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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2024-08-15 09:43 am

EVENT #20: ADVENT - IC EVENT LOG

Event #20 - Advent
The Badlands has remained contested territory between Thorne and the Free Cities for many years. During a mediation two years ago, a resolution was attempted but fell apart. The Badlands is valued for being the direct route toward the Singularity...meaning it was only a matter of time before conflict broke out over it.

Early in AUGUST, Thorne and the Free Cities begin to march on the Badlands. The clash is bloody and violent, taking place exclusively on the ground. Although the Free Cities military has its share of firearms, such things are still rare and expensive. Most of the fighting, as expected, makes use of horses, swords, arrows, and - of course - magic.

The territories won't call upon Summoned like yourselves. You are meant for something more important. If you insist on joining the fight, they may approve depending on who you are and what you plan to do. Soon, however, a powerful force emerges, one far bigger than just another clash of swords.
This event draws on a previous event involving the Heralds of War. Knowledge of this past event is not necessary, but you may review the information for added context if you wish!

The consequences of Solvunn's choice in Event #18 occur at the end of the event. The result of this act will be further detailed in the Wrap-Up.
Overture
The return of the Heralds might stir familiarity within some of you. You may recall how they whispered in your ears, planted visions of death, or corrupted the Horizon. This time, although their coming spreads across the land, you as the Summoned are remarkably resistant to the Gods' influences. Newer arrivals might be more susceptible, but those of you who have been here for months or years won't find yourselves afflicted much, if at all...until you start to make your choices.

As the Summoned, certain actions may open you up to vulnerabilities. Everything you do carries a weight. If you experienced the emergent reality, you'll likely have learned that lesson. You're not fully one of the Gods yet, but your connection to the Singularity means the magic that flows through you contains both a great capacity to help others and a cost that comes with it which you must consider.
A Taste of Blood
It begins sometime in mid-August, around the 16th onward. Not everyone will experience it at the same time. You might even believe you're spared until days afterward when you're visited by an unusually vivid dream.

The dream starts the same for everyone: you are going somewhere, anywhere, walking to your bedroom, or enjoying a stroll on the beach. You might be driving down a familiar neighborhood. Wherever you're headed, you find that the world around you shifts. Thin red veins spiderweb across nearby surfaces. As you press on, they become engorged with blood until they form a fleshy tunnel. A light at the end beckons you. You can turn around if you want, but aren't you curious?

If you proceed, you eventually come upon a beating human heart with your Arcana painted in gold. A swarm of large mosquitos quickly encase the heart, sucking it dry. As their abdomens become fat with blood, more and more join the swarm until it becomes a whirlwind of insects that gradually take on a large humanoid shape: bright red with blood with horns bent upwards like a lopsided crescent moon.

This is Zorne of Last Blood, the eldest of the Heralds of War.

The veins are pulled in by the insects, connecting one to the next and holding them in place like latticework of sinew. No longer obscured, the world that surrounds you is bleak and gray. A large sword materializes in Zorne's hand. Holding it aloft, he measures your resolve.
If you have spilled blood, the blade begins to drip with it. The steel beneath glows hot, then begins to harden.
If you have not spilled blood, the blade turns brittle, eventually falling to dust.
Zorne accepts you regardless. He sits down on his simple stone throne, laying the sword against the armrest. His eyes are thinly veiled sockets in a skull made of insects, downcast towards where you stand below his form. A thin layer of red skin stretches across his mouth with every word he speaks.
"The path...has been chosen. The snake has found its tail. Each new age rises from the ashes of its grave. It is...as it always has been."
Zorne holds the sword up again. Behind his throne, you glimpse the rays of a rising sun.
"A sword hardens in the fire. In the darkened hearts of mortals. Destruction heralds purification from madness.

All things end before they begin. Mortals, Gods, the smallest insect. And when it ends...we will be there. I will be there. And you...little godling...must find your place in that end."
The sun reaches its apex. It is blazing and fierce, as though it might soon swallow you in its fury - and then it does.

