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Entry tags:
- !event,
- alan wake; the magician,
- alhaitham; the hermit,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- annabeth chase; the high priestess,
- arthur hastings; the hanged man,
- astarion ancunín; the wheel of fortune,
- carmy berzatto; the magician,
- cassian andor; the tower,
- chris halliwell; the tower,
- cidolfus telamon; the hanged man,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- daemon targaryen; the tower,
- daisy johnson; strength,
- dean winchester; the lovers,
- diana prince; the empress,
- eddie munson; the devil,
- geralt of rivia; the hanged man,
- haelva lueltar; the magician,
- hilda goneril; the lovers,
- himeka sui; the fool,
- iris black; the hanged man,
- istredd; the high priestess,
- jack frost; the fool,
- jack townsend; the moon,
- jonathan crane; the magician,
- julia wicker; the tower,
- kaveh; the star,
- kyle; the hanged man,
- lord john grey; justice,
- nadine cross; the world,
- nanaue; the fool,
- nicholas d. wolfwood; the lovers,
- percy jackson; the lovers,
- prince wilhelm; the tower,
- river tam; the fool,
- rocket; the chariot,
- rowena macleod; the high priestess,
- sebille kaleran; the hanged man,
- steve rogers; the hierophant,
- sylvain gautier; the sun,
- teddy roberts; death,
- thancred waters; strength,
- the doctor; the fool,
- tifa lockhart; the empress,
- vash the stampede; death,
- viktor; death
EVENT #21: SPECTER - IC LOG
Event #21 - Specter
In light of the odd happenings throughout September, it might take a few days or longer for you to notice that yet more is going on. Perhaps you catch your neighbor walking out of their house in a daze at midnight, or the bartender tells you his wife went missing two days ago. Maybe the fisherman claims he found his friend staring into the lake in horror before wading into the water and nearly drowning.
Whether you investigate further or dismiss the stories, you soon find yourself confronting some hauntings of your own.
Whether you investigate further or dismiss the stories, you soon find yourself confronting some hauntings of your own.
Participating in the hauntings is optional! For players who wish to opt-out, characters can help others or attend the Eifstide festivities. You may also play with the onset aspects only. The hauntings do not need to escalate beyond the onset stage.
Haunting Echoes
For some of you, the incidents don't stop with your neighbors. They begin to impact you, as well. Indeed, after the eerie effects of the Heralds, you might even think they've returned. However, you realize this appears to go beyond Gods or spells. Instead, it's as if the land itself is crying out...the echoes of which you are absorbing.
How affected you are depends on how vulnerable you might be to such specters, the number of regrets or fears you have, and how much of your past follows you into the world of Abraxas.
How affected you are depends on how vulnerable you might be to such specters, the number of regrets or fears you have, and how much of your past follows you into the world of Abraxas.
Onset
Whether it begins while you're awake or asleep, or both, the effects are subtle at the start. You might shake it off as a lack of sleep or a trick of the light before you understand what's truly going on.
◎ Waking Visions
◎ Lucid Dreams
◎ Waking Visions
If awake, you'll notice it first in shadows and reflections. Mirrors and windows are common sources, but it can be anything where you might glimpse yourself in its surface: the blade of your sword, a polished dinner plate, or the side of some steel machinery.
What do you see? Is it the face of a terrible monster? Your own corrupted features? Someone you lost who's returned? It might not be a person at all. You might catch a splatter of blood across the sawblade you're using that isn't there. You may see your eyes bleeding when brushing your hair in the mirror or spiders crawling from the ceiling.
Alternatively, your glimpses might be surprisingly pleasing rather than frightening. As you apply your makeup, you find it looks incredibly nice - a surprise when you normally struggle to like how you appear. Of course, as you walk by a shop window later, you realize, to your confusion, that your lipstick is smeared, as though applied wrong. How could that happen? What's your real image? You may need to ask someone to discern the reality.
None of these tricks will last long. They could be accompanied by whispers or be solely visual.
◎ Lucid Dreams
While dark and frightening imagery can occur in your dreams, other aspects may be involved. For instance:
If you often have trouble sleeping, you'll notice that while you've more easily started falling asleep, you also dream immediately. You may find it difficult to tell when you're awake or not. You "dream" of sitting down to read a book...then discover that the pages are bleeding or the ghost of someone you lost appears over your shoulder. When you jolt awake, you're right where you dozed off on the same couch, book in hand. Everything is normal once more.
