abraxasmods: (Default)
ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2022-10-15 10:14 am

EVENT #10: AFFLICTION - IC POST

Event #10 - Affliction

With tensions heavy across Abraxas and all the destruction that's happened, it's no surprise that the dark shadows which sweep over the land go unnoticed...at first.

Winds initially stir in Solvunn, where the influence of the Old Gods remains the strongest. Slowly each Herald infects Thorne and the Free Cities, as well. The Summoned are the first to feel its effects and are the most heavily impacted.

Though no one will realize it until well afterwards, Nocwich remains unaffected. After all, the Summoned don't reside there.

NOTE: This event will deal with themes of death (people and animal) and horror imagery.
Emergence
It begins sometime in mid-October, around the 18th. Not everyone will experience it at the same time. You might even believe you're spared until days afterwards 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 eventually come upon a stone tablet engraved with your Arcana. Laid on the tablet are three objects:
◎ A dead moth trapped inside a wilted rose, symbolizing Koth of Festering Lands
◎ A teacup inside which sits a single nightshade berry, symbolizing Adlewyrd of Poisoned Tongues
◎ An ornate cracked hand mirror that contains no reflection, symbolizing Sannleikr of Many Faces
Make a choice. Something inside your soul will be drawn towards one of the objects. Maybe you spend hours in the dream deliberating, but sooner or later, you'll pick one of the items up. The moment you do, the other objects vanish and the chosen Herald appears before you. Where one might expect a god to seek subservience, the strange figure instead extends a friendly hand towards you - as though it's greeting you as an equal.

Whispered around you, you hear its name. Then it fades and with it the dream. You awaken.
Affliction
You go about your day as usual. That's when you realize something isn't right. Creatures and people around you behave strangely. You begin to sense that you are the cause.

Depending on your chosen Herald, you'll experience at least one of its afflictions. The effects might start small, then grow. They might rush you all at once. You can't shake what haunts you, though you can try. Spells, potions, and willpower can help keep the afflictions at bay but you won't ever be completely free.

As the afflictions seep into your mind, you start to find shadows of it following you: a dead moth here, a nightshade bloom there, a cracked mirror elsewhere. You may even wonder if it's following you in the first place. What if instead, you are the one leaving these signs behind?
Corruption
The first time you inflict your ability on someone else, you don't mean to. It might be a stranger, some unsuspecting soul, or it might be another Summoned. Regardless, the afflictions that ail you seem to spread through you into another. Someone falls down as if in the throes of an invisible death or secrets spill. You brush by someone and they're suddenly upset and confused.

The more this happens, intentionally or not, the better you feel. You may grow full of life and energy, gain a renewed strength of heart, or radiate a charm that turns heads and garners compliments. The afflictions haunting you could even start to fade or completely vanish. And if you use your newfound power deliberately? You'll feel better even faster for longer. Of course, these boons are temporary, lasting at most an hour or so. When the feeling wanes, you might miss having it.

You are not possessed. You can't control this power that spreads through you, but how you respond or behave is up to you. You could be attracted to the allure of power, enjoy the boons you are granted, or realize you can gain relief from your afflictions if you choose a victim. Not everyone will fall headfirst into the pull. Some are not easily swayed by power, some struggle to overcome their dark impulses, and others would rather endure their suffering than inflict it on someone else. But others still might succumb to temptation and turn on those around them with purpose: once, twice, multiple times. The choice you make is yours alone.
Blight
With the call of the Herald at your fingertips, the world around you twists. No one knows whether this stems from you and your newly imbued afflictions, or if the Heralds are exerting power on their own. It's for sure easier to think of what occurs as the influence of something monstrous beyond your control. No matter the cause, the earth is changed all the same.
Omens
The omens arrive shortly after the initial Summoned receive their dreams, but they don't come to every faction at once. SOLVUNN is first, being home to the Old Gods' shrines, before THORNE and the FREE CITIES follow only days afterwards. Depending on where you are, the omens will affect things a bit differently.
Solvunn
In Solvunn, the ground stirs. A desiccated hand breaks through the grass, a cloven hoof. Human or animal, they crawl forth, animated against their will. Some might attack, but most do not. At the same time, crops around the settlements begin to fail. Some chickens lay rotten eggs while cows produce spoiled milk. Any livestock that perishes overnight will surface in the mornings with empty eye sockets - pecked out by crows or gnawed on by rats. From a distance, the ocean can be seen bubbling as leviathans beneath thrash.