Do you feel at peace from its cleansing fire? Strengthened by it? Or is it purely unimaginable pain and fear that consumes you?
Zorne's sword measures the blood on your character's hands as perceived by them. A character who took only one important life to save the world may see as much blood on that sword as another who killed many to do the same.
Making Your Choices
Whether you believe Zorne or not, you must still do something, even if that something is nothing. As things unfold before your very eyes, you can decide whether you will aid the Heralds for what you may believe is the greater good, help the individuals you can't deny, or decline any involvement at all.
General Effects
Each territory will have a set of circumstances brought forth by a combination of human actions and the Heralds. Those who experienced the afflictions in the past may recognize that the Heralds never implanted or controled your thoughts. Instead, they showed you visions, whispered in your ear, or coaxed you to indulge the darker impulses that live inside you.

The same effect will take hold of the regular citizens now, whose dispositions play a large role in what the Heralds can influence and how much. This is made most obvious by the fact that children are the least impacted. The younger and the fewer their worries, the less vulnerable they are. Of those who are afflicted, the effect might manifest in ways that are more fitting of a child: dreams of a beloved pet dying, bullying a sibling, or giving in to the desire to steal a toy. Adults who are naturally and genuinely carefree may also fail to be affected by Koth's despair or Adlewyrd's poisonous thoughts.
Vulnerabilities
Your status as the Summoned affords you some protection. The longer you've been in Abraxas, the less open you will be to influence. However, depending on what you do, this might change.
◎ If you choose to counter a Herald's influences, you may inadvertently absorb the affliction's effects or experience a "bleedover" from the person you're helping. The more you do this, the more severe the impact will become. You might also be concerned by the new ability you're exhibiting when countering an affliction. Though the ability is small, you feel its power coursing through you. When you try to call on it outside of aiding others, however, nothing comes. It seems this ability only manifests when interacting with an afflicted individual.

◎ If you choose to enhance a Herald's influences, you may inadvertently absorb their abilities as yours and thus, in turn, spread them toward individuals who are nearby. This could occur deliberately or accidentally, depending on how much you desire to act as an extension of the Herald in your chosen territory.

◎ If you choose to ignore a Herald's influences, you'll receive no effects either way...but you might find it difficult to disregard what's going on around you.
For an OOC explanation of the mechanics regarding being a countering, enhancing, or neutral force, please review the Deciding Your Actions section on the OOC Plotting Post.
Patchwork Horizon
Luckily, the Horizon isn't intent on trapping any of you this time. Its instabilities instead manifest in your own domains. It might revert back to a previous state or older elements might resurface that you thought you got rid of. Or, it may take on transformations from a future version - the domain that you had as a God in the emergent reality. The more you've made yourself vulnerable, the more unstable your experience in the Horizon will become.

Further, these instabilities aren't limited to your domains. Effects from other domains might overwrite yours, or perhaps pieces of your domain are showing up in another's.
◎ For some, it might just be a minor inconvenience. Perhaps your flowers have transplanted onto somebody else's yard across the Horizon or your pet keeps teleporting around to everyone's domains except yours.

◎ For others, the effect might be more troubling. You could find private letters surfacing in a stranger's desk or you might open your closet to find another's buried skeletons.

Anything that ends up in someone else's domain will be missing in yours. Rather than a duplication, the effect is more like a jigsaw or a patchwork quilt. You can put it right, of course, with some concentration - but it's best done with a partner, especially someone who knows your domain well enough to help you reform it.

Setting a domain right will also repair any vulnerabilities its owner might've exposed themselves to, so it's a good idea to try and assist each other. Of course, if your concentration's off, attempts to fix a domain might actually make things worse, so be careful!

Arrival
The sections below will contain more specific prompts to help players jumpstart threads, but you may use the broad descriptions of each Herald's impact here to inspire your own ideas and scenarios.
The First Shadow
The arrival of the Heralds of War is subtle. For many citizens, they might not realize that there is a force exerted throughout the world. Indeed, how much of what happens can be attributed to the Heralds, and how much is simply human nature? That's a question even the Heralds can't and won't answer. They are only here to carry out the same task they have done since the dawn of time, each time a war brews.
Koth, the Kingdome of Thorne
Koth of Festering Lands brings with her death and rot. This affects vegetation, wildlife, livestock, the already dead...and the soul itself. She does not bring literal death to living people - she only brings it to the things around them and within them.
Missing Warship
In Borrel, a naval warship on its way home to resupply goes missing. Led by an experienced captain and with no fighting taking place at sea (surely, even the Free Cities can't sail that quickly toward the western coast), the mysterious disappearance has many concerned. Unfortunately, some mages who attempt a common tracking spell report visions of bloated corpses sunk to the bottom while others dream of drowning, an effect so real they must be shaken awake. Many mages refuse to try the spell again, leaving it in your hands instead.

