, she’s kept it tucked up in a neat little bun, so the difference now is… not startling, but certainly enough to catch his attention.

It’s only the briefest of pauses before he’s moving again, not wanting to make her uncomfortable. He takes a seat beside her on the settee with a warm smile and goes about pouring them both a glass of wine.

“Here we go. Let’s see if this one is yo your taste.”
beautifullies: (ѕoмe ѕмall place ιnѕιde warned мe)

[personal profile] beautifullies 2024-04-22 02:34 pm (UTC)(link)
Claire always keeps her hair pulled back or in some sort of updo, since before she can even remember. She's never wanted to make it shorter, but down it's more often in the way when she's trying to do anything. It makes sense that he's never seen it down; her hair being down means she's either alone and relaxed, or in the company of someone she knows has no expectations of her, no godwork to do.

Her hair doesn't shine silver quite as intensely when she's indoors, but it casts just enough light to make her seem as if she's luminescent. Conveniently, it's so long, that the curly strands can mask her face when she wants them to, perfect for confronting emotions. His watching causes a brief, curious smile, then a surprise coloring of her cheeks before Sylvain's sitting, and she makes room for him to be close to her, despite space enough between them.

"Thank you," Claire murmurs as she accepts the glass, then tips hers toward him. "I've no idea what to toast to, other than being glad I have you." Emotion sneakily creeps in on those last few words, causing a small waver in her voice. She sips the wine, letting the warmth push down her melancholy.

"This is perfect, you have a good palette for aging."
philancer: (021)

[personal profile] philancer 2024-04-24 05:56 pm (UTC)(link)
“Well, being as old as we are now should be good for something, right?”

There’s a light note of teasing in his voice as he settles in next to her. Tapping his glass to hers, he brings it to his lips to savor the flavor a moment, but after a swallow, he reaches out to drape an arm around her shoulders. Tucking her comfortably - and warmly - in against his side. He hadn’t missed that waver in her voice and he hates the sound of it.

“Do you want to talk about it? Or would you rather forget for a while instead?”

He offers it gently, because he knows it can often be one or the other. He’d gone through a period of both for a long while, after all. Although he tended to lean far more towards the latter, as a rule. He wasn’t very big on talking about emotions, not when they were his, anyway.
beautifullies: ("ι'll вe ғιne.")

[personal profile] beautifullies 2024-04-25 01:00 am (UTC)(link)
When she's pulled close, her head easily finds a spot to rest against him, and something begins to unknot in her chest at being held, taken care of. For a little while, she's turned so that she can breahte him in and steady herself. Half her glass is gone faster than she means for it to be before finally deciding on an answer.

"I think I came here to forget, but there is one thing I want to say and it's that Sam—" her voice hitches and she has to start over. "Sam is good, at his core. None of this is his fault, we saw this coming, but it doesn't hurt any less. He's going where he knows he needs to, and I can't leave my followers in Solvunn." She's repeating all of the things she and Sam said to one another, the things she's told herself to try and satisfy the hurt and the ache of what's missing now.

"He was home, and I feel alone now between my four walls. As selfish as it might be to say, I wish he'd chosen me."

Claire swallows the rest of the wine in her glass even as her vision blurs and goes watery.
philancer: (021)

[personal profile] philancer 2024-04-27 06:41 pm (UTC)(link)
He lets her spill out the words, fingers absently brushing against her shoulder as he lets her tuck herself close in against him. Just giving her a safe space to let loose the pain that had driven her to his mountain. Absently, he sips at his wine - at least until her voice cracks on that last line and he turns and brushes a gentle kiss against her temple.

"Hey. There's nothing selfish about that." His voice is soft and sad, because he knows how deep a need that can be. It's one he's felt for... far too long now. "There's nothing wrong in wanting that. We all crave that." Even if it had taken him a very long to start admitting that to himself, too.

"What I don't understand is why those two paths are at cross-purposes. Solvunn and the Free Cities still share a border. They're not at war - tensions have never been high with Solvunn like they have been between the other two factions. Does one loyalty really cancel out the other?"

It's been a long while since he's left his mountain to get involved with mortal politics. That had never been among his interests - that had been far more Claude's domain. Which means he'd avoided it like the plague since they'd gone their separate ways. But it also means he's not really sure why factions were still causing such friction between two people like this. it's not as if they paid much attention to borders anymore.
beautifullies: (ѕнe'ѕ goт вonny eyeѕ oғ ιndιgo)

[personal profile] beautifullies 2024-04-28 12:31 am (UTC)(link)
Her eyes close at the tender kiss, and she hums in gratitude before letting out a shaky breath. Her free hand reaches out to squeeze his knee at the question, shaking her head. "It isn't that loyalty was a problem." She moves enough to be able to see Sylvain's face and meet his gaze.

"It's that he has no room for dividing his life between me, and the rest. I could go days, weeks without seeing him. Always out there, always restless and wanting to do more." When they were together, she never had any doubts he loved her in his own way, she still doesn't. But: "I didn't want to be the afterthought. The 'oh right' when he remembers I'm home." Her hand moves to push her hair back, sweeping it behind her ear.

"You might have the right idea up here after all." She feels as though she opened herself up too much, was too human about what she wanted.