Worth noting is that many of the dead are concentrated around the shrines, especially the ones deep in the woods. They're too decayed to recognize, and some might not even move from the site, as though they are waiting for the earth to take them again...or as though they once chose to give up their life at this very spot.

Summoned can assist by helping to cast spells or place warding charms around shrines, farms, and gardens to protect crops and livestock. As a commune, the Solvunnites will share their resources as much as possible and would appreciate those who might lend a hand bringing supplies, herbs, and offerings to neighbors who are lacking. The Summoned can also brew a common herbal remedy to aid any animals who have fallen ill or to help purify the well water.

Free Cities
In Libertas, the dead buried under the rubble dig themselves out. More crawl forth from graves in Cadens' cemeteries. Beasts and bandits slain in the desert wilds rise, hungry or searching for the ones who killed them. At the same time, dead fish wash up onto the shores of Aquila while birds fall dead from their perch, dropping like flies from an unknown illness. Vultures and other scavengers begin to prey upon the eyes of the dead, leaving behind hollowed-out corpses.

Worth noting is that in the Badlands, a few very old and skeletal corpses rise with a metal plate or two screwed onto their bones, which are also oddly elongated. Only one or two make their way near the city. The army is quick to dispose of them before many can notice. They will not disclose any information about this and will claim these are just monsters like anything else.

Summoned can assist by going on patrol with the soldiers to put down any risen dead. Merchant caravans are also hiring escorts for their journeys. Additionally, they can help look through any received supplies and packages to make sure the food isn't rotting or worse, use a special dissolving compound to purify the waters, and donate staple food items to refugees and the less fortunate who can't afford the rising prices.

Thorne
In Thorne, the dead emerge only from the outskirts of the castle city. Thanks to information from one of their Summoned and their recent monitoring of the Singularity, Thorne was able to act swiftly and was able to ward any royal or otherwise significant burial sites. Graves and tombs of less importance, though, will not be protected in the same way. There are fewer encounters with eyeless corpses, though some animals might appear outside the castle in such a state. Normally extravagant dishes from the Castle's kitchens use simpler ingredients as they struggle to ration their food stores.

Worth noting is that a few unexpected corpses make their way up from deep under the castle in places beyond the dungeons. These are twisted and mangled, missing limbs, heads, fingers. The castle guards are quick to dispose of them before they get too far into the rest of the castle, but one or two may be spotted.

Summoned can assist by contributing to the wards around Castle Thorne and the city, using spells to put down the dead without mangling the corpse, and taking inventory of food stores. Further, in Nott the situation is more dire for anyone who is traveling there to continue assisting with repairs following the attack. Nott will welcome help with any problems caused by the omens. It'll be clear the kingdom has neglected the city somewhat. Thorne will claim the Castle takes priority, of course, due to King and Queen residing there along with the entire royal court.
Apprehensions
Across the factions, locals are beginning to catch on that something isn't right with you, the Summoned. No one will say it outright, but there's an air of caution and wariness around you where you go. Merchants might be quick to hand you your wares so you'll leave or locals give you a bit of space when they walk by. Chatty innkeepers are more reluctant to hold lengthy conversations.