Each tracking spell can only vaguely locate an individual or a part of the ship, so multiple attempts are necessary. If you're not skilled in magic, you can take a more active role and board a rescue ship off the coast of Borrel. This ship will venture out based on the coordinates according to the spell...but take care: the sailors with you are prone to similar visions of drowning when they look into the blackened depths below. Others claim they see the faces of the dead in the ocean's surface. All of this leads to high tensions amongst the men and women on board.

It'll be possible to rescue a few sailors, but others may be lost entirely. The ship itself appears to have broken into pieces. Survivors report a grotesque undead leviathan that cannot be harmed or killed, though it's difficult to tell if this is true or another hallucination.

Dukewood Lumber Mills
Previously a site of a dangerous rift, the lumber mill in the woods by Nott has since returned to normal. Unfortunately, that ends quickly when the trees begin to rot. Workers report a horrible smell that comes from the trees themselves, and that the normally clear sap has turned into a putrid black-blood substance.

To make matters worse, the rotting stores of food and now the dying trees are putting the workers and locals around Nott under great stress. Thoughts of despair are amplified by both the situation and Koth, leading to higher rates of drinking, which in turn has increased the amount of accidents at the mill, including mismanaged safety protocols and mishandled equipment.

Lumber is of great value during wartime, especially for the construction of naval ships, outposts, and weapons, so Castle Thorne is determined to help restore the trees, as well as calm the workers. You can help with everything from checking equipment to ensure they're safe, searching for any missing mill workers, providing first aid where necessary, or confronting beasts that might've been disturbed by all the commotion.
If you happen to fall under Koth's sway, you might also see the dead when looking into the waters as you rescue the other sailors. The bodies might reflect something you fear or they may be a reminder of a death that's already passed. You could also sink into despair or experience haunting dreams as you try to help another recover from their hopelessness.
Adlewyrd, the Free Cities
Adlewyrd of Poisoned Tongues brings with them words that poison the heart and mind. This affects thoughts and emotions, a slow and subtle influence that spreads.
Untold Secrets
In Libertas, where underground networks thrive, sudden slips of the tongue, rising tempers, and impulsive actions have caused the black market to collapse into disarray. Between power struggles, accusations of betrayals, and missing transactions, the violence has spilled into the open.

Preoccupied with the battle, the number of guards and soldiers keeping order is reduced. Venturing into Libertas can be dangerous and those who live there, including artists and orphans, are struggling to go about their day-to-day without disruption. You can help calm tempers or break up fights...or maybe, if you're a bit more vulnerable to the influences yourself, you might become drawn into the chaos yourself.

Because of the limited number of hands, the Summoned are allowed to make an arrest, but you must bring the culprit to a guard outpost for formal processing. Taking matters into your own hands too severely can lead to scrutiny. Given the circumstances, however, a bit of non-fatal violence will be overlooked, especially if it takes place in the darker corners of Libertas.

You don't have to enforce the law, though. In Libertas, this enforcement is rather loose, anyway. Instead, you can mediate as a neutral party, take advantage to make a deal of your own, or simply offer your services to fill in any gaps that might've occurred in these networks. This could involve more illicit activities like transporting underground goods or something more above-board like searching for a missing person. Just be sure you don't draw too much attention if you're acting outside the law.

The Red Path
Previously a site of a dangerous rift, the scenic Red Path leading between Cadens and Libertas has since been restored. Unfortunately, that ends quickly when conflicting reports cause an accident involving merchant wagons carrying silk, spices, and wine. Some claim the merchants are spies while others insist they were bandits in disguise.

Regardless, the accident leads to several fatalities and disturbs a monster nest: that of the dangerous Copper Spine Wyvern. It also draws swarms of hungry Kaskadura, the latter of which are lured by the corpses. While not normally aggressive towards the healthy and living, the Kaskadura seem to be in a frenzy and will bite just about anyone they see - and there's a lot of them, gathering over the area like a black cloud.

