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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.



lightkeeping: (pic#15944723)

[personal profile] lightkeeping 2024-05-10 03:27 pm (UTC)(link)
I don't need thanks.

[Someone has to do it, and Aloy prefers that it's her. She can make sure that it's done right--in the past, her efforts sometimes didn't take. She would have to wipe the slate clean and start over, an action that was never her preference, but sometimes necessary. As the years have gone on, however, she increasingly gets it right the first time.

The trees don't talk to her, but she's become uniquely adept at attuning to the needs of the natural world.
]

Not sure yet. Wherever I'm most needed.

[She says that a bit wistfully, gazing out at the view.]

What have you been up to?
familysucks: (08)

[personal profile] familysucks 2024-05-11 03:45 am (UTC)(link)
[Michael inclines his head. Fair enough. He does as he sees fit regardless of what anyone says for or against him, but he will never be free of his ego or his nature. Angels enjoy praise. Mortals who remember to say their thanks are more likely to receive his favour.]

Some minor squabbles.

[He lifts a wing, shows off the fresh scar on his left shoulder. That one's from Nanaue, but it'd be just as fair to assume it's from a spat with a demigod spawn. Michael makes frequent enough trips into the Witchwoods and not much else leaves a mark on creatures like them.

Michael flicks his wing tips and swishes his tail as he contemplates what's noteworthy news to his present company. He's silent a moment.]


A few activities in the village that I don't expect would interest you much. [Humans are more interfering elements in the forest than points of interest themselves to Aloy, he knows.] I added a new species of plant to the forest. Would you care to see it?
lightkeeping: (pic#15736534)

[personal profile] lightkeeping 2024-05-13 08:49 pm (UTC)(link)
[She won't make assumptions, it's true. Aloy has had her fair share of spats, both with demigods and other Summoned, so she won't hesitate to teach someone a lesson if needed, and doesn't begrudge others when they do the same. She regards the scar with some interest.]

Yeah? With who?

[Not that she wants to gossip, or anything. And he's right that she's much more interested in the plant than the goings-on of a random village. She turns a little, clearly anticipatory.]

Show me.
familysucks: (03)

[personal profile] familysucks 2024-05-14 03:22 am (UTC)(link)
Our local Herald of the Briny Deep. I suspect he mistook me for an oversized seal.

[Which is—not an easy mistake to make, really, but everything's the shape of a meal to Nanaue when he's ravenous.

Michael clearly holds no ill will over the whole debacle. He got a similar bite in, and he's the one who waded into the ocean in the first place. It'd be like going into the woods and being upset there are bears. Where else would they be? That's where they live.

Heeding her request, he rises to his feet and leads Aloy a short distance through the forest to a clearing. A dozen or so plants that bear a striking resemblance to spider plants dot the grass. They're a little more tropical than what would typically be found in Solvunn, but still a lush green rather than anything more exotic. Michael doesn't expect that Aloy will be disappointed that they aren't gaudy or gold-trimmed or whatever the expectation of a divinely-inspired plant is among the mortals these days.

He picks his way towards one of them, careful not to disturb any of the plants, and sits. There's more to it, but he'll wait for Aloy to get an overall impression first. Are they nice?]
lightkeeping: (pic#15695277)

[personal profile] lightkeeping 2024-05-20 08:02 pm (UTC)(link)
Well, at least it was an accident.

[But there's skepticism in her voice, as if she maybe doubts that, or possibly doesn't trust Nanaue to have the best judgement in most situations. She's had some clashes with regards to the oceans, and doesn't exactly have the most charitable opinion, as a result.

Michael is one piece, at least, and he seems to want to move on from it, if the foliage display is any indication. She follows along and takes stock of the plants when she sees them, reserving judgement because she's sure there's more to all this.
]

You made these?
familysucks: (09)

[personal profile] familysucks 2024-05-20 08:37 pm (UTC)(link)
[He can see how others might not get along with the shark king. Nanaue is incapable of any kind of talk when he's hungry, and lacks the vocabulary or understanding for proper diplomatic discussions the rest of time. Michael's people tend not to spend time on the water so it's just luck that they're rarely at odds.]

It was a collaborative effort, in truth. Claire's more adept at making plants look as though they belong than I am.

[Michael wanted to make them look like white marble, a holdover from his days in Heaven.

