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

EVENT #18: EMERGENCE - IC EVENT LOG

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

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

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

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

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

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

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

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

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

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

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

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

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

Setting descriptions are HERE for your reference.

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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



nomnoms: (pic#16297423)

[personal profile] nomnoms 2024-04-27 07:02 pm (UTC)(link)
The Herald of the Briny Deep is most often a peaceful deity these past couple of centuries, content with his mini-hordes of land dwelling sea creatures.

Once in a while, though, it seems that his moods match the weather. There's rain on the coastline, but farther out is a raging storm. Perhaps he got caught in it while out hunting, and his hunger was let unsated for too long. Perhaps the storm winds blew him too close to the shore again while in this state - or maybe he's just seeking easy, two-legged prey that scurry across their slow moving wooden vessels.

In any case, Michael will quickly discern that it is not a whale, but the massive, flat head of his sometimes-companion as it breaches the surface, his maw the approximate size of a semi-truck as it opens wide, consuming an unattended fishing boat.
familysucks: (07)

[personal profile] familysucks 2024-04-30 03:38 am (UTC)(link)
Michael is not ignorant of the Herald's capacity for violence. They've shared meals, and he remembers the old days with astonishing clarity for someone who's forgotten almost everything that came before it. Even when he was just Nanaue, all that stood between a smile and biting jaws was a full belly and a few good memories.

It's too late to do anything for the fishing boat already splintering between leviathan-sized teeth, but there are others closer to shore. Without knowing why they're being targeted, he's inclined to intervene. Michael angles himself between his fellow Summoned-god and the remaining ships. Then he lifts a wing above the water and slaps it down against the surface to draw his attention.

He lets out a wordless, inquisitive rumble. The shark never has been much for words when he's in this state.
nomnoms: (pic#16297447)

cw: gore

[personal profile] nomnoms 2024-05-01 01:57 am (UTC)(link)
His jaws close around the boat, the rows of teeth tearing the wood to massive splinters that he swallows down his gullet, cutting all the way down. Blood is blood, even his own, and with the scent in the air and his stomach still empty he lets out something between a howl and roar, his massive head turning toward the sudden new movement in the water.

His shape disappears beneath the dark water again.

The Shark King is quick for his enormous size, and he doesn't seem to recognize his companion's shape - he snaps out to grasp the appendage between his many, many teeth.
familysucks: (05)

[personal profile] familysucks 2024-05-02 02:51 am (UTC)(link)
His wing drips red, clouding the water, but the wounds the blood springs from glow grace-blue around Nanaue's teeth.

Michael lets out a roar, more indignant than pained, and whips his head around to sink his teeth into the Herald's shoulder in return. He's been here before, some eight hundred year ago, and he learned from it. There's no point in words right now; violence speaks to violence. Though his jaw is not nearly as wide as the Shark King's, Michael has leviathan teeth of his own—and more limbs than his fellow god.

He wraps his second set of arms and legs around the other, claws digging into rough skin. He's not going to give him another chance to swim away and circle back from a new angle. Beneath the waves, the shark is more agile than he is.
nomnoms: (pic#16297486)

[personal profile] nomnoms 2024-05-04 11:48 pm (UTC)(link)
Nanaue bellows in return when sharp teeth sink into his shoulder, forcing him to let go of the wing grasped in his jaws. His eyes flicker with intelligence for the briefest second before turning black and empty again. He starts to struggle and thrash in his attacker's many-limbed grip in panic to get away from what he now sees as another predator rather than easy prey.

His flailing creates more waves, sending most of the remaining fishing boats toward shore - though a few tip and quickly sink out of sight.

Other predators, large in their own right but still small compared to these two gods, lurk in the near distance, drawn by the blood carried by the waves.
familysucks: (14)

[personal profile] familysucks 2024-05-07 02:30 am (UTC)(link)
Michael frees his teeth from the other god's skin. Though not made for life beneath the waves in the way a shark is, his senses are keen enough that he notices shadows gathering and moving closer to investigate the commotion. They're only a minor threat to either of them but he still doesn't want to be fighting both Nanaue and his hordes of loyal sea creatures at the same time.

He quickly considers his options. He could let go, he thinks. Immediately he puts the thought aside. The angry Shark King might just circle back on him. Better to go up, he decides, into the element where he's most comfortable.

A leviathan shark is a heavy prize to pull from the water, but what physical laws would forbid, Summoned-god power and archangel strength defy. Michael's wings slap at the surface of the water, once, twice. Then there's air beneath them as he rises from the sea like an eagle with a comically oversized fish.

It's a bit absurd, but the only witnesses are sea birds, and who's going to believe them?