Much of the time, it may not be conscious. The natives might simply sense something off that instinctually makes them want to put some distance between them and you. The only exception? If you've chosen Sannleikr of Many Faces, you'll continue to exude your charm towards people you encounter. At least for as long as you continue to inflict that ability you've been gifted.
Displacement
Everyone responds differently while in the Horizon. You might exert better willpower over your afflictions or you might feel its effects more strongly. It all depends on the individual and their mindset. Regardless, the Heralds are only one part of the equation. There's a much bigger disturbance going on.

It could happen as soon as you enter or it might be as you're stepping over the threshold into another's domain. Whatever the case, you are suddenly not where you're supposed to be. Instead, you're in one of two places depending: transported into a domain you never meant to go into or in a foreign setting altogether.
Visitation
Whether you're the one transported or someone teleports unexpectedly into your space, the Horizon becomes unpredictable for the next little while. Rooms normally locked to strangers, areas you yourself may not even realize exists - you and your fellow Summoned continue to pop in and out despite your intentions.

The effect isn't painful, just disorienting, like missing a step you didn't see or stumbling through a door into a too-bright room. The person whose domain you've inadvertently visited might sense an unwanted presence, whether they're inside the Horizon or not, or they may be completely oblivious. This will depend on the strength of their connection to the Singularity and the Horizon.

Not to worry. You won't be trapped or anything in these cases...unless the domain you land in happens to seal from the inside. You might stumble on secrets you weren't meant to find, though, locked away in someone else's mind.
Ensnared
The less fortunate will be pulled into a space that they've never encountered before. The bizarreness of it resembles the glitchy visions that flashed through a few months ago, but rather than an image flickering by, you are now inside the space itself.

Trapped between minutes to hours, you can't use the Horizon's creation magic as normal. Attempts will falter or go sideways: trying to fly out might cause you to tumble, tools and objects are broken or not quite right, wounds don't vanish or heal completely, etc. More significantly, you can't seem to send or receive messages through your connection. Anything that manages to come through will be garbled and distorted. It's as though the place you are in is just out of the reach of your control.

Luckily, you may not be alone. Someone else may have gotten lost alongside you. They might already be there when you stumble through or they might arrive after you do. They might even fade out sooner than you, unintentionally leaving you behind.

Eventually, you'll be released back into the Horizon proper, spat out in a random place in the Horizon. While you're stuck, though, you can try to survive, explore, sit and wait it out, or make friends with your fellow trapped partner. Each area has its challenges and quirks that you'll need to deal with.

Scenes to Explore
JUSTICE ◎
FULL IMAGE

High in the clouds, these snowy peaks are as cold as they look. Giant marble hands reach out, though their sheer scale means you might not recognize them as hands from up close. You can scale the mountain, but if you try to go down, the hands will flip the mountain, which sends you tumbling to the top again.

It's up to you whether you can be injured when you fall. Maybe the snow will feel like marshmallows, or you'll break a bone on the jagged rocks. No two experiences are the same. If you have a partner, they could end up faring better than you despite being in the same place.

Conjure some warm clothes or a log cabin even if you wish - they might not manifest perfectly, but it'll be better than nothing. At least the view's fairly nice...while the sun is up. A blizzard will come through by nightfall. With it arrives a strange hovering light that entices you or your friend to follow it into the frozen darkness. What draws you out depends on you. It could be a familiar voice, an image, or a simple compulsion. If you're lucky, the person with you is unaffected and can try to stop you. Or maybe you're the one desperately chasing after the other person?

THE CHARIOT ◎
FULL IMAGE

From a distance, it's hard to tell if they're shipping containers or houses stacked atop each other. A gooey mess covers the ground below. Oddly, the smell isn't as unpleasant as the goo looks. It smells like bubblegum or cotton candy, artificial and sweet. When you first fall in, you might land inside one of the homes, on top of the stacked structure, or the ground. You can try to reach anyone else who's there with you, but be careful: the ooze is spreading. Climb if you must or move from room to room. If you don't keep moving, you risk getting sucked into its sticky mass.