He arcs a wing forward and over one of the plants, shading it. After a moment of darkness it rustles, then lifts itself up out of the dirt. Scuttling on the pointed tips of its leaves as though they were legs, it carries itself out from under his wing and back into the sun, where it plops down and wiggles its roots back into the earth.]
lightkeeping: (pic#15944759)

[personal profile] lightkeeping 2024-05-23 01:23 am (UTC)(link)
She's pretty good at it, yeah.

[Aloy offers a small smile, at the mention of Claire. For as much as she works on her own, she can still value collaboration, and in Michael's case she imagines that Claire perhaps tempered his stranger impulses, when it

This is still strange, though. Watching it scamper around looking for the sun. Seems handy, though she's not sure how the humans might react.
]

You think it's a good idea to set these guys loose?
familysucks: (06)

[personal profile] familysucks 2024-05-23 02:25 am (UTC)(link)
Claire has many talents.

[Including patience enough to talk new ideas through an otherwise impenetrably thick skull. Michael has found her a wise confidant over the years, and he hopes she finds him the same in return.

He has respect for Aloy's opinion too, though she's more black and white in her thinking. Decisiveness is also a trait to be admired.

Michael bats one of the plants just to watch it scurry to a new spot. Admittedly, despite his fondness for a thing he made with his own two hands (okay, so it might be four plus Claire's) he can already predict a few issues—like the sun-loving plants out-competing less mobile flora for the best spots in the field.]


Are you worried our little project will create more work for you?

[If she's got specific concerns, he's listening.]
lightkeeping: (pic#15944684)

[personal profile] lightkeeping 2024-05-27 08:16 pm (UTC)(link)
[Aloy nods in agreement, though she's still not entirely sold on what she's seeing. If Claire signed off on it, though, maybe she's a little more forgiving of the potential repercussions of such a creature, but she's not entirelysold.]

Depends. What does it...do.

[Just run around on its weird little legs, looking for sunlight?]
familysucks: (07)

[personal profile] familysucks 2024-05-28 01:42 am (UTC)(link)
[Michael tilts his head. Is it supposed to do something more? They weren't looking to create a whole new complex race to worship them or anything.]

It's a plant, Aloy. It photosynthesizes. It becomes food for herbivores.

[The ones that can catch it, that is. Deer and rabbits are pretty fast, but perhaps more used to running from predators than having to chase down grass and foliage for their meals. A plant that gets up and tries to walk away mid-chomp might even frighten them away.

One of the plants uproots itself and clambers atop Michael via a wing, then tries to settle down again, wiggling its roots between his feathers. When it finds no proper dirt to dig into, it skitters back down the other side and off to the other end of the field.]


Some of them chase down insects.
lightkeeping: (pic#15737261)

[personal profile] lightkeeping 2024-06-07 04:19 pm (UTC)(link)
I know what a plant is.

[She puts her hands on her hips, clearly not amused by this answer. Her concerns are more ecological, and if a plant can just get up and run away, well. Who knows what kind of repercussions it might have? Aloy isn't necessarily going to harp on it now, but she will file this information away, should she need to intervene, eventually.

She watches the plants scurry across Michael with some trepidation, then she shakes her head, apparently resigning herself to this.
]

Just make sure this doesn't get out of hand.
Edited 2024-06-07 16:20 (UTC)
familysucks: (04)

[personal profile] familysucks 2024-06-07 09:36 pm (UTC)(link)
I never suggested you didn't.

[Just that she ought to be able to extrapolate what his and Claire's co-creation does from what it is, caretaker of flora and champion of nature that she is. He's not going to hold her humourless nature against her though. Michael is known for the same.

He thumps his tail against the ground, as if pronouncing a judgment. Fair enough; he'll keep an eye on them himself. He wouldn't like to see the balance of the local ecosystem upset, either.]


Of course, though I trust you'll let me know before it ever does.

[Aloy speaks her mind without mincing words, one of her virtues his eyes.]
lightkeeping: (pic#15944733)

[personal profile] lightkeeping 2024-06-10 09:31 pm (UTC)(link)
Yeah. I'll pay you a visit.

[And it might not be as friendly as this one, but she's sure that's implied. Aloy offers him a wry smile to take some of the edge off--though of course she's very serious.

That said, she's not one to linger. It's been nice to catch up, but she has other matters to attend to, and she shifts to her feet.
]

Let me know if you want any help, next time.