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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.



inthenameofhades: (Concerned 1)

[personal profile] inthenameofhades 2024-04-24 10:47 am (UTC)(link)
"Yes ma'am," he says - and then Zagreus moves, a shifting through space that leaves behind familiar streaks of red light. It used to be that he couldn't ever travel far this way - no more than a sword's length in front of him.

But that was a long time ago. He moves farther now, bridging ever-larger gaps in space with him. And it's a trail that Claire will easily be able to follow, almost as if he's leaving behind a divine thread for her to follow.

A trail she will find leads her to their target - a man with blood-stained fists, drinking from a near-empty bottle as he walks by the river. He mutters a near constantly stream of obscenities - all of which seem to feature phrases like 'that bitch' and 'how fucking dare she'. And, worst of all, 'got what's coming to her'.

Beside him, Zagreus waits, with rage flashing behind his eyes. His is an anger that bubbles beneath the surface, contained and barely-concealed. But he would not be so rude as to begin this man's punishment without Claire.

And besides - his Affliction will be rather more effective once the man is already at the edge of despair.
beautifullies: (wнaт jaмιe and ι нad)

[personal profile] beautifullies 2024-04-24 07:56 pm (UTC)(link)
It isn't difficult at all to follow, and if not for her current state of anger, Claire might've admired the speedy movement, and the almost luminescent trail he left in his wake. It only fades after she passes through, and soon enough she's beside Zagreus.

"We can feed him straight to the maw or, I can unspool and fracture his timeline, drive him mad before the end." Claire Fraser would have never, but this woman has seen too much in her long life, and she's changed.

"I'm open to any other ideas."

As if a storm is brewing, the air begins to tense and crackle around the man, though he seems oblivious and to drunk to notice—for now.
inthenameofhades: (Serious 3)

[personal profile] inthenameofhades 2024-04-24 11:37 pm (UTC)(link)
"I'd say he needs to understand what he's done," he says, as his own power brings a slowly rising heat to the crackling air. "How can he atone for his crimes, unless he's had the chance to learn just how much he can regret them first?"

And with that, Zagreus reaches out - and grabs the man roughly. And this time when he shifts through space, dragging the man with him, the streaks of red light leaves a trail of red-hot embers and flames behind him.

Not that the man gets the chance to know that. Not when Zagreus has just tossed him into the river. From his perspective, he's just been bodily thrown by an invisible, burning-hot force.
beautifullies: (413)

[personal profile] beautifullies 2024-04-27 05:58 pm (UTC)(link)
Claire watches, having never seen Zagreus in action before. She's fascinated by his movements; the man hardly has time to shout before he's in the water, and Claire's voice enters the space around them, only the three of them capable of hearing her.

"You think you're able to decide with your fists who's worth living? You think you can murder the mother of your child and we won't know?"

Her hands begin to glow again, and then time is rewinding, so that all of the successful beats of his heart over the course of the night begin to reverse. A very far away part of Claire, one she hasn't remembered in centuries, seems to recoil, but she pushes it back and keeps the man alive so that Zagreus can get in any additional words or punishment if he'd like.
inthenameofhades: (Serious 2)

[personal profile] inthenameofhades 2024-04-29 09:38 am (UTC)(link)
"Please..." the man gasps, his eyes wide with terror. "Oh gods, please, no...please..."

"I'm sorry," Zagreus says, surprisingly gentle and he comes to crouch beside the man. He can have sympathy for the man's suffering, even as he is the one to inflict it. "But this is a fate you've earned, from the suffering you choose to inflict on others. And...I don't think you listened to your wife's pleas for mercy, did you? Because if you had, you wouldn't have killed her."

Zagreus reaches out with one hand, and once more the red light of his divinity settles around the man. For a moment, it's almost like all of the blood in his veins glows as the affliction settles in.

The man sobs once more, and then goes quiet. The terror in his eyes gives way to despair and resignation. There is no escape for him, and he knows it. So he might as well simply give up, and give in to what's in store.

Then Zagreus stands, and steps back. Nods to Claire. He's finished with his part.
beautifullies: ("yer мa cнιdιng ye)

[personal profile] beautifullies 2024-05-02 03:23 pm (UTC)(link)
Claire can appreciate the gentleness; this is not a game, it's the life of a horrid little man. She's satisfied with his punishment in a way that makes some part of a long, long dormant soul, stir sourly. Instead of acknowledging it, she declares her final sentence, she and Zagreus judge, jury, and executioner all in one.

"To the Maw."