"Now. To not feeling," she says just before finishing her glass. "May we also not think. At least for a little while."
philancer: (048)

[personal profile] philancer 2024-05-01 04:24 am (UTC)(link)
He watches her as she turns towards him. Downs the rest of her wine. He’s already reaching for the bottle to refill it for her. And then he reaches out to brush her hair off her face, a frown on his lips as he tucks a stray curl behind her ear.

“He’s a fool, if you were ever an afterthought for him.” There’s a vehement tone in his voice as he shakes his head. “The mortals may allow us to meddle in their workings here and there, but they will only move at their own pace. To spend that much time and attention… He’s only going to burn himself out all the faster. And for what?”

A quiet scoff, one of disgust, because while the Free Cities hadn’t made as terrible a reputation for themselves as Thorne had over the centuries, they were far from ideal. But Sam had been involved in the politics there for as long as Sylvain can remember. So had Claude, which is how he’d learned so much about it. And also why he’d steered clear over the last several decades.

He refills his own glass while he’s at it, clinking it softly against hers. “I wish I could tell you this would make it better, but…”
beautifullies: (ι waѕn'т on an ιѕland)

[personal profile] beautifullies 2024-05-04 03:49 pm (UTC)(link)
For just a moment, in the brief time spent pushing back her curls, Claire leans into the gesture. She misses that already at home, the tender, familiar touches. She let herself grow comfortable with the idea that as someone who craves connection, she wouldn't want for that again.

"Perhaps we're both fools." She assumed she would be enough for someone who made it clear that his attention was divided from the start.

With her full glass, she toasts him, then stares down into the deep red of her wine. "This won't make it better, but being here with you helps take away the sting of it. The wine helps dull the ache. And you..."

Claire takes a smaller sip of her wine, savoring it this time before turning her gaze back to him. "When the initial fog cleared, I wanted to be alone, and then I thought of you, here on your mountain, the quietness of your solitude." And that's what she wanted. Someone who knew her and would understand. "I hoped you wouldn't mind being alone, together." She offers him a small, grateful smile that doesn't quite reach her eyes, but it still manages to be tinged with warmth.

"I think you and the wine are both what I needed."
philancer: (037)

[personal profile] philancer 2024-05-07 02:07 am (UTC)(link)
He gives a quiet chuckle at her words, but it doesn't quite hold humor in it. Not as much as it normally does. His crooked smile isn't quite as convincing, either. But he tugs her in to tuck her against his chest.

"Well, at least I can be useful for something. No, Claire, I don't mind you being here at all. Sometimes this place gets a little too lonely, even for me."

Not words he admits to... well, anyone, really. He's existed here for so long now that he sometimes wonders if it wouldn't be better to let the rest of the world forget about him completely. But at the same time, the few visitors that still stubbornly traipse up his mountain have been his last link to sanity. Maybe even to himself.
beautifullies: (ѕleep ιn yoυr rooм wιтн yoυ?)

[personal profile] beautifullies 2024-05-09 08:00 pm (UTC)(link)
"You're useful for more than something," she insists as she easily settles against him again. Then she burrows a little closer at his admission, free hand reaching across for his and squeezing, holding on.

"No one ever said loneliness as a choice is easy. But it does feel like..." She wonders what the right words is for a few seconds. "Less. Less risk of your heart, your emotions, your personal feelings. Which makes it sound, on paper, as though it should be easy, safe. And it can be, I suppose, depending on how long you're willing to stay here, how much you miss the closeness of others."

If she's being honest, she's never been good at alone, as much as she thinks she wants it. She came all the way up the mountain to be alone, but not quite.

"I do alright until it's truly time to be alone, alone. When there's no one in the dark beside me. No one to make happy, no one to..." she trails off and lets out a breath.

"Do you ever regret it, being up here?"
philancer: (028)

i'm so sorry i fell off the face of the earth -_-

[personal profile] philancer 2024-05-23 07:27 pm (UTC)(link)
"Yes."

There's not even a hesitation in those words as he stares off across the room at nothing. Or something only he can see, feel. His tone is unusually subdued, where normally he might have tried to kept his counter light. Evasive. He doesn't bother right now. her own grief and pain deserves better than that.

"But I don't think... There's no place for me, out there." Not anymore.

But he gives her a warm squeeze as he turns to brush a kiss against the top of her head.

"There might be less risk, yeah. But you don't gain much either. Trust me on that. I'm not sure it's worth it. Especially when you don't alike being alone-alone."

And the long dark nights? They're always the worst.
beautifullies: ("dιd yoυ ғall ιn love wιтн anyone elѕe?")

it's all good! don't worry 😘

[personal profile] beautifullies 2024-05-26 02:58 pm (UTC)(link)
"There could be. There always could be." A place for him she means, her voice quieter now as she toys with a loose strand of fabric on clothing.

Why did she come up to this mountain? She was running, true, she ran to the most isolated place she knew...that had someone she cared for within. Someone whose trust she's already earned and vice versa, someone who knows her well, someone she knows wouldn't close the door in her face. She hadn't wanted to be alone, she wanted to be with Sylvain. Because she knew he'd ask nothing, and expect nothing in return.

Turning her head just enough that her nose brushes the fabric of his shirt, the wine in her blood loosens the filter on her thoughts and words.

"Do you think I'm worth the risk of someone losing themselves to me, fully?" Instead of realizing, much later, that they're meant to be somewhere else other than her home, her bed.