Each block of a home is different. Some are furnished, whereas others are empty or filled with strange knickknacks. Some might even have subconscious creations spawned by you. Keep ahead of the gloopy substance, and you'll be fine, probably. Or you can try to fight it back or block its path by sealing yourself in a room or otherwise, which can slow it down significantly. Mostly, you'll have to hope you fade out before the pink mass completely consumes the landscape.

THE WORLD ◎
FULL IMAGE

The hazy neon glow obscures a nothingness that seems to extend forever. In the middle of the wet ground are several stacked television sets with wires plugged into nothing. Inexplicably, there's also a cat. At first, it appears perfectly normal, but keen observers will notice that its behavior is on a loop where it will walk a certain path, pause at specific intervals to lick its paws, and meow at set points. It does not acknowledge any of its intruders. You can break its loop by picking it up, at which point it'll go limp as a ragdoll. As soon as you set it down, it'll resume its actions as before.

While you can see the same images as someone else on the screens, it's also possible you'll each see something different despite being in the room together. What you see is up to you. It could be an old fuzzy movie, home videos of your childhood, trivia questions you have to answer correctly, or even a memory or vision you wouldn't want to share. Words or faces taunting you could appear between staticky flickers, or maybe your very thoughts are projected onto the screens for anyone with you to read.

Break the televisions if you want, but given a few short minutes, they'll reform between one blink and the next. Looks like you'll have to keep watching until you're released.

THE FOOL ◎
FULL IMAGE

Sprawling and massive, you're unlikely to recognize at first that you're trapped in a labyrinth. Stone walls rise around you, and your surroundings are pitchblack. Manifest a torch or a flashlight if you can, though these will be prone to going out at inopportune times. Escaping over the walls will only send you into another section in the maze.

As you navigate the twisting corridors, you'll encounter any variety of trials and troubles: gaps in the ground, spiked traps, haunting whispers, monsters, decaying corpses. Some of these might've formed from your mind, others might've spawned from anyone else who's trapped with you.

If you aren't alone, do your best to locate your fellow Summoned. Voices do carry and echo over the walls, and there could be landmarks that help you find each other. Finding the exit, however, is another matter. Walk and climb all you want. A way out is impossible until the Horizon chooses to set you free.

Players can pick any scenario that interests them from the four choices above. Unlike the visions from before, characters can accidentally be trapped in as many of the scenes as you want, as many times as you want. Another option is that they can stay trapped in only one scene while a variety of characters fade in and out to join them, or some combination of the two. Choose what works best for your plans.

Each scene will once again carry an associated Arcana etched somewhere inside it, which can change from person to person or instance to instance. It might be on a wall, a table, or on the ground. Characters with a stronger connection to the Horizon are likely to be trapped for longer but the extent of this is your choice and it won't ever exceed a few hours. It's also your choice whether the afflictions continue to haunt them or not. If you want characters to deal with both problems while stuck together, you're welcome to!

Generally speaking, there are no restrictions other than that they won't be able to communicate with anyone outside the area, they can't escape it until the Horizon chooses to release them, and their creation magic will go wrong just enough that it'll make things tricky.
satanicpanics: (pic#15980048)

[personal profile] satanicpanics 2022-10-25 01:50 am (UTC)(link)
Eddie breathes an audible sigh of relief when Mat conjures up a torch. It doesn’t cast much light, but it’s enough for them to be able to see one another, and thank god, it’s someone he knows, or at least someone he’s had a friendly conversation with. He's already anxious enough without having to decide if someone new is friend or foe.

“Shit, hey man. Yeah, that’s me.”

He glances down at the graveyard tattoo on his arm with a nervous chuckle. It is indeed glowing faintly in the dim light, just as the Norwich tattooist had promised.

“Guess now we know for sure, huh?”

It is not the time for jokes, but half of the time, jokes are really the only things keeping Eddie from coming totally unglued. If he can make light of a situation in any way, then he can pretend that it really isn’t so bad. This, though? This is looking pretty bad.