To make matters worse, a clerical error has slowed down the cleanup and identification process. If you're not inclined to fight monsters or locate missing bodies, you can help at Portam Hall to manually match names to surviving family members, as well as locate said family members to deliver the somber news. As for Portam Hall, the main hub of government activity might not be under threat from beasts, but isn't calm, either. Gossip, secrets, and missing paperwork plague the various departments and offices.
If you happen to fall under Adlewyrd's sway, you might read too deeply into an innocent comment or mishear a remark that raises your ire, leading you to snap wrongly at a friend or attack an innocent. You might also give into lurking temptations that surface as you try to help others overcome their dark desires.
Sannleikr, the Solvunn Commune
Sannleikr of Many Faces brings with him deception of the soul. This affects faces and minds, causing appearances to become distorted, untrustworthy, or altogether unrecognizable.
Lost Herders
In the Secondary Settlement, a woman named Eydis has lost her prized herding dogs and her flock of sheep. They left one morning as usual to herd the sheep out to graze and never returned. She worries that rumors of livestock sprouting teeth are true and will harm her dogs. She isn't the only one, either. Several other sheep and goat herders have claimed their dogs and flocks have gone missing, too.

The dogs themselves have scattered across Solvunn. There are roughly a dozen dogs and several flocks that failed to return home. Should you run into any livestock, it would appear the rumors are indeed true: the normally fluffy sheep have grown wicked claws or horns while the goats bear their sharp fangs. Despite their fearsome appearance, however, they are not aggressive except when frightened. Keep them calm when herding them lest you provoke them to bite or claw.

As for the dogs, some might be wounded while others will growl at you. They don't recognize familiar toys or faces and will attempt to run away or behave apprehensively. You can use any abilities or techniques you have on hand to try and bring them home. After all, the Solvunn woods are dangerous, and there are many creatures within those dense trees that will strike.

Living Statues
Previously a site of a dangerous rift, the Feintak Ritual Site, located just outside the Primary Settlement, has since returned to normal. Unfortunately, that ends quickly when confused citizens of the Commune begin to wander toward the area at night in search of their "missing" loved ones.

Unable to recognize familiar faces, some begin to see those faces imposed upon the statues at the site instead. You can find children playing with their "mother" or an elderly widow spending time with a "relative." While this would be disturbing enough on its own, the sacred area contains an ancient magic that, should any missteps occur, could be released into the world and spell disaster.

The Council has asked the Summoned to help bring home the lost folk of the Feintak site. They must be guided gently, as any negative energy could be absorbed by the dark power that lives in the earth and the statues. Victims of the affliction might become frightened of you or fail to recognize you even if you've been neighbors for months or years, making your task more difficult.
If you happen to fall under Sannleikr's sway, you might also begin to see faces in the statues at Feintak and forget the real figures around you. The faces might be friendly or they could be adversarial - an enemy or a source of shame. You may also see a twisted reflection of yourself in the mirror, representing something you've been trying to hide from.
The Final Coming
Zorne first spoke to you in your dreams, but his presence is noticeably absent for the first few days. Then, one week later, after one of the most fierce and bloody battles in the Badlands in recent history, a red sun rises over Abraxas. The morning's dawn is cast in a red glow across the territories.

If you met Zorne in your dream, you may recognize this very sun. You remember feeling its heat over your skin and the emotions it stirred in you, whichever they might've been.

By noon, the blood-red hue will fade...but Zorne's coming has only begun.
The Last Affliction
Unrestricted, Zorne's influence travels across the land and joins forces with his siblings.

The Badlands
Forces from the Free Cities introduce a new prototype to the war: a semi-automonous suit of armor armed with a piece of technology derived from something that came through the rifts: a unique firearm that launches explosive discs imbued with New Magic.

The weapon's destructive capabilities wreck havoc on both people and the environment...inadvertently setting loose yet another creature of the rift - the swamp-like creature that researchers had been studying in the Badlands before the war broke out. Its giant mouth is lined with numerous teeth. Its breath can paralyze, blind, poison, and weaken anyone caught in it.

The morbol will move toward the borders of each territory throughout the event, so the Summoned in all locations can encounter it when arriving at the front lines to deliver medicine, supplies, or news. Zorne's influence appears to prevent it from dying. When killed, it respawns in another location - sometimes miles away.

Forging the Soul
Zorne's influence can affect those who are already under the effect of one of the other three Heralds. A shopkeeper angry about a misspoken rumor might begin to have disturbing and violent dreams of confronting the offending gossiper. A soldier who sees his death at the hands of another may start to feel the urge to kill first before his turn comes.