If you're prone to nightmares, you might experience something unusual: your dreams begin to take on some oddly cheerful aspects. Bright flowers bloom where you usually dream of corpses, or your stormy skies become sunny. The incongruous images might cause the scene to feel more unsettling. They can either overtake the dream or appear in subtler ways.
Most significantly, regardless of your experiences when asleep, they are strangely vivid. Further, you have to wonder, are you seeing glimpses of someone else's dreams overlapping with yours? Like ink bleeding through a page, the imagery creeping into your dreams could belong to another Summoned and vice versa. As the days continue, you might even see that person for brief periods.
Escalation
As the hauntings grow stronger, the effects equally increase in frequency and intensity.
◎ Whether they're visions or dreams, the brief and unusual flashes grow more frequent, last longer, or increase in intensity. Soon, you begin to see things that aren't there. You start to question reality. You find yourself in places you don't remember traveling to. Perhaps you end up at the market stalls with no memory of how you got there...or somewhere more dangerous, like the ocean or the forest. It may be that you're sleepwalking, or you could simply be following a nonexistent figure without realizing it.
◎ Other Summoned begin to see what you do. Eventually, they become drawn into your visions or dreams - or you into theirs. Your visions start to blend into a surrealist experience and you become trapped in the scene. You realize that danger lurks nearby, but your ability to affect or control your environment is limited. After all, you don't know that this is a dream. It feels so very real, though you may recognize that some of what's happening shouldn't be possible. You'll have to rely on each other and your wits to make it.
When inside a waking vision or lucid dream, characters will not know that it's an illusion regardless of how impossible the scenario or events might be. They'll behave as if the stakes are real.
Players can write the dreams and visions however they wish. The danger can be genuinely serious or something lighthearted that characters treat solemnly. For example, characters could be attacked by a monster or they could be fleeing from a giant chihuahua that's a manifestation of somebody's fear of dogs. The atmosphere of the thread is entirely up to you!
Players can write the dreams and visions however they wish. The danger can be genuinely serious or something lighthearted that characters treat solemnly. For example, characters could be attacked by a monster or they could be fleeing from a giant chihuahua that's a manifestation of somebody's fear of dogs. The atmosphere of the thread is entirely up to you!
Dispelling
As you navigate the illusion you're trapped in, you eventually stumble across an Arcana sign. By now, you're familiar with the symbols. The one you see depends on what choice you made during the previous event: it may belong to you, it may belong to the person you're with, or it might be that of Justice - the Arcanum of Zorne, the Herald of Last Blood.
It'll appear anywhere: floating in the air, hidden in a vault that needs to be cracked, or held in the mouth of a dangerous animal. Regardless, you understand instinctively that you must retrieve it and that it's the only thing that'll help you. There could be multiple Arcana signs if the others with you manifest their own, but only you can activate yours.
There won't be any doubt which one is yours, either. The symbol's shape will carry an identifying mark somewhere on it or around it that you know inherently belongs to you, such as runes in your native tongue, your family crest, or equivalent.
The moment you reach for it, it begins to heat up until you can hardly stand it. Then it shatters, leaving behind the very thing you need to break free of this vision or dream once and for all.
It'll appear anywhere: floating in the air, hidden in a vault that needs to be cracked, or held in the mouth of a dangerous animal. Regardless, you understand instinctively that you must retrieve it and that it's the only thing that'll help you. There could be multiple Arcana signs if the others with you manifest their own, but only you can activate yours.
There won't be any doubt which one is yours, either. The symbol's shape will carry an identifying mark somewhere on it or around it that you know inherently belongs to you, such as runes in your native tongue, your family crest, or equivalent.
The moment you reach for it, it begins to heat up until you can hardly stand it. Then it shatters, leaving behind the very thing you need to break free of this vision or dream once and for all.
See the Plotting Post for an OOC explanation of how the dispelling mechanic works and the impact of previous choices.
Eifstide
Although the incidents can be disturbing, the majority of Abraxas is either unaffected or only mildly affected. Most are preoccupied with the upcoming Eifstide celebration. Additionally, Nocwich has opened its doors for the Summoned to enjoy their version of Eifstide. They intend to provide a brief haven for any who want to get away from the troubles of war for a bit.
