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abraxaslogs2022-10-15 10:14 am
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Entry tags:
- !event,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- castiel; the hanged man,
- cirilla of cintra; the devil,
- claude von riegan; the wheel of fortune,
- dante; the devil,
- dean winchester; the lovers,
- diana prince; the empress,
- eddie munson; the devil,
- garrus vakarian; justice,
- geralt of rivia; the hanged man,
- himeka sui; the fool,
- hythlodaeus; the empress,
- inej ghafa; the hierophant,
- istredd; the high priestess,
- jack townsend; the moon,
- jaskier; the sun,
- jasper; judgement,
- jayce talis; the magician,
- jesper fahey; the wheel of fortune,
- jo harvelle; strength,
- julie lawry; the wheel of fortune,
- kaz brekker; the chariot,
- kell maresh; the magician,
- kyle; the hanged man,
- kylo ren; the tower,
- lucifer; the devil,
- mat cauthon; the wheel of fortune,
- matt murdock; the tower,
- michael; the emperor,
- nadine cross; the world,
- nero (dmc); the chariot,
- petra macneary; strength,
- prince wilhelm; the tower,
- rey; the star,
- rhy maresh; the lovers,
- ronan lynch; the moon,
- sephiroth; the tower,
- stephen strange; death,
- steve harrington; the lovers,
- steve rogers; the hierophant,
- sylvain gautier; the sun,
- thancred waters; strength,
- urianger augurelt; death,
- viktor; death,
- wanda maximoff; the hanged man
EVENT #10: AFFLICTION - IC POST
Event #10 - Affliction
go to the OOC event info & plotting post
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.
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.
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:
Whispered around you, you hear its name. Then it fades and with it the dream. You awaken.
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 LandsMake 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.
◎ 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
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?
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.
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.
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.
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.
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.
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.
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

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?

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.

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.