Aggressive wildlife will begin to invade city borders. While most are stopped or killed before they enter a major city, one or two predators might slip through. Trade routes are disrupted. Nearly all caravans are halted except the most critical transports. Hunters and farmers begin to report disturbing sights of deer scavenging on corpses or butterflies biting as mosquitos do.

You, too, may experience similar dreams or desires if you've allowed yourself to become too vulnerable or exposed to the Heralds. The more you entertain such thoughts or let your guard down, the harder they become to ignore. As you move through your days, surrounded by turmoil and conflict, you may have to ask yourself if you're as above it all as you first thought.

And what about your friends? Your neighbors? After all, you might associate frequently with the other Summoned, but you've made connections with the native population, too. Perhaps the kindly innkeeper is now treating you with a suspicion she didn't used to exhibit. Maybe you hear that the baker across the street, who once offered you free sweet rolls, has been gravely injured by his own son.

As Zorne said, this is about forging peace through madness - or so the Heralds believe. Maybe, in the pandemonium and bloodshed around you, you begin to understand something important about yourself, your friends, or the world.
Beyond the Heralds
It's tough to deny that even without the Heralds, this conflict would be ongoing regardless. Neither Thorne nor the Free Cities has demonstrated any desire for peace. Solvunn seems to be considering their role, as well. Despite the war, life must continue for Abraxans: parents have mouths to feed, farmers have fields to sow, and professors continue to lecture and hold classes while they're able.

As the Summoned, you can engage in any of these elements. You can agree to take notes for a fellow student who's suffered an unfortunate attack after being mistaken for someone else. You could babysit for households who need an extra hand while their partner has been sent to fight. You can pack medicine, offer healing abilities, or bring supplies to units stationed by the Badlands.

You can also take on acts of diplomacy. This is not restricted to communicating with the leaders of your territory. Both Nocwich and the Nether have a relationship with the Summoned, which is something you can utilize. You might have to begin by sending a letter instead of meeting them directly, but if you're determined to find a peaceful solution, it's worth trying.
Individualized actions are entirely possible! We will discuss it on a case-by-case basis. You can SUBMIT YOUR REQUEST by replying to the comment with the form.

Please have a concrete goal in mind and try to keep your requests concise. We will do our best to accommodate everyone, but we may have to ask that you hold the request for after the event or ask you to revise it, depending on what you've submitted.

Departure
When the Heralds withdraw, it's quiet and as difficult to notice as their arrival. Did they vanish near the end of one of the battles? Did they leave days ago, the seeds they sowed flourishing without further intervention?

For the Summoned, it may be a bit easier to tell. Steadily, as the month comes to a close, the Horizon begins to stabilize once more. If you have been countering the Heralds, you find your ability no longer triggers, even if there remain those around you who behave as though they are still being influenced. You suppose it's fair to remember that the Heralds don't need to exert their powers for people to behave as they do.

The battle in the Badlands continues to wage...but on AUGUST 30, Thorne's troops receive abrupt orders to return home. It appears that, while the kingdom's forces were occupied on land, her naval warships were dealt a serious blow, handing a sudden victory to the Free Cities - but not by who you might predict.
The Hands of Solvunn
Solvunn has often refused to pledge for one side or another. The Council maintains that they are devoted to protecting their commune and their way of life, nothing more. They certainly have no army or weapons to speak of. Their disinterest in the Badlands conflict is expected, and neither Thorne nor the Free Cities consider it unusual that Solvunn has remained isolated.

What you might've wondered, however, is this: why have the Heralds visited Solvunn twice now when they spare genuinely neutral lands like Nocwich and the Nether?
A Guiding Light
After Thorne's retreat, news begins to travel. It moves through Solvunn and Thorne first, eventually reaching the Free Cities. Multiple stories surface about the sea in Borrel, not about the storm wall or Koth, but something else - a mysterious lighthouse and a thick fog that's obscured the waters for days.

Survivors of one destroyed warship, The Queen's Secret, return telling tale of a light that beckoned them during a heavy storm. But the lighthouse keepers in the western sea swear they saw no ships come their way. The ship itself seems to have crashed into a massive sea stack that should've been easily avoidable. What lighthouse could have drawn them near?

