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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.



thearchangel: (Archangel | AAAAAANGST)

[personal profile] thearchangel 2024-04-29 05:35 am (UTC)(link)
[It started with a routine rescue. Someone calling for help. For foresight, a clear head. Normal things. And it ended with a fight, with someone flinging a bolt of fire at his face. The world cracked, then. Just a little. Of course, he'd come out unscathed, but his whole body hurt, afterward. Injuries barely recalled.]

[Scars from gunfights. When they barely existed here.]

[The biggest crack was a death. Someone who followed him - a woman, a soldier. She didn't ask much, just a quick question here and there, a brief echo asking for guidance. But he liked her. Respected her. And when she died on a routine recon mission, the cracks threatened to swallow the sky.]

[It suddenly wasn't a random solider. It was Shepard. He remembered, now. And admittedly retreated from it. From the event that sent his world spinning out of control, spiraling into a black hole. So it was no wonder he retreated from everything, from the echos that sounded more and more hollow. A world that felt more and more unnatural - the manufactured sense of peace. So far, no one showed up to drag him back.]

[He hears Steve arrive. He doesn't turn his head. Staring out over the grey sea, gone stormy with turmoil. The massive shape occasionally gliding overhead now flickers, brokenly, crippled and dying. The remnants of the first Normandy cast chill shadows over his Domain.]


Long time no see. I'd... offer you a drink, but. [He gestures to the empty stretch of shoreline. The wing attached to his arm curls, smokes, the feathers setting his skin to itch.]
assembles: beard (yes i do)

[personal profile] assembles 2024-05-06 10:12 pm (UTC)(link)
[ Garrus doesn't need to turn for Steve to realize that he's heard him. He can see the slight straightening of his back, the minute shift of his feathers — details he's picked up on after knowing him for hundreds of years.

Now, though, all of that has been called into question. Were all these memories... what, implanted? Is all of it a lie? Did any of it really happen? With every crack that's formed in the sky, he's felt less and less connected to this supposed life.

He notices that flicker in the sky and can tell that it's not yet another lightning bolt in the clouds, but something else. ]


To be honest, I'm not sure if I'm capable.

[ It's been so long (or has it?) since he's thought about that kind of thing. About hunger, or a parched mouth; about so many normal human functions. His eyes don't get dried out; headaches are a thing of the distant past.

Or so he's been led to believe. It feels like he's slowly waking from a long, involved dream, and it's disorienting. Maybe a similar feeling is behind Garrus' decision to hide out here. ]


We're... not supposed to be here. Right? [ He steps forward, just enough that he'll enter Garrus' field of vision. It's a way of testing the water. He's still not sure how awake everyone else is. ]
thearchangel: (Archangel | AAAAAANGST)

[personal profile] thearchangel 2024-05-07 06:18 am (UTC)(link)
Right. Fair enough.

[The lies should bother him far more than they do. Are they lies? He still cares for the people he knows. Still trusts them like he had before. Maybe it's the knowledge that's not true? Maybe it's everything?]

[And the uncertainty ripples through his brain, through his feathers, an alternating pattern of smoke and cold white clarity. His head turns slightly, when Steve approaches. One side of his face, one side of the feathered blindfold, is damaged now. Scarred, somehow.]


If I say "no", you'll tell me we have to leave it. [It's less of a question than he meant it to be.]
assembles: beard (surprise there's more beard)

[personal profile] assembles 2024-05-13 11:12 pm (UTC)(link)
[ Steve notices the damage to the blindfold almost immediately. He doesn't realize it, as it's not like he goes out of his way to look in a mirror these days, but there are far more gold cracks spider-webbing out across his face and then down his neck and shoulders than there were just a few days ago.

As if these forms are slowly losing the ability to contain them anymore.

He's a little surprised by Garrus' reply, though. They'll have to leave it. Steve knows that's true down into bone marrow (though he's not sure he even has that anymore), and yet... ]


... You don't want to.

[ It's not really a question either. ]
thearchangel: (Wanted one thing to go right.)

[personal profile] thearchangel 2024-05-15 06:00 am (UTC)(link)
Selfish, right?

[There's the answer. A question to the unasked ones. He knows it's cowardly, it's selfish. It's wrong down to the marrow of his bones. He should want to go back. He should want to shake off the lies and the false memories. He should want, still, to go home. Go back to their worlds.]

[Steve's cracks seem to mirror the scars now etched across his face. There's a flicker of sympathy, of understanding, in the pale eye under the broken blindfold. He looks away, quickly. Back out over the ocean.]


The weight of the galaxy is on her shoulders. You want to make things easier on someone like that. [He'd said it... either months or centuries ago. He's not sure which. Everything is too jumbled. A feather drifts down to the sand as he speaks, slowly.]

What's easier than not remembering you have billions of lives in your hands? Than... not remembering you died?

[Something cracks in his voice, there. Some ancient, still-raw nerve the broken Archangel can't ever seem to let scar over.]
assembles: beard (stares into the middle distance)

[personal profile] assembles 2024-05-23 10:36 pm (UTC)(link)
[ Maybe it's selfish, maybe it's something else. Steve isn't ready to immediately cast judgment on Garrus for this, mainly because he trusts him and considers him a pretty level-headed guy. Yeah, even for a god. So if there's a reason he's feeling uncertainty, it must be a good one.

And then he speaks those words, ones that Steve's heard from him before — although the exact context escapes him. He knows for a fact who Garrus is talking about, though.

So it's not selfish, not exactly. Garrus just wants to protect Shepard. Steve can't hold that against him.

The mention of her death sparks surprise in him, even if it doesn't show on his unemotive face.

