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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.



gynvael: (mg: 006)

[personal profile] gynvael 2024-04-29 11:28 am (UTC)(link)
[ It's a gambit. Geralt knows Alucard inside out after their time together, and this will either go exceptionally well or extremely poorly.

He hasn't many options, though. And sooner or later, he'd have come back for Alucard.

Geralt shakes his head. Everything he needs to know, he does. There are no more hidden memories concealing the truth of what and who he is. That's why he's here. Why he is—not for the first time—left apart from most of the world. ]


I don't need it. Save it for another.
Edited 2024-04-29 11:30 (UTC)
cryptsleeper: <user name="malagraphic"> (I'll consider it)

[personal profile] cryptsleeper 2024-04-29 11:42 am (UTC)(link)
[A short, sharp breath comes out of Alucard's nose.]

I'm not going to be giving other people Alucard-soup. People aren't fans of something that toes the line of cannibalism.

[They can argue about this while working.]

Go to the cellar and get two onions and a potato, along with one of the herb bouquets in there.
gynvael: (255)

[personal profile] gynvael 2024-04-29 11:49 am (UTC)(link)
[ Geralt shrugs. Then he can drink all of it himself. That's Alucard's decision, what happens to the rest of the concoction, but Geralt's is that he will not be consuming any additional soup. His mind feels right. It feels like his. He has no intention of upsetting the balance he's currently achieved.

He's had enough things fucking with his head as it is.

By now, he knows Alucard's habits and already has a potato in hand. It's unclear where it came from, but it's a perfectly good potato. He tosses it at Alucard before disappearing to retrieve the rest.

A minute later, it all lands on the table. ]
cryptsleeper: <user name="malagraphic"> (thinkin for a sec here)

[personal profile] cryptsleeper 2024-04-29 08:33 pm (UTC)(link)
[In Geralt's absence, the dhampir has filled a pot with water and placed it in front of a large cutting board. The potato is already in the water, because it was there.

Without blinking, he takes the herb bouquet and dunks it into the water.]


You're removing the rib, by the way. Since this is your idea.

[It is exclusively to make Geralt feel weird about it if this whole thing is nonsense.]
gynvael: (Default)

[personal profile] gynvael 2024-05-06 01:08 am (UTC)(link)
[ One eyebrow lifts. He does not see how this is preferable to Alucard doing it himself, but he can oblige. No point in arguing about it.

He steps forward before asking flatly, ]


Have you got one that tastes better than the others?

[ It's hard to tell if he's serious or not. (He isn't. Unless Alucard has got a specific rib to remove, in which case, it will be a good thing he asked.) ]
cryptsleeper: <user name="malagraphic"> (ilu u idiot)

[personal profile] cryptsleeper 2024-05-06 01:13 am (UTC)(link)
[Okay, genuinely funny. Alucard lets out a soft laugh, then tries to shift the void that ghosts over his body towards his rib cage. It is not an exact science, and there's a soft grumble. The dhampir manages it after a moment, letting Geralt get a solid look at the ribs themselves.

A few are missing in full, some pulled cleanly and others removed at sharp, shitty angles that have left part of the bone there. The stained glass shines as if the eastern sun is rising, casting warm oranges and yellows from the interior of the dhampir himself.]


None of them taste better than the other, but you're at a better angle to pull one out. You can see what happens when I make the attempt.
gynvael: (169)

[personal profile] gynvael 2024-05-11 03:56 pm (UTC)(link)
[ For all their oddities as immortal beings (he dislikes the term gods, despite how often it slips through regardless), this remains the most bizarre. Geralt is quite certain their manifestations are not coincidental—his forest and wolf shroud sure as hell isn't—so one must ask what provoked this from Alucard.

Though he supposes it doesn't matter now. If they break free of whatever has them in its grip.

A beat passes. Then Geralt removes the bone that looks...frankly, he just takes the closest one.

Wordlessly, he offers it up. ]
Edited 2024-05-11 15:57 (UTC)
cryptsleeper: <user name="malagraphic"> (Hotter and drunker mess)

[personal profile] cryptsleeper 2024-05-11 04:45 pm (UTC)(link)
[Alucard flinches only slightly when Geralt reaches a hand in and removes the bone. There's a crack because of course there is, but it comes out as a clean break and frankly, that's better than most manage.

There's a decidedly mundane part of all of this - taking the bone, putting it in a pot, adding root veg and herbs and other kitchen scraps plus salt - that doesn't escape Alucard. It feels right to some degree in a way that blood letting never has.

He refuses to dwell on it. The pot goes onto the burner, then there's naught to do but wait.]


I'll give it an hour, unless you're truly impatient.
gynvael: (360)

[personal profile] gynvael 2024-05-12 04:16 pm (UTC)(link)
[ If you ask him, bloodletting is less...this...but frankly, it's all relative. After he learnt of it for the first time, he elected not to overthink it. If his long years have taught him anything, it's that excessive examination only leads to madness.

Some things just are.

He spreads a hand, inviting Alucard to take as much time as he wishes. No. No pending crisis here. The sky is only breaking apart while he suspects their entire lives have been fabricated. What is the hurry?