Over the next few days, this happens again and again. Sailors looking out from shore confirm that they can indeed see the flickering beam of a lighthouse. It stands proudly in a spot where no lighthouse was ever built.

Then, on the final day, the lighthouse moves.
Blessings Granted
Citizens gather seaside despite sailors and guards ashore attempting to send them home. They watch as a naval officer and his men are sent to investigate. As the lighthouse grows brighter, its hypnotic pulse begins to pull others forward. Fishermen and noblemen set sail on their own civilian ships. Sailors of the Royal Navy break rank and order, as if under a powerful compulsion, and set forth in Thorne's prized warships. One by one, ships big and small pull out of the harbor in the dead of night.

Witnesses report strange limbs emerging from the base of the lighthouse. The limbs do not strike or attack. Rather, they open up like a waiting embrace. They gently accept each vessel that sails towards the light. Then they enfold the ship and pull it down into the depths. To onlookers, it's a silent but horrifying affair. Each ship disappears until only bits of wreckage are washed ashore the following morning.

A surprising number survive by abandoning ship, though some captains choose to go down with their vessel. Having made a crippling dent in Thorne's Royal Navy, the lighthouse vanishes. Back on shore in the Tertiary Settlement, the storm wall finally vanishes.

The incident above will lead a few changes in Solvunn and to the borders of the Badlands. We'll detail those changes in the Wrap-Up!


theidlemaiden: (pic#16106064)

[personal profile] theidlemaiden 2024-09-27 06:18 am (UTC)(link)
[ She's not trying to fish for compliments or reassurance. Wyvern claws were fine for wyverns. But for her? Never once in her life had she claimed to be a delicate wyvern. Needless to say she's quick to jump in and correct him. ]

It's gross. They're horrible, Vikky. I -

[ Hilda can't help but falter, suddenly overwhelmed with the thought that what she nearly says sounds vain and vapid but would be no less true. ]

What if the rest of me turns into a scaly wyvern? Would you still be my friend?

[ Don't you fucking laugh, Viktor!! It's a real concern!! ]
techmaturgy: (pic#15348816)

[personal profile] techmaturgy 2024-09-27 05:55 pm (UTC)(link)
Hilda--

[Viktor is not distressed by his own physical changes. In a way, it's like a gift from his other self, from a procedure that he devised. He's intrigued by it, more than anything, wondering how he might reproduce the magic and alter himself further.

He can't expect everyone to feel the same way. This is something imposed on her, against her will.
]

I would be your friend even if you turned into a lizard and had to live in my terrarium. [With the other lizard.] But that won't happen. You might even be able to learn to control it.
theidlemaiden: (pic#16098236)

[personal profile] theidlemaiden 2024-09-28 08:20 pm (UTC)(link)
[ In all honesty she probably would have freaked out if she had woken up with a purple arm that was metal. That, in hindsight, would have been harder for her to hide than retractable wyvern claws, but she's been given this so called gift and now has to learn how to live with it whether she wants to or not.

And she doesn't want to. Not right now anyway.

The longer she dwells on the subject the more her eyes threaten to mist with real concern. Some of that however is dashed with the knowledge that in this hypothetical situation Viktor would look after her and more importantly look after her well. ]


I'm not sure about the whole controlling thing. They're finicky.
techmaturgy: (pic#15745016)

[personal profile] techmaturgy 2024-09-29 05:23 pm (UTC)(link)
[Viktor knows she'll have to take this at her own pace--all he can really offer is reassurance, not that she won't continue to change, but that he'll stick with her even if she does. It's the least he can do. Viktor hasn't forgotten how she stood by him until the very end of the imagined future, after so many others had given up.

He reaches for her hands, not sure if it's comforting, but knowing thats he's done the same for him many times.
]

You don't have to try if you don't want to. But it might help.
theidlemaiden: (pic#16106057)

[personal profile] theidlemaiden 2024-09-30 12:32 am (UTC)(link)
[ Going at her own pace has always been preferred - even if it hadn't always been the best way to incite change in her. Hilda was and always would be someone who sought comfort. But being in a place like this where things seemingly just happened to her was a sure fire way for her to learn to adapt to that change whether she wanted to or not.

But finding comfort in touch hasn't changed even if she initially flinches a little before relaxing into it. She lets out a slight breath. ]


I'll try.