“So, that’s one of life’s many mysteries cleared up, now, uh…what about this?”

He turns on the spot, looking hard, though it’s truly in vain. It’s pitch black here, and all he sees are walls on every side. In a grim voice, he concludes:

“Man, I really hope these walls aren’t about to start moving.”

Why yes, someone has seen Star Wars one too many times, thank you for asking.
a_better_man: (pleasant)

[personal profile] a_better_man 2022-10-26 02:57 am (UTC)(link)
Jokes are fine. Mat would prefer them, they're his own defense mechanism. Much easier to make light than dwell on the reality.

But at Eddie's comment, he moves to a wall and presses his hand against it. It seems perfectly solid and rooted in place. He swings the torch one way then the other, frowning thoughtfully.

"I think we're in a...fortress, maybe? Or some great sprawling basement under a castle..." He moves along the wall a few steps, assuming Eddie will keep close. The light only extends so far and who knew what may be waiting in the dark?

"Here! It's a corner!" Mat's voice is tinged with excitement. A corner is good. A corner means the way round it probably leads somewhere. Perhaps somewhere less dark and inherently terrifying. "Look at that, we're already ahead of where we were. We are surrounded by walls...but one of them turns to another path! Our knowledge of our situation has veritably doubled!"
satanicpanics: (pic#15737640)

[personal profile] satanicpanics 2022-10-27 04:41 am (UTC)(link)
Eddie is more than happy to keep close on Mat’s heels. He hasn’t been frightened of the dark since he was a kid, but this is much different. It’s the type of dark that light barely penetrates, and there are no stars or moonlight to brighten their way. Anything could be lurking, watching them fumble through the blackness, and they’d never even know.

“Alright,” he concludes. “That’s…not actually very helpful, but at least we know there’s a path, and a path has gotta lead somewhere.”

At least, that’s what Eddie thinks. Keeping close within the circle of dim light given off from Mat’s torch, he slides his hand along the cold wall.

“Hey,” he begins slowly, tilting his head upward. “You don’t think we could climb these, do you?”

He doesn’t know how tall the walls are or what’s above them, but he doesn’t know what’s below them either, so anything is worth a shot at this point.
a_better_man: (unsure)

[personal profile] a_better_man 2022-10-28 01:25 am (UTC)(link)
"Hmmm."

Mat peers upwards, lifting the torch and holding it close to the wall in an attempt to see how high it is. It appears quite high, but it's stone, and that's one of the easier kinds of wall to climb.

"On the one hand, with this dark, we're not likely to have much of a vista to orient ourselves with. There's also a fair chance the wall ends in a ceiling, or simply keeps going up into heights man is not meant to reach. On the other hand, we are at a disadvantage in the dark with walls all around us, too easy to be ambushed and literally backed into a wall. And we may find something, a window or balcony or something."

It is not an easy choice. Both options seem to have as many bad arguments as good, and he and Eddie are more or less blind and ignorant of whatever place this is. Well, Mat does have a way of dealing with decisions like this.

"Alright...hold the torch a tick. I have a...way of making difficult choices like this, and it may seem mad, but I promise you there's a method to my madness." As he speaks, after he's turned over the torch, he reaches into his shirt and pulls out one of the two medallions he wears. It's a gold coin, strung on a cord. Which Mat unstrings.

"I'm what's called ta'veren. I always thought the Creator decided I had enough of a shit life that I ought at least be lucky, but it turns out I am Lucky. The winds of chance are fair when they blow my way. Most of the time. More often than not. So we'll let the winds of chance decide. Heads we climb, tails we walk?"
satanicpanics: (Default)

[personal profile] satanicpanics 2022-11-01 05:32 am (UTC)(link)
Eddie reaches out to grab hold of the torch, shifting his weight anxiously from foot to foot. Every so often, he squints into the darkness, as if expecting something to creep up on them. There’s no good option here, and they’re sitting ducks if they don’t figure something out.