Of course, this doesn't mean everyone's safe. If you catch your neighbor walking off in a daze, you should probably try to help. You might also hear about a child who's run off and gone missing or somebody operating dangerous magical equipment at the lumber mill.
Of course, this doesn't mean everyone's safe. If you catch your neighbor walking off in a daze, you should probably try to help. You might also hear about a child who's run off and gone missing or somebody operating dangerous magical equipment at the lumber mill.
For aiding locals, players are free to come up with scenarios on their own. Situations may occur in the major three territories or Nocwich. If you have any questions or require further details, just ask!
Eifstide in the Major Territories
Thorne
Throughout THORNE, the cities and towns turn red and orange with decorations befitting the season, with garlands hanging between lampposts and awnings. Carved gourds are placed on windowsills and in entranceways of homes and businesses alike, with the gentle flickering of magical flames inviting family and friends to come in and enjoy a cup of warm cider. Eifstide is a happy fare, a time to gather and share in the company of the people you care about the most and share what you have with strangers.
Children run around in cobbled-together costumes of old clothing and hats, mimicking the university students of Hayle or the scarecrows that now stand as décor throughout the town. This year, though, they may ask for something from you to add to their costume: your trusty hammer, a feathered hat, or your scarf. They'll also Roam from house to shop to market, asking for Blessings in the form of treats and toys from anyone they see. The most popular blessing is the dolls, whose outfits and designs change year to year. Possessing the prettiest or best-made doll is a sure status symbol in the following months.
The spirit of the season peaks during the street fair on the final night. A plethora of seasonal goods like pastries and sugared nuts, jars of preserves and pickled vegetables, and crafts made from natural materials are sold for cheap so that patrons of all classes can enjoy them. Shop to your heart's content! The night concludes with the releasing of the lanterns into the sky, a symbol of carrying the light of summer into the darkness of the incoming winter.
In Nott and Borrel, the festivities are nearly the same as that by Castle Thorne, if with a more nautical flair. There's far more seafood available, and popular costumes include sailors and mermaids. They send their lanterns over the sea, and it's common to give little strands of unsellable pearls as a blessing.
Additionally, Queen Lia is rumored to be visiting Nott this year, but without the usual royal fanfare or her husband. She can be spotted in town, dressed plainly and giving Blessings to the children or encouraging her own children to explore the sights. Nonetheless, as the Queen of Thorne, she's followed by a few guards wherever she goes. While they do their best not to intrude, they're not difficult to pick out.
Children run around in cobbled-together costumes of old clothing and hats, mimicking the university students of Hayle or the scarecrows that now stand as décor throughout the town. This year, though, they may ask for something from you to add to their costume: your trusty hammer, a feathered hat, or your scarf. They'll also Roam from house to shop to market, asking for Blessings in the form of treats and toys from anyone they see. The most popular blessing is the dolls, whose outfits and designs change year to year. Possessing the prettiest or best-made doll is a sure status symbol in the following months.
The spirit of the season peaks during the street fair on the final night. A plethora of seasonal goods like pastries and sugared nuts, jars of preserves and pickled vegetables, and crafts made from natural materials are sold for cheap so that patrons of all classes can enjoy them. Shop to your heart's content! The night concludes with the releasing of the lanterns into the sky, a symbol of carrying the light of summer into the darkness of the incoming winter.
In Nott and Borrel, the festivities are nearly the same as that by Castle Thorne, if with a more nautical flair. There's far more seafood available, and popular costumes include sailors and mermaids. They send their lanterns over the sea, and it's common to give little strands of unsellable pearls as a blessing.
Additionally, Queen Lia is rumored to be visiting Nott this year, but without the usual royal fanfare or her husband. She can be spotted in town, dressed plainly and giving Blessings to the children or encouraging her own children to explore the sights. Nonetheless, as the Queen of Thorne, she's followed by a few guards wherever she goes. While they do their best not to intrude, they're not difficult to pick out.