Handwaved Godly magic gets them there, and she can almost feel it under their feet, undulating with want of flesh. The man isn't putting up a fight, but he does whimper and walk forward. Just at the edge he turns, the wind shifting so that the smell of decay and death wafts upward. With nothing to lose, he attempts to run, awkwardly because he's not at his best thanks to them, and dangerously along the rim of the Maw, hoping to go around.

Claire looks at Zagreus with an arched brow.

"Do we let him naturally wear himself out trying, or simply...shove him in?"
inthenameofhades: (Sarcasm and snark face)

[personal profile] inthenameofhades 2024-05-04 10:22 pm (UTC)(link)
In response however, Zagreus isn't looking at Claire - he's looking at the man, with a faintly disgruntled frown.

"I gave him my affliction, he's not supposed to be trying to live still." Clearly, the man's desire for survival was just a bit stronger than Zagreus had expected. But no matter - Zagreus just reaches out one hand, and the man's veins briefly glow a dull red.

Almost immediately, the man's shoulder's slump. He stops running. And as his feet still, he slips - and tumbles, unresisting, down the chasm and into the waiting jaws of the Maw.

Telikós can many anyone give into their fate.
beautifullies: (468)

[personal profile] beautifullies 2024-05-08 11:17 pm (UTC)(link)
"Something, something, the strength of the human will to live," she says before watching as Zagreus goes in again, easily stopping the murderer in his tracks. It almost feels as if the ground heaves, the Maw heaving to meet its meal.

Claire takes a moment to gather her thoughts, then turns to look at Zagreus with a touch of wonder.

"I don't suppose we should go 'round bringing anyone and everyone back from the dead." She knows they shouldn't, but she does study her hands in a new light. "I appreciate your help," she says after a beat. "With everything, even this part of the mess."
inthenameofhades: (Serious face)

[personal profile] inthenameofhades 2024-05-10 11:20 pm (UTC)(link)
"No," Zagreus says softly. "I suspect doing something like this too often might be rather like answering too many echoes when it comes to consequences."

Maybe it was something they could do once a century, at most. And only in the more dire, the most desperate of circumstances. Anything else would be courting trouble.

"And it's my pleasure," he says. "That echo was mine as well as yours. And...I'm always happy to see a mother reunited with her son."
beautifullies: (yoυ're a ѕĸιnny wнιтe вroad)

[personal profile] beautifullies 2024-05-14 02:26 pm (UTC)(link)
Again, something tugs at her, something about separation from a child, a parent kept more than an arm's length away. It shifts something inside of her, but she doesn't understand it, decides not to dwell on it.

"I'll keep watching over her, to make sure they get what they need. I imagine she has her whole life to reclaim." Claire looks at Zagreus, managing a small smile.

"It was nice to work with someone else, surely there will be smaller reasons to combine our magic again, for something less than resurrection. I'd like that, in any case." To be partnered up again, to work with someone to do something wonderful; she liked that feeling, and wouldn't mind experiencing it again, even on a smaller scale.
inthenameofhades: (Thoughtful face)

[personal profile] inthenameofhades 2024-05-16 10:02 am (UTC)(link)
"Got a new favoured mortal, have you?" Zagreus says. Teasing, but there's warmth there. Zagreus would be glad to see the mother have a goddess in her corner. After everything she'd been through, she deserved it.

But maybe Zagreus could favour someone else.

"...I'll keep an eye on the son," he says. Which would make this a family with a lot of divine favour. "And we do work well together, don't we? We should do it again sometime! I'm sure we can find something less grand than death and resurrection to turn our attention to."
beautifullies: (ι вelιeve yoυr leғт нand)

wrap with the next tag?

[personal profile] beautifullies 2024-05-16 03:26 pm (UTC)(link)
Claire's smile softens into one of appreciation. "I think that's a fantastic idea. My talent isn't in seeing the future, but with just enough time magic in my blood, I can almost feel his path. He'll be just fine with you as his guide."

She doesn't mind that this family has both their blessings; Claire knows they're wise and well-restrained enough to not interfere with large things, to only gently whisper and leave the rest to the mortal's free will. Today was much different, though it proved them a capable team.

"Mortals find themselves in so many odd and unique situations, I don't doubt we'll be able to work together again. Perhaps sooner than we think." Which she realizes she looks forward to the moment she says it.
inthenameofhades: (Smile 3)

sounds good!

[personal profile] inthenameofhades 2024-05-18 12:42 am (UTC)(link)
"They really do, don't they?" Zagreus says. Though not with any annoyance or resignation - Zagreus likes mortals, and he's happy to be able to help them.

And this family will be fine. They'll make sure of it, between the two of them.

"Take care mate," he says, giving her a lazy salute before dashing away in a streak of red light.