“Shit,” he muses as Mat pulls the medallion out of his shirt, eyebrows raised—though it’s next to impossible to see the mixture of awe and surprise on his face in the dark. “What I wouldn’t do for something like that. Yeah, alright. It’s a crapshoot either way. I’m cool with leaving it up to chance.”
a_better_man: (deep thoughts)

[personal profile] a_better_man 2022-11-06 12:55 am (UTC)(link)
"It has its downsides, trust me."

Mat balances the coin on the edge of his finger and flips it with his thumb, catching it neatly as it comes down. There's no way to say if his gift works in the Horizon, but it's what he knows to rely on.

"Heads. Looks like we climb. But...what do we do for light?"

They can't carry a torch and climb at the same time, not with any ease. And the idea of climbing in pitch blackness is one he doesn't even want to entertain.
satanicpanics: (pic#16020734)

[personal profile] satanicpanics 2022-11-10 03:18 am (UTC)(link)
Eddie can’t imagine what sort of downsides those could be, but it doesn’t feel like now is the right moment to ask. He hesitates, looking around as if to find something helpful in the darkness, and then it clicks.

"Oh--shit. Sorry, dude. See, I’m kind of a bit behind on the whole ‘learning magic’ thing? So, uh, I totally forgot I could manifest shit here too."

He’d laugh at his extreme oversight if he weren’t so frightened, but his fear is only lending to his absent-mindedness. They need to find a way out of here before he gets so frightened that he forgets something a bit more vital, like how to breathe.

"I’m about to blow your mind," he continues. "Check this out."

You can manifest anything you like in the Horizon, right? So Eddie aims for specifics. He could create a flashlight, but Mat needs both hands free, so that’s immediately out of the question. Out of the darkness, Eddie creates a headlamp, attached to a helmet just like what an old-time miner might wear. It’s old-fashioned by his standards, created from the memory of what he’s seen in old movies rather than anything he's seen in real life, but it works for the time being, and that’s all that matters. Clearly proud of his work, he presents it to Mat with a grin and a half-bow.

"Hands free, as requested."
a_better_man: (pleasant)

[personal profile] a_better_man 2022-11-14 08:13 pm (UTC)(link)
"That's fucking brilliant!"

The helmet does indeed blow Mat's mind. Look at that! He doesn't know how long it will last, manifestations are as likely to be messed up as everything else. But it's working now, and that's all that matters.

He takes it and looks at it a moment with interest before putting it on. The light isn't terribly strong and doesn't extend too far, but he can see in front of his face and he'll take that.

"Stylishly fashionable!" He offers a grin that's much brighter than he actually feels and turns his attention to the wall. It's going to be a tough climb but he thinks it's doable.

"And one more thing..." Thankful that he's dressed as he always is, Mat undoes the decorative sash at his waist and shakes it out, tying one end tightly to his belt. "Here, tie the other end to yourself. I'll go up first, and this way if you slip...well, I'm not sure what would happen in the Horizon, but let's strive to keep either of us from becoming a messy smudge in the dark."
satanicpanics: (pic#16082484)

[personal profile] satanicpanics 2022-11-21 06:22 am (UTC)(link)
Even in the situation they’re in, Eddie can’t help but grin at Mat’s reaction and feel a sense of pride that something he managed to create is going to be of use. The light is likely to flicker and the beam isn’t the brightest thing in the world, but it offers something to guide at least some of the way.

Eddie peers up at the wall, doing his best to judge the distance—an impossible feat. He isn’t particularly strong or athletic, but he thinks his noodle arms are capable of the climb. Driving the torch into the ground, he ties the sash to his belt

“We go down together or not at all. Got it.”

That is not what Mat meant and he knows it, but it’s what comes out of his mouth. He tugs on the sash, making certain the knot is tight, and gives a double thumbs up.