The Free Cities
In THE FREE CITIES, the weeks leading up to Eifstide provide a boost in local trade and commerce. Even with the unprecedented inflation due to recent conflicts, the markets are full and lively as citizens of every standing buy up all the party supplies that they can. Dark costumes depicting older periods in history are always popular while the grim decorations often contain a touch of humor like smiling skulls or signs that cheekily say "wish you were here" over a tombstone. Despite the dark and mysterious energy, Eifstide is undeniably a celebratory affair in the Free Cities. Locals may ask for assistance in hanging decorations or carrying supplies from the markets and storehouses. Just don't be surprised if a few good-natured pranks happen along the way. Usually, this involves children jumping out of bushes in "frightening" costumes or making scary noises from behind the trees.
Recent incidents aside, local museums continue with their plans to host macabre exhibits and art walks. If you have your own pieces to contribute, donations are highly encouraged. This year also includes a ghost tour in each city. The tour in Cadens follows the final path of a platoon defending the outskirts, Aquila's tour follows the exploits of a charming con man who met his end fleeing from authorities, and the tour in Libertas follows the sad story of a starving artist who famously cut off their drawing hand to force themselves to paint in a new way. Tours are scheduled regularly and can be joined at any time with only a small donation!
Parties held in individual homes are also popular. They frequently spill out into the streets and strangers are usually invited inside - including the Summoned. Laughter can be heard from dusk until dawn. Seances and spirit boards are common. Ironically, the spirit boards are twice as popular this year due to the eerie phenomenon that occurred last month. It seems all the frights and rumors have only made people more eager than ever to try their luck, hoping that it means they'll be able to contact a real ghost for once. You might be asked to join as an observer or direct participant.
Recent incidents aside, local museums continue with their plans to host macabre exhibits and art walks. If you have your own pieces to contribute, donations are highly encouraged. This year also includes a ghost tour in each city. The tour in Cadens follows the final path of a platoon defending the outskirts, Aquila's tour follows the exploits of a charming con man who met his end fleeing from authorities, and the tour in Libertas follows the sad story of a starving artist who famously cut off their drawing hand to force themselves to paint in a new way. Tours are scheduled regularly and can be joined at any time with only a small donation!
Parties held in individual homes are also popular. They frequently spill out into the streets and strangers are usually invited inside - including the Summoned. Laughter can be heard from dusk until dawn. Seances and spirit boards are common. Ironically, the spirit boards are twice as popular this year due to the eerie phenomenon that occurred last month. It seems all the frights and rumors have only made people more eager than ever to try their luck, hoping that it means they'll be able to contact a real ghost for once. You might be asked to join as an observer or direct participant.
Solvunn
In SOLVUNN, Eifstide is a somber occasion. In contrast to the festivities of Thorne and The Free Cities, the end of the harvest is when death walks amongst the living. The lighthearted attitude about getting the work done before noon is almost gone, its residents working harder and longer hours as if a fire was being lit under their feet. Children may take time from lessons to help and any volunteers from the Summoned are welcome and almost expected. Whether it be harvesting crops, turning the earth, delivering goods, or tending to livestock, everyone must do their part before proper preparations can begin.
In the days leading into Eifstide, wreaths of branches and bone are carefully crafted and hung upon the doors and walkways about houses and any buildings where animals sleep. Lines of salt or soot are placed in front of the door and the hearth. The work can be done by any family member or friend but a Summoned's hand is considered blessed, so your involvement would be pivotal to the particularly pious.
Daylight hours are spent in small groups with family and neighbors in quiet contemplation and reverence. The elders ask for Summoned volunteers to assist with warding rituals. You can decline if you wish, but locals will doubtlessly feel more secure seeing you smudge with sage around the Settlements. At night, all stay indoors and don the masks they created the days prior. This is to confuse any gods and spirits should they not be deterred by the wards on the doorways.
On the night of Eifstide, all gather at the center of the Primary Settlement where the Council members perform sacrifices of small animals born the week prior, each doing their ritual for the safety and prosperity of their settlement as well as for those who reside there.
In the days leading into Eifstide, wreaths of branches and bone are carefully crafted and hung upon the doors and walkways about houses and any buildings where animals sleep. Lines of salt or soot are placed in front of the door and the hearth. The work can be done by any family member or friend but a Summoned's hand is considered blessed, so your involvement would be pivotal to the particularly pious.
Daylight hours are spent in small groups with family and neighbors in quiet contemplation and reverence. The elders ask for Summoned volunteers to assist with warding rituals. You can decline if you wish, but locals will doubtlessly feel more secure seeing you smudge with sage around the Settlements. At night, all stay indoors and don the masks they created the days prior. This is to confuse any gods and spirits should they not be deterred by the wards on the doorways.