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.
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.
Sylvain Gautier | Free Cities | Adlewyrd
Cadens
[ The dream that had started it all was of a familiar courtyard in the monastery. He'd been drawn to the little gazebo he'd visited so often with Byleth but finding the table strangely abandoned for the moment. On its surface, though... He'd been momentarily drawn to the cracked mirror, finding it strangely alluring, but in the end, it had been the familiar shape of a teacup his hand had been drawn to. How often had he sat here and shared tea with his professor, after all? And the figure (figures?) that appears as he touches it seems surprisingly... friendly? He takes the hand in greeting without thinking about it and feels a strange chill slide down his spine before he wakes.
It's not the first time he's had a really weird dream, especially not about the home he misses, so he dismisses it as that. Although as the day wears on, it's hard to dismiss the fact that something strange is going on. And not just to him. Weird shit seems to be popping up all over the city, gradually increasing over the next few days.
For those that know him, they might notice that Sylvain seems to cycle through a series of mood swings that stand out as a little more... extreme than normal. When he's feeling outgoing, there's something a lot more seductive and alluring in his aura and conversation. Never one to be all that subtle, those around him might feel far more easily tempted to join him in some mischief, something taboo, or maybe to share with him a deeply held secret. The urges seem to grow stronger with the brush of his hand against skin, and even more if the temptation is one he'd happily enjoy or be tempted to himself.
And then there are the days that Sylvain seems to draw into himself. Whether it's due to a long sleepless night or maybe some inner demon tormenting his thoughts, he looks like he's caught inside his own head, oblivious to what's happening around him, or maybe flinching back and excusing himself from conversations. When it gets especially bad, he might try to distract himself by recklessly tossing him into some new flirtation or mischief. Anything to escape his own insecurities, guilt or worse, some of the darkest emotions and desires his brain has occasionally been known to flirt with. He's usually very good at hiding those away, having long since perfected the art of appearing happy and carefree to everyone around him, but his normal default defense mechanism seems to be failing him spectacularly at the moment. And in doing so, he's likely to make some decisions he regrets along the way. Anything to escape the relentless whispers inside his own brain.
Which is why he might be drawn to the days his affliction ability manifests in pressing all that energy outward instead of letting it focus inward instead. He doesn't mind going along with the ride if he can lure others into temptation with him, after all. And the hit of feeling good is such a rush in counter to the bad days. While he doesn't outwardly set out to use this ability on purpose, should the situation arise...
Well. What's the harm, after all? A little temptation never hurt anyone... ]
Omens
[ As ever, the itch to do something is ever under Sylvain's skin, and perhaps now more than ever. So with reports of corpses pulling themselves free in the cemetaries, Sylvain makes it a point to keep an eye on the places in his free time. Just in case there's any especially restless among the restless dead. He's got his new spear strapped to his back and this seems as good an excuse to break it in as any, he supposes. And while he hasn't been out into the Badlands themselves yet, should anyone need assistance in venturing out there to deal with more of the same, he's quick to volunteer his help.
Again, anything that keeps him busy and focused means less time stuck in his own head and he'll gratefully take any excuse offered. And hopefully not cause too many problems along the way. ]
omens
He spots a familiar face at the edge of the cemetery and nods. He can't speak for the other man, but despite their unsettling nature, Altaïr still finds himself more comfortable among the living dead than among dancers who expect them to join him.]
There is a disturbance on the west side of the graveyard. [He points. Like so.] I expect more of them are about to emerge.
[Hence the very sharp sword already in his hand.]
no subject
Still he casts the familiar figure a crooked grin of gratitude at the warning. ]
You think they'd be polite about it if we asked them to coordinate all their coming out parties? This running around is getting exhausting.
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Indeed. Perhaps we could ask politely for them to come to us and dispatch them that way. Much more efficient.
[If they were more predictable and less dangerous, that might not actually be a bad idea. But he has no idea how to lure them in without endangering more people.]
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Well. If it helps, they seem to be easily distracted by the closest living thing around them. Maybe if we just make sure that's us...?
[ It couldn't hurt to try, right? Not that Sylvain's a stranger to playing bait. Typically that is part of his normal role on a battlefield. Even if he's still really missing his damn plate mail right now. ]
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[But it's probably their best and only option, other than turning tail and running. And Altaïr has no intention of that.]
Ready?
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The Horizon
[ A.) With things in the Horizon being strangely unstable, Sylvain's Domain is no exception to this, it seems. From those looking at the Monastery from the outside, people might notice dark clouds of smoke hovering over the walls and those who are dropped directly inside might find the caste in various stages of destruction, occasionally on fire, or with walls and buildings collapsed and crushed and entire swaths of the Monastery razed and destroyed. For those who had been to Libertas recently, it might be a hauntingly familiar scene.
B.) Or maybe you're one of the lucky ones and the Monastery is looking just fine and normal for the most part. Maybe you're one of the few who stumbles across a door that hadn't been there before and you find yourself in the Abyss, a warren of cavernous chambers, tunnels, and cells that stretch for miles beneath the Monastery itself. Be careful not to get lost down there!
C.) Or maybe you've found yourself dropped into one of the many courtyards and gardens throughout the Monastery, which look perfectly tended to and green.... with the exception of an area that looks oddly out of place, like it doesn't belong here. An open stone courtyard with a large stone well that dominates the center, its depths stretching down into dark shadow. Should Sylvain be anywhere in Horizon when a guest wanders past here, he'll feel instantly drawn to the site, a growing sense of foreboding and dread impossible to ignore. Should he see anyone going near the well, or leaning over to peer down, guests will hear an alarmed cry ringing out to them. ]
No! Get back from there!
Ensnared
[ D.) He's been here long enough to know how getting to the Horizon is supposed to work. So popping himself into it to escape from Cadens for a bit is a given. But not finding himself at the front gates or the stables of the Monastery is not at all what he's anticipating. If he's lucky, maybe he's somehow ended up in your Domain.
But the way his luck's been going? That might be just as unlikely. Instead, he might find himself on the side of a very snowy mountainside or perhaps dropped into the depths of the twisting corridors of a labyrinth. Neither of which looks familiar or might be places he's visited before. At least he thinks? Coming from Faerghus, one snowy mountainside tends to look like the next after a while. And the labyrinth might have been a familiar locale, were it not for the open (if gloomy) sky that hung dark overhead.
He takes a