Steve lets the rhythmic sound of the waves sit between them for a moment before he speaks up. ]
... I didn't know. [ But it doesn't change what he needs to say, for better or worse. He turns to face Garrus directly, one marble hand reaching up slowly to settle on his shoulder, made soft by a layer of feathers. ]

Maybe it's easier. But do you think she's okay with that? With accepting the easy way out?

[ Maybe he's talking out of turn, but he feels like it needs to be said. ]

... I think she and I are pretty alike, and while the burden is heavy, it's our choice to take it on. We do it because we can't imagine any other way of living our lives.

[ Yet Abraxas, or the Singularity, or whatever is behind this — it imposed this on them. And that's what Steve can't abide. ]
thearchangel: (Reflections playing in the bg)

[personal profile] thearchangel 2024-05-26 06:11 am (UTC)(link)
Not your fault. [Of course it's not. How could Steve have known? How could anyone? It's not like it's an advertised fact. It's not like it's blown all over every news network in Citadel Space. Not like his military coworkers are all talking about it, asking him if he's heard.] It was years ago. We don't talk about it.

[It was years ago. But the sudden rush of memory makes it feel like he was back there again. The cracks in the fake world dragged him straight back to the day when the bottom fell out of his world. Only this time, there was no Omega to run away to. Nowhere to escape to, in order to find something, anything, to fill that void Shepard's death left behind.]

[Except here.]

[Except to pretend those two years never happened, the helplessness wasn't real, the useless ineffectiveness of his plans. That the war didn't eventually loom over them all, and he stood a good chance of losing everything that mattered again. They all did.]

[Damn, but he doesn't want to admit Steve is right. He doesn't want to admit it's the right thing to do. That it's more black and white than a lot of the crap in life is anymore. His head is bowed, when he speaks again, with the echoes under his words all but yelling in something dangerously close to grief all over again.]


I know you're right. I know she'd say, "screw that, we keep going". And I'd tell her I was right behind her. [Another stretch of silence. His eyes on the sand. The slow lap of waves. A few feathers drift to the ground, smoking dark and dissipating on impact.]

The right thing never used to be this hard.
assembles: beard (how u doin)

[personal profile] assembles 2024-05-30 07:55 pm (UTC)(link)
[ They don't talk about it. That alone speaks volumes, doesn't it? Steve knows what it's like, although Bucky's "death" isn't something that he can just pretend didn't happen, not when it led to a string of events that haunt Bucky each and every day. ]

... I've been there.

[ When he remembered Bucky, he had to remember what happened to Bucky too. He'd had that wound ripped wide open. Maybe if Bucky was here and Steve could have seen how happy and at ease he was without those memories, he might have hesitated.

But no. Because the anger at Buck getting his head messed with all over again would have overridden everything else. ]


My closest friend, he once told me he'd follow me all the way to Hell. And he did. He paid a heavy price for it, but I know he wouldn't want to forget all that either.

[ Not when it was already taken from him once.

Steve's hand, made of unyielding stone, grips tighter around Garrus' shoulder. It might have been hard enough to bruise, if they weren't both more than people right now. ]


I know it's hard. But she'll thank you for it after. She'll understand.

[ These days, he thinks he knows Shepard well enough that he can say that without any doubt. ]
thearchangel: (Reflections playing in the bg)

[personal profile] thearchangel 2024-06-03 05:54 am (UTC)(link)
[The sense of familiarity he feels in Steve's words is almost uncomfortable. The positions reversed. As if Steve were the commander, as if the friend were one of the crew - one of those who would always swear to follow her into anything. Someone who would always have her back. I've got your six.]

[A few more feathers drift to the ground, scales and plating visible underneath.]


You sound like her, sometimes. [His own hand reaches up to clasp Steve's wrist. Companionably.] It should make this easier, you'd think.

[He still feels the cry of selfish up his spine, sinking its fingers into his hide. Selfish to choose one way or another. Choose for someone else. Selfish to keep himself in this fantasy where nothing happened. Where the ship gliding overhead never erupted into flames, never crumpled in the atmosphere of a frozen wasteland. Where Omega was just a space station and not a monument to his stupidity.]

We're going to need a hell of a lot of therapy after this. [It's an acquiescence. An acceptance. Wrapped up in Garrus' usual brand of dry commentary.]

[Steve is right. They have to go back. He has to relive the hell all over again. So does she. He looks up, the dark blot of the Normandy wreathed in fire. The quiet beach dimming around them. Acceptance.]


Or a hell of a lot of alcohol.
assembles: beard (when he only has it for one movie?)

wrapping 🎀

[personal profile] assembles 2024-06-12 11:33 pm (UTC)(link)
[ It doesn't surprise Steve to hear that he and Shepard sound like each other, not with their similar positions and ways of facing the world head-on. He also realizes that he isn't telling Garrus anything he doesn't already know, but right now he needs to hear it from someone outside of his own head and its twisting thoughts.

Steve glances down at that companionable touch, feeling the pressure if not much more. He can't sense the texture or warmth of Garrus hand, and he feels that absence so keenly now.

He doesn't know if he's stuck like this or what will happen when the sky finally cracks apart. He has no idea if he's bound to this unfeeling, immovable body. What he does know is that Garrus has some work to do. ]


Maybe both. [ He actually laughs, though it doesn't sound quite right coming out of this form, as if the stone that makes up his body now makes everything just a little too hollow. He gives Garrus one more pat on the shoulder and then steps back. ]

Go to her. I'll find you after.

[ After what, he doesn't exactly know. But he has faith they'll come through this on the other side. ]