On the night of Eifstide, all gather at the center of the Primary Settlement where the Council members perform sacrifices of small animals born the week prior, each doing their ritual for the safety and prosperity of their settlement as well as for those who reside there.
Eifstide in Nocwich
Eifstide isn't as large of a celebration in Nocwich as Wintertide, but the Lunae and Ikorrans still observe a few traditions. For the werewolves of Luna, Eifstide is about hunting, while for the vampires of Ikorr, Eifstide is about memories.
Oleuni Square
Traditions in Oleuni Square are tailored for visitors rather than the culture of either Luna or Ikorr. As a result, you'll find a wide array of treats, drinks, and decorations not unlike what's available in your home territory with the usual Nocwich twist: glowing flowers, decorative bottles of blood wine, and appropriately spooky "dolls" knit from yarn spun using werewolf fur.
Tattoo artists will also offer discount prices for their unique glowing tattoos with set designs themed for the holiday season. If you pass by one of their booths, you'll be coaxed to take a look and consider getting a piece!
Taverns, inns, and gambling dens will also offer themed specially themed cocktails, including a delicious apple cider and spiced wine. All in all, the Square is bustling with tourists eager to leave behind the troubles of war and spend a few days enjoying themselves.
Tattoo artists will also offer discount prices for their unique glowing tattoos with set designs themed for the holiday season. If you pass by one of their booths, you'll be coaxed to take a look and consider getting a piece!
Taverns, inns, and gambling dens will also offer themed specially themed cocktails, including a delicious apple cider and spiced wine. All in all, the Square is bustling with tourists eager to leave behind the troubles of war and spend a few days enjoying themselves.
Luna
To prepare for the upcoming winter, hunting is an important part of fall. Thus, Eifstide in Luna has been structured around this need. The werewolves demonstrate their connection to Solvunn by also donning masks made of bone and antler during this period. However, rather than for any ceremonial reason, the masks are worn by hunting parties instead. They're seen as a symbol of good luck.
If you're interested in joining a hunting party, the Lunae will be happy to have you along. You'll be warned that it can be dangerous and that they won't slow down or stop if you fall behind. If you can keep up, though, you'll get the chance to hunt a variety of beasts in several forests around Luna. The most popular animal to hunt is the Fisceime. Wildly populous and destructive to the environment in large numbers, hunting them is an important aspect of maintaining the ecosystem.
Should you not be the hunting type, you can instead visit the Trail of Unseen Eyes. Here, masks from previous hunting parties over the years are displayed along a path that winds around all of Luna. Following this trail will take you to some beautiful views and popular spots in which you can dine or shop.
If you're the collector type, you can obtain a small booklet containing lovely sketches of specific masks and a small hint as to where they might be. Participating shops and inns will stamp your booklet if you can locate the shop displaying the mask matching the one in your booklet. Earn enough stamps and you'll receive a modest gift basket filled with cured meats, cheeses, and jams!
If you're interested in joining a hunting party, the Lunae will be happy to have you along. You'll be warned that it can be dangerous and that they won't slow down or stop if you fall behind. If you can keep up, though, you'll get the chance to hunt a variety of beasts in several forests around Luna. The most popular animal to hunt is the Fisceime. Wildly populous and destructive to the environment in large numbers, hunting them is an important aspect of maintaining the ecosystem.
Should you not be the hunting type, you can instead visit the Trail of Unseen Eyes. Here, masks from previous hunting parties over the years are displayed along a path that winds around all of Luna. Following this trail will take you to some beautiful views and popular spots in which you can dine or shop.
If you're the collector type, you can obtain a small booklet containing lovely sketches of specific masks and a small hint as to where they might be. Participating shops and inns will stamp your booklet if you can locate the shop displaying the mask matching the one in your booklet. Earn enough stamps and you'll receive a modest gift basket filled with cured meats, cheeses, and jams!
Ikorr
Due to the long-lived nature of vampires, typical concepts of spirits and the dead are not a part of Eifstide. Instead, Ikorrans revisit the past by sharing old memories. Many will use the opportunity to visit a friend they haven't seen recently or recreate an important event in their history. Couples might dine at a restaurant where they had their first date or a group of friends might dress in the same outfits they wore to a memorable party years ago.