“Ready when you are.”
a_better_man: (default)

[personal profile] a_better_man 2022-11-22 03:57 am (UTC)(link)
"Something like that."

Mat chuckles, even if it's a bit weak. But there's no sense in putting it off further. With a sigh, he grabs a handhold and starts hauling himself up. It is not, by any means, the easiest wall he's ever climbed. The space between stones is narrow and daubed with some sort of cement. But the stone is rough, which helps. There's knobs and irregular hunks to grab and use as foot braces.

"Holds are real shallow, be careful."

And the light on the helmet keeps flickering, making it even slower going. Too much time spent feeling around above him and squinting, looking for another good place to reach for.
satanicpanics: (Default)

[personal profile] satanicpanics 2022-11-23 06:30 am (UTC)(link)
Eddie knows his arms are going to be feeling this, and he makes a mental note to lift some weights if they ever get out of here. He does his best to match Mat’s pace, following his path and grabbing holds as he leaves them. Eventually, he loses his footing on a loose stone and nearly goes plummeting back to the ground, but he manages to steady himself using the hand holds. It’s a minor fright more than anything, but it’s impossible to see how high they are, and he doesn’t want to be the reason Mat goes down as well.

Jesus,” he hisses, pressing close to the wall. After a brief moment of catching his breath and keeping his heart from jumping through out of his throat, he calls up to Mat. “I’m good. Sorry. False alarm. You see anything?”
a_better_man: (unsure)

[personal profile] a_better_man 2022-11-28 12:00 am (UTC)(link)
Mat freezes as soon as he feels any tension on the tie between them. He tries to look down but his light flickers badly and he can barely make anything out. Fuck!

"Alright?" He doesn't hear any screaming and can't feel any sudden weight, so he assumes Eddie hasn't fallen.

"And no, not much more'n wall. The light's not good, I keep losing it. I think...I might be able to hear something..."

He stays unmoving, straining to hear. There's faint sounds that he can't quite place. Maybe...a thumping? And a...mill wheel turning? Coming from the world that he does, and such a tiny and simple village, he doesn't quite know how to put the sounds of distant mechanical gears into context. The odd echoing quality doesn't help either.

But if sound is making it over the wall, then they must be nearing the top! And there must be something on the other side!
satanicpanics: (pic#15737640)

[personal profile] satanicpanics 2022-12-05 02:19 am (UTC)(link)
“Yeah, no, I’m good,” he assures again, giving himself one more moment to collect his wits before he attempts another foothold. "You good?"

And then Mat claims he hears something, and Eddie freezes again, practically holding his breath in an attempt to catch the sound over the pounding of his heart in his his chest. He hears it too, and it’s faint, though he can’t quite place what it might be. A car? An engine turning over? Steve’s domain has a car. Maybe they’re just on the other side of someone else’s domain, if they can just get to the top of the wall.

“Give the helmet a whack,” he advises, doing his best to be helpful. “The light might flicker back on if we’re real lucky. Or, you know, just decide to go out completely, but hopefully not.”
a_better_man: (eager excitement)

[personal profile] a_better_man 2022-12-07 02:49 am (UTC)(link)
"I'm alright."

They're going to make it and they're going to be fine. Mat's sure of it. They have to be close now, they have to be.

Whacking their source of light sounds very counterproductive, and possibly dangerous when hanging from a wall by only his hands and feet. But he attempts it...and the light does indeed go out entirely for one terrifying minute. There's a hissed curse as everything goes black, leaving them clinging to rough stone with only the sound of their breathing and the distant, echoing rumble of machinery.

But then it comes back, weak and fluttering, but there. Mat shouts down a word of intent to Eddie before resuming the climb. His chest feels tight and his breath is shallow and it feels like forever before his fingers find a proper edge.

"It's here!" His excited cry bounces around them and back down, and he suddenly has a sense of a great, great space. "The top, we did it!"

He hauls himself up frantically, collapsing on the stone ledge and taking a great breath.