With Nanaue still bound up in his limbs despite his struggling, Michael makes for the shore. Once they're over land he lets go and hopes the other god still wants out.
nomnoms: (pic#16297484)

[personal profile] nomnoms 2024-05-10 08:55 pm (UTC)(link)
Few beings, even amongst the gods themselves, are capable of subduing a raging beast of Nanaue's size and strength. His blind rage is momentarily interrupted by shock as he slowly becomes aware that they are no longer surrounded by waves. The blood from his wound drips sluggishly, sizzling where it hits the waves below. Scavenger creatures are already circling beneath the shadow of the two great beings, picking at whatever pieces of divine flesh have been left in the waters.

Slowly, the struggling begins to stop. Onlookers, if any have dared to stick around, might see what comically looks like a giant bird-dragon-thing carrying a naughty dog (albeit one that appears to be a manshark), his limbs dangling.

"... FUN FLY!" Nanaue chortles LOUDLY, saying his first actual words since this started up.
familysucks: (07)

[personal profile] familysucks 2024-05-11 03:14 am (UTC)(link)
It might be argued that Nanaue has subdued himself. Michael lets out a huff. Some day, he'll stop being surprised how easy it is to distract the shark with a new game or a change of scenery.

Now that the other god is his usual cheerful self, Michael is less inclined to drop him. He readjusts his grip. Less claw contact, but still a secure hold on the bad wet dog. There's a nice linear stretch of coast here that allows him to fly in a straight line for a while without paying too much attention to his surroundings. Michael leans his head forward and down to peer into Nanaue's beady little black eyes. He's still all teeth, no eyes of his own in sight, but Nanaue is familiar with this face. He shouldn't be intimidated.

"You bit me," he says, as casual as a hello or making small talk about the weather. They're both still bleeding, dripping and leaving the occasional patch of bloody water in their wake. He's had worse. "Did I offend, or are you hungry?"

More hungry than usual, he means. Nanaue has existed in what seems to be a constant state of hunger for as long as he's known him, but he doesn't usually bite down on his fellow Summoned. The fishing must be bad this season.
nomnoms: (pic#16297486)

[personal profile] nomnoms 2024-05-15 03:42 pm (UTC)(link)
Nanaue does not mind Michael's teeth-face. He might be a little envious of all those extra teeth!

He gently waves his arms and cycle-kicks his legs.

"BITE BROTHER...?"

Did he? He does not need to inhale too deeply to catch the scent of their mingling blood, the scent of which might normally send him right back into his frenzied state - but the air up here seems to keep his head clear.

"AHHHH... SORRY..."

He does, in fact, sound mostly sorry if slightly confused. And, of course -

"HUNGRYYYY!"
Edited 2024-05-15 15:42 (UTC)
familysucks: (03)

[personal profile] familysucks 2024-05-17 03:18 am (UTC)(link)
"Likewise, brother."

Okay, fine, so he's not exactly sorry because defending himself was an entirely appropriate response to being attacked, but there was nothing personal in his application of teeth. The point is: they're good. He would have dropped Nanaue by now if they weren't.

"How about a visit the Witchwoods for a snack? Perhaps the smell of our blood will attract something big enough for you to feast on."

And maybe an arm or a leg for Michael, too.

Heading along the coast is the scenic route but would make for an extended journey. Michael lifts his head up and veers to the right, over the shore and then onto the forest. Flapping his arms and cycling the air does not actually help them go any faster (or does it?) but it's not interfering, either, so his shark-brother's welcome to continue pretending he's an airplane or an oddly-shaped bird down there.
nomnoms: (pic#16297431)

I'm sorry this is so late!! feel free to handwave/drop

[personal profile] nomnoms 2024-05-24 07:36 pm (UTC)(link)
"SNAAAACK hehehehehe..."

He agrees with this course of action. As they coast, he does flap his arms, as though this helps with the speed of their flight. But, he doesn't mind taking the extra time to get to the woods (even though he IS hungry). Flying is fun!

And every so often they fly into a flock of birds that don't belong to Michael. Nanaue happily opens his mouth as they frantically try to flap their own wings faster and escape his awaiting maw...
familysucks: (03)

We can handwave the hunt and wrap here!

[personal profile] familysucks 2024-05-25 01:39 am (UTC)(link)
He's never thought of introducing Nanaue to the skies before, but now that he has, they might have to make it a regular event. There's an all-archangel pride in being able to show off something of his own.

Michael flies faster when they happen to pass a flock that's not part of the family. He might even be seeking them out, funnelling them towards Nanaue's mouth. Food is food, and he guesses it'll keep the shark from nibbling at any of his birds on the way.

It's a decently long flight but still one of the faster ways for someone like Nanaue to make it to the Witchwoods. Michael brakes, every wing outstretched, and lets his package arm-flap the last few feet to the ground (read: drop like a multi-ton boulder, shaking the trees around them). It never takes Nanaue long to set his nose on something large enough to be lunch, and Michael follows him through the trees towards an improvised no-utensils picnic.