Though your memories may not be as from long ago, you're invited to do the same. Why not recreate a fond memory with a friend?
You can also honor old memories by weaving a wreath of flowers using the unique glowing blooms that grow in Ikorr. Use colors and florals that remind you of someone or something important. You're encouraged to describe what you're making. It's considered not only polite to provide an answer when asked, but it's also courteous to ask others in return about what they're making.
Once your wreath is complete, you can take it home or gift it to someone. Those who carry a wreath in Ikorr will receive tokens from shops and stalls they visit. The tokens consist of small samples of desserts, miniature bottles of wine, beautiful colored crystals, and scented candles.
Though your memories may not be as from long ago, you're invited to do the same. Why not recreate a fond memory with a friend?
You can also honor old memories by weaving a wreath of flowers using the unique glowing blooms that grow in Ikorr. Use colors and florals that remind you of someone or something important. You're encouraged to describe what you're making. It's considered not only polite to provide an answer when asked, but it's also courteous to ask others in return about what they're making.
Once your wreath is complete, you can take it home or gift it to someone. Those who carry a wreath in Ikorr will receive tokens from shops and stalls they visit. The tokens consist of small samples of desserts, miniature bottles of wine, beautiful colored crystals, and scented candles.
no subject
Her eyes are blown wide as she takes a sharp intake of breath at the sudden wall of ice and the shadows that have taken form. The horses breath against the ice walls, whinnying and pawing at the ground at the sudden obstacle in their path. Jack's touch draws her attention sharply back towards him as she feels his touch against her skin. Confusion furrows her brow. ]
Of course I can hear you and see you! But never mind that - don't you think we should figure out how to get away from these creepy looking horses?!
[ He bought them time. And while she would never claim to be a strategist of any sort she knows that they have to go. Now. ]
Do you know the way out?
if it's too godmoddy lmk and I'll gladly change it
There are more horses joining the first ones, too, making a circle around their victims. Jack is reminded of his fight by Sandy's side, and the dread itching under his skin gets worse when he remembers how that particular battle ended. He can't let that happen again, especially not to an innocent human.
But how can he work with her if he can't communicate?
Well, except he can, can't he? Because she's still talking to him. Seeing him. And that's one very bright light in the fog that keeps him from getting completely lost in the illusion... Because Pitch would never make a human (an adult one at that!) believe in him, it's exactly the opposite of torture.
Jack's hands tighten around his staff as he tries to calm down and looks at the woman's eyes. They remind him of Tooth.
A way out. Sandy had found one for him back then...]
That "of course" better had been the absolute truth, missy. [Or this won't end well is implied.] Wind!
[As soon as the strong yet comforting touch of the wind surrounds them, Jack puts the top of his shepherd's crook around Hilda's waist and brings her up with him, taking off as fast as possible. He keeps a hand on the back of her clothes, too, to keep her from slipping. His instincts want him to find the highest building in Nocwhich to escape from the nightmares, but he knows his frost will reach her skin soon and hurting her once was enough. He ends up landing on top of the nearest gambling den, so the front banner can provide some cover. He's gentle when he puts Hilda down, but he groans in frustration when he collapses on the hard tiles very abruptly.]
not at all! thanks for checking 💕
Missy? We literally look like we're the same age -
[ The rest of her sentence is cut off by a yelp as she's suddenly pulled close to his side and her feet leave the ground. Foolishly (at least in the moment) she's quick to press a hand down on her skirts as a gust of wind propels them up and up onto higher ground. The horses respond in kind baring their teeth and snorting in rage as they continue to kick and head butt against the ice barrier separating them. They're hell bent on feeding on the chaos and fear that seemed to emanate from the pair of them and an outraged voice rings out above the whispers that doesn't belong to Jack's voices.
She'll just fail you. She'll let you down and disappoint you. Don't run away with her, Jack - leave her behind for us. We'll make good use of her.
The howls of outrage are buffeted against the sound of the wind that dies down as they settle on the rooftop. She steadies herself but the same can't be said about Jack. In seconds she's crouching by his side to try and support him and help him up. As worried as she sounds she still attempts some levity, pressing forward even as the noticeable and worrying chill of his body seeps through his clothing and onto her bare palms. ]
Hey! You can't just do something really cool like that and just collapse. It sort of ruins the effect.