[ There's another weak smile in an attempt to show him that she does that. ]

Talk about a day of gossip and secrets, huh? I promise I'm not hiding anything else.
techmaturgy: (pic#15348814)

[personal profile] techmaturgy 2024-10-01 03:30 am (UTC)(link)
[He feels her relax under his hands and maybe that will have to be enough for now. Hilda says gossip and secrets and hiding things, and it's difficult not to feel slightly guilty. Maybe that's what prompts him to continue.]

I'll tell you one more thing.

[Not something he's necessarily keeping secret--just something so new he wasn't sure whether or not it was worth telling. In the spirit of sharing intimate things, however, he thinks that now is a good time.]

It's good news, though. Maybe.
theidlemaiden: (pic#16094989)

[personal profile] theidlemaiden 2024-10-02 06:09 pm (UTC)(link)
[ They were regular parts of her vernacular and really, she had included herself in that. She didn't really believe that the things Viktor had been keeping to himself were secrets nor were they things that she held against him. As much as Claude keeping things to himself had hurt her deeply she had no intention of reacting that strongly again in the future with anyone if she could help it.

Confusion fills her features. ]


Maybe?
techmaturgy: (pic#15348838)

[personal profile] techmaturgy 2024-10-03 10:27 pm (UTC)(link)
[The maybe is because Viktor hasn't necessarily sorted out how he's going to tell his friends. And he needs to tell his friends, because they deserve to know, and Kyle deserves better than to be kept a secret.

It's still difficult. Hilda knew Jayce's intentions for them, and some days the ring he wears on a chain feels impossibly heavy. He knows she'll be happy for him, and won't judge, but perhaps Viktor hasn't yet learned not to judge himself.
]

I've been seeing someone. For a few months, now.
theidlemaiden: (pic#16095020)

[personal profile] theidlemaiden 2024-10-04 06:27 am (UTC)(link)
[ Learning not how to judge themselves is a hard task but not an impossible one. She can relate in some ways. Or rather, only just in one. She told herself a long time ago that she didn't care whether people thought she was an airheaded youngest daughter with nothing to show for it except a power that ran through her veins. If she amounted to nothing and simply enjoyed her life then there was nothing wrong with that. That's what she wanted. Judging herself felt like a lot of energy wasted.

She doesn't know what to expect when he offers up this new information but it's not that. Her cheeks flush, eyes beginning to sparkle with excitement. ]


What?!

[ Unable to help herself she reaches for his hands again. ]

Who? Do I know them? Are they in the Free Cities or somewhere else?
techmaturgy: (6)

[personal profile] techmaturgy 2024-10-04 02:48 pm (UTC)(link)
[The excitement should be expected, but Viktor does find it slightly overwhelming. It's immediately lightened the mood, at least, so maybe that has to count for something. He offers her a little smile, his hands clasped in hers.]

You probably know him. He's in Thorne.

[Which is, maybe, a bad idea. Viktor isn't about to turn this into a game, as amusing as it is, but Hilda stuck with him through most of the imagined future. She knows about his time with Kyle, and how it ended, and can probably make a few educated guesses.]
theidlemaiden: (pic#16095194)

[personal profile] theidlemaiden 2024-10-05 01:29 am (UTC)(link)
[ Normally she would take great joy in guessing and wouldn't have held it against him if he did make her guess. At least for the first little while. Eventually she'd lose her patience because that's simply who she is, but the point is she'd entertain it. ]

Thorne, hm?

[ She gives a thoughtful hum. A name immediately comes to mind but instead of just saying it out loud she bats her lashes at him. No one said that she couldn't tease him. ]

Can you give me a hint?
techmaturgy: (6)

[personal profile] techmaturgy 2024-10-05 02:55 pm (UTC)(link)
That was your hint.

[He gestures, vaguely, with a little smile on his face. It's almost smug. He won't torture her forever, but it is fun, in some ways, to see who she might guess.

Not that there are many options.
]
theidlemaiden: (pic#16095215)

[personal profile] theidlemaiden 2024-10-05 10:01 pm (UTC)(link)
[ For a split second Hilda's expression falls flat although it's not serious by any means. It's a good thing she supposes that he doesn't seem in the mood to play a guessing game with her, but at least she was willing.