But they may as well do the ritual right. So to speak. He's loath to alter what's worked in the past.

Geralt leans back against the table, arms folded, and waits. ]
Edited 2024-05-12 16:16 (UTC)
cryptsleeper: <user name="malagraphic"> (I'll consider it)

[personal profile] cryptsleeper 2024-05-12 04:21 pm (UTC)(link)
For whatever it is worth, I...there was a crack I saw. In Ikorr. [Geralt does not need to know what was going on in the moments before, and frankly, Alucard regrets that it ended so poorly.] A memory came back and suddenly there was a large crack in the wall where it should not have been, glowing an inky blackness. Astarion saw it as well.

[Alucard sighs, settling into his seat.]

Unfortunately, I think you're right about this being the quickest way to solve the problem. I just deeply dislike it.

[For all the obvious reasons.

The hour passes quietly. Alucard doesn't mind. He's always appreciated that Geralt can indulge in the luxury of the companionable silence. It is one of the man's better aspects. It lets Alucard's mind wander but not that far, and when he catches the scent of herbs filling the room, it is easy enough to forget the base of the broth.

He sighs when the hour is up, lifting himself from his chair.]


Grab me a mug while I strain everything out. Also, you're putting my rib back in once it has cooled down.
gynvael: (343)

[personal profile] gynvael 2024-05-12 04:31 pm (UTC)(link)
[ Geralt glances up, gaze growing sharp. ] And you didn't mention this before?

[ A crack. He's seen the same shattered rifts: in the sky, the land, even the Horizon. Something is breaking. He cannot say what that something is, but he is done sitting idly by while the world disintegrates. What of Ciri? What about Yennefer and Jaskier?

He remembers now—all the times he chose not to act. Or tried to, at least.

The hour passes. He is quiet, and one might almost mistake him for being lost in thought if not for how smoothly he hands over the mug before Alucard has finished asking. ]


Mm-hmm. [ He will do the honours of putting it back. ] Let's worry about your memories first.

[ When his rushed back, it wasn't pleasant. He's concerned what Alucard might confront. ]
cryptsleeper: <user name="malagraphic"> (Hot mess)

[personal profile] cryptsleeper 2024-05-12 04:36 pm (UTC)(link)
[the thread wasn't DONE geralt, god.

Alucard sighs heavily as he gets the strainer out and another pot for the broth to go into. Now spent herbs slide out along with carrots and turnips and onions and celery, his bone the last to fall out. It has been bleached white and sits atop the pile, steam coming off it as if it is any other component.

He takes the mug (it has little bat wings because Hilda thought she was being funny one day) and dips it into the now-strained liquid.]


Anything I should know in terms of bracing myself? You're the only one that's done this before.
gynvael: (105)

[personal profile] gynvael 2024-05-16 05:02 pm (UTC)(link)
[ This is not the most absurd event he's partaken in, but it's close. He squints at the bat wings and recalls an abruptly clear memory of Jaskier screaming at a cloud of bats.

They'll hope this goes better than that. It may go worse. ]


If I have to restrain you, don't take it personally.

[ He cannot say what altogether lurks in Alucard's mind, waiting to spring like a trap, but it seems reasonable to forewarn. ]
cryptsleeper: <user name="malagraphic"> (NO??? NO!!!)

[personal profile] cryptsleeper 2024-05-16 10:55 pm (UTC)(link)
I won't. Promise.

[Alucard puts his mouth to the rim of the mug and takes a small sip first, testing to check the temperature of the soup-made-of-himself. It's hot but not enough to burn. It'll do.

The first full and proper sip does nothing at all. Alucard only frowns and mutters about needing more time and poor mouth feel. His second is likewise uneventful.

Unfortunately, the soup seems to play by rule of threes, as with the third sip and the gentle thunk of the mug going down onto the kitchen table, something bodyslams into Alucard's brain. He doesn't fall over from it, but he digs his hands into his own palms hard enough to draw blood. There's a groan. He rests his forehead on the table itself, eyes downward at the floor.

He manages to choke out a FUCK!, but that's it. Whatever it was like for Geralt, it is not this. It is not sitting paralyzed while the flood gates open back up fully, leaving one gasping for air while being wholly still and on dry land. It's being washed over by a great wave and waiting for it to recede.

Except it doesn't recede, not immediately. Alucard doesn't know how long it takes him to come up to the metaphorical surface, but when he does, his face is flushed red and streaked with tears, his palms are bloodied, and he looks every inch the 800 that they aren't.

His breathing, however, is still labored. Every breath is a struggle, and when he locks eyes on Geralt there is visible panic in them.]
gynvael: (221)

[personal profile] gynvael 2024-05-20 10:23 pm (UTC)(link)
[ Had Geralt more experience with this process, he might've also warned Alucard to sip much slower. Perhaps give it a good thirty minutes before another. He only attempted this several centuries prior, however. His memory of that time is blurred at best, more so now that it's tumbled in with everything else.

But he is quick to straighten up when Alucard reacts.

He crouches in front of Alucard, careful not to touch him or startle him. He doesn't know what Alucard is seeing, if Alucard even realizes where he is. Eventually, those eyes focus on him, large and wide. ]


Are you okay?
cryptsleeper: <user name="malagraphic"> (NO??? NO!!!)