[ And then more seriously - ]
Are you hurt? I have healing magic, I can do something -
[ But then a crack sounds out behind them. The cause? The impact of a horses' head smacking against the ice splinters it, a spiderweb of cracks forming around it as others join in at a more frantic pace now. ]
no subject
He even chuckles at ruins the effect. Oh, he likes her already, which makes his guilt ten times worse.]
I'm fine, I'm fine. [He sits up and runs a hand through his hair, causing tiny flakes to fall off. Frustration is quite obvious in his voice, which is on the verge of breaking.] It's just-- they are good at hitting the right nerves. [A sigh.] I'm sorry you got caught in this. And for hurting you. I didn't mean--
[The ice starts to break and the frenzied neighing echoes in the area. They'll be here soon, and Jack refuses to get his lady in trouble again. She's done enough for him, she deserves safety. He can be a Guardian regardless of her age.]
Listen to me. [He floats up, hovering on the edge of the roof between Hilda and the horses on the street, determined to protect her.] I fought them before, I can hold them back. But you need to go.
[He reaches for her wrist, only for his hand to go through it again.
Don't be a fool, Jack. She is not even from your world. Why would she believe in you?
Nobody does.
Jack lets out a cry full of anguish as he grabs the back of his head. Having people passing right through him has always been emotionally painful, but a few weeks here experiencing touch and affection make the loss burn as much as fire itself. The neighing from the nightmares almost sounds like laughter, and not the kind he likes.]
Please. [The broken, begging tone makes his deep voice sound like the teenager he died as, but with the added 300 years of loneliness. He gently lands on the roof again, his hands clutching his staff as if his life depended on it.] I know I'm cold but-- can you touch me? Grab my hand, or-- anything. I just-- I need be sure.
no subject
Are you sure? You're just a coward, Hilda. There's no harm in running away. We'll show you a way out. Leave him be.
Her jaw tightens but she pays no mind watching instead as Jack levitates in front of her. The expression on her face already says all he needs to know about what she thinks about that particular idea. But before she can say anything the voices chime back in with a biting maliciousnesses as cold as the air around them.
When he cries out again in pain she's already reaching out to grab a hold of his hand, the anger at these voices as the shattering sound of ice continues to grow louder in tandem with the beat of heads and hooves against it. Overhead snow begins to fall though the snowflakes look strange, forming into Arcana symbols - but not just any Arcana symbol. It's the Justice. But with all of Hilda's attention focused solely on Jack she doesn't notice; instead she holds on tighter as the neighing grows louder and louder. ]
Sure about what? You're right here. And you're clearly not okay. If we're leaving we're leaving together because no offence but the thought of you trying to protect me from a pack of wild, creepy horses sounds like a really stupid idea right about now.
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You're right here. We're leaving together.
He squeezes Hilda's hand as if his life depended on it and concentrates on the sound of her voice reminding him that he's real, that she can see him, that she cares even if she most likely never heard his name. It's belief, perhaps a little twisted by this word's antics, but still real and true. As usual, his hand can't help the little trail of frost that escapes it, but this time it behaves differently: it stops at Hilda's wrist and raises to form a little ice shape. The letter G on top of the Arcane symbol of The Fool.
Not wanting to let go of Hilda's hand (it's doing all the anchoring right now), his other hand drops his staff instead (and isn't that a big deal) to grab the ice symbol, holding it tight in his fist. It burns really badly and yet he can't make himself let go, his fist closing more and more tightly until it shatters at the same Jack lets out a very raw scream.
The shards full of belief hit the horses that are about to attack, and just like the kids did back home, they transform the black sand into beautiful golden. The horses become sparkly strands that whirl around Hilda and Jack, whose body sags with relief as little smile reaches his lips.]
Thank you. [His grip on Hilda's hand loosens, but he doesn't let go quite yet - instead he gives it another squeeze, intending it to be a gratitude gesture. It doesn't feel like enough. He should... do something? Say something? But what?] I mean it. What you just did- [He isn't sure he has the words. He looks around to watch the golden strands, as if asking Sandy for inspiration across worlds, and notices the symbol on the snowflakes. Not his work, but it probably means something. He gently grabs one and boops Hilda's nose with it, letting it pop in tiny, sparkly flakes.] You know what else it's stupid? The idea that anyone would consider you a coward. Your bravery saved me.