Guessing games about other things can happen later though. Without missing a beat she offers - ]


Is it Kyle?
techmaturgy: (pic#15348842)

[personal profile] techmaturgy 2024-10-06 04:13 pm (UTC)(link)
[Viktor might be relieved that they don't have to play a guessing game any further, mostly because that kind of thing is only fun for a moment, and there is a kind of vulnerability in confessing this to her. She reaches the correct answer and he nods, the slightest bit of flush on his face.]

It is.
theidlemaiden: (pic#16517644)

[personal profile] theidlemaiden 2024-10-07 05:15 pm (UTC)(link)
[ As soon as Viktor confirms it, her heart swells with a no small amount of joy. A part of her knew, or maybe a part of her hoped, that it was Kyle. Physical changes aside, she hadn't known what would come after they'd woken up from the dream.

The relationships they'd had or imploded during their time as gods were a far more complicated thing to navigate. She was still working through some of her own (or ignoring them in some cases). Knowing that Viktor and Kyle had worked through their own tangled threads has warmth blooming in her chest. Some of her excitement dampens into something softer seeing the flush on his pale skin. ]


And you're happy?
techmaturgy: (pic#15429919)

[personal profile] techmaturgy 2024-10-08 03:07 pm (UTC)(link)
[Hilda's sincere happiness at this news is a little contagious, though Viktor's response is more subdued. He offers a nod, still a bit sheepish.]

I am, yes.

[He wasn't unhappy, before, though he'd sort of forgotten what it was like, to share this kind of thing with someone. Perhaps he thought he couldn't have it with anyone other than Jayce.]

We both know it can't last. [They're both more clear-eyed about this than Jayce was. Viktor appreciates that, in a way.] But it is nice to have, while we're here.
theidlemaiden: (pic#16095013)

[personal profile] theidlemaiden 2024-10-13 02:54 am (UTC)(link)
[ There's no point in trying to argue with him that this won't last. That is something that they all have to come to terms with and something that she still silently struggles with. But seeing how happy Viktor is, knowing that this probably also makes Kyle just as happy, is enough to ease her mind at least for a little while. ]

Then that's all that matters.

[ She reaches for his hand, giving it another squeeze. Even without voicing the sheer excitement that seems to make her eyes shine, the shared happiness that she has for her friends - for Viktor - is palpable. A beat later she wrangles her expression into something more serious though it's very obvious that she is joking to some degree. ]

But you know, if you do anything to hurt Kyle again I'll be incredibly upset with you.
techmaturgy: (5)

[personal profile] techmaturgy 2024-10-13 02:04 pm (UTC)(link)
[She pulls a little laugh out of him, though it's subdued. The truth is that he has a great deal of feelings about his current situation, but she looks so happy for him that he doesn't want to trouble her with anything else.

He can, at least, agree with her on this.
]

I won't make the same mistakes again. [That's the one advantage of the imagined future, after all. Knowing what to avoid.] We both agreed to do better, this time.
theidlemaiden: (pic#16106062)

[personal profile] theidlemaiden 2024-10-14 07:45 pm (UTC)(link)
[ The serious expression really is short lived, replaced with the affectionate smile from before. Viktor's reassurance is what she was hoping to hear. Their imagined future is one they'll all be hard pressed to forget even without the physical changes they had all experienced. ]

Good. I'm glad.

[ A spark of cheekiness reemerges in her eyes. ]

And just so you know I'll lecture him too. Any one that hurts the father of my robot son is going to hear from me.
techmaturgy: (pic#15429965)

[personal profile] techmaturgy 2024-10-14 11:06 pm (UTC)(link)
I believe you.

[Viktor does not necessarily blame Kyle, for leaving the way he did in the emergent reality, but he can't say it didn't hurt. It's not her responsibility to help them navigate this, but it's good to know that he has her support.]

And...thank you. For everything.

[For sticking by him, through all of this.]
theidlemaiden: (pic#16094984)

🎀

[personal profile] theidlemaiden 2024-10-14 11:21 pm (UTC)(link)
[ Kyle was justified. He couldn't stand by the way someone he cared for was removing pieces of himself and replacing it with other things. But that version of Hilda had stayed just like this version of her would stay now. ]

You don't have to thank me for anything. It's what friends do.

[ And then cheekily - ]

I even have the claws now to threaten people with.

[ It's the closest she'll be able to come to joking about it but at least it's a start. ]