[personal profile] cryptsleeper 2024-05-20 10:30 pm (UTC)(link)
[Alucard manages to shake his head no. One hand very shakily manages to rest on top of the table, and instantly his nails dig into the wood. His legs wobble, making it clear that standing is so very much just not happening right now.

However, in the heady rush that has yet to calm down, there's one thing that becomes clear. To be inside is to feel crushed by walls, crushed by recollection, squeezed until there's nothing left to squeeze. His other hand reaches out for Geralt.]


Outside. Please.

[He'd like points for managing politeness, at any rate.]
gynvael: (179)

[personal profile] gynvael 2024-05-20 10:46 pm (UTC)(link)
[ Without hesitating, Geralt catches Alucard by the elbow and helps him up. His touch is gentle, but firm. ] Come on.

[ He pushes open the door and they stumble outside. His forest is no longer as thick, doesn't flourish with spring wildflowers and rushing rivers, but it still forms. Grass carpets the ground beneath their feet and moss climbs the trees that spread their leaves overhead. A deadwood log makes a seat near a small trickling brook. The air is a touch frosty—as though winter has not yet left.

He sits down next to the dhampir. It'll take time. He is not sure how much time, but...he knows better than to push too hard. ]
cryptsleeper: <user name="malagraphic"> (Dad mode)

[personal profile] cryptsleeper 2024-05-20 10:51 pm (UTC)(link)
[Alucard lets Geralt steer him. Geralt is a lifeline in this, although once the storm has subside he will also point out that Geralt causes the matter in the first place.

But there's a prelude to that accusation, and it is called slumping onto the ground and staying there for a while on his side. Eyes closed. Letting recollection after recollection wash over him, anchored by the sound of running water and the coolness of the air. They are counterbalances to it all.

Inch by inch, Alucard surfaces. He runs his hands over the ground, appreciating the softness of the grass. He stretches his legs and notes how the breeze moves. And then finally, finally he sits himself upright, capable of words.]


Fuck.

[It is as serious and exhausted as the word could ever be. Alucard turns to face Geralt, face serious.]

So this is all a shared reality. Wonderful. [His voice is sour. Bitter. Angry. Close to the Alucard that arrived in Abraxas, but with a different sort of accent, such as it is.] What do we do about it?
gynvael: (035)

[personal profile] gynvael 2024-05-21 12:57 am (UTC)(link)
[ If one wishes to call it that. Geralt is not precisely sure what it is. Prophecy? A dream? A trick of the Horizon? He's shared memories and nightmares with others before, but this is different. This goes far beyond the depths of his imagination and the things which haunt him.

He did cause the break in Alucard. He doesn't regret it. What else was he to do? Leave his friend trapped in this illusion? ]


I don't know. [ He lets his breath frost in the air. ] I need to free my family first.

[ Yennefer. Jaskier. It won't be easy. They are happy here. And he knows how fiercely the two of them will cling to it. ]
cryptsleeper: <user name="malagraphic"> (I'll consider it)

[personal profile] cryptsleeper 2024-05-21 01:02 am (UTC)(link)
[Alucard exhales, long, slow, and considering.]

I wonder if there's any true harm in letting the illusion linger for just a few days longer, especially if they have not begun to notice cracks in their vision. Especially if they've managed along well.

[He'll have to speak with Hilda, but that can be a discussion not anything forced. No one else is going to be having soup, the dhampir knows that for damned sure.]

I'm the first one you've spoken to about this?
gynvael: (075)

[personal profile] gynvael 2024-05-21 01:12 am (UTC)(link)
[ Is there? Maybe. Maybe not. It's tough to say, and he does not wish to take his chances. He cannot risk this world tumbling down only for his family to be left behind. He doesn't know what's out there—but he knows whatever it is, it's real. And this is not.

He shakes his head. ]
No. There were others.

[ Others before him, actually. John was first. Then Dean. Once the latter came to him with the truth, he couldn't turn a blind eye any longer. The memories may be painful, but they are necessary. And if there's something Geralt has always understood, it's the necessity of pain in order to move forward.

He looks over. ]
Do you want me to stay a while?
cryptsleeper: <user name="malagraphic"> (ilu u idiot)

[personal profile] cryptsleeper 2024-05-21 01:17 am (UTC)(link)
Then you have the better measure of it. I've never had reason not to trust your instinct. [Even when Geralt's memories were akin to Swiss cheese, his judgement was sound. The harm may be minimal, but it'll be there and--

--he lets out a groan.]
Viktor's going to do something incredibly stupid once things align for him. I should go check on that soon.

[But not now. Alucard considers, then stands up. He doesn't go far, just close enough to sit beside the stream. It's the easiest thing in the world to lower himself back down, pull his boots off, and dangle his feet in the flowing water. It is cool but not cold. Sobering.]

I think a lingering a little while longer in the grand scheme of things won't matter. [Moreover and to the point:] I don't like this information, but I will never not appreciate your reliability. Thank you.

[He pauses, a moment of realization dawning:] Also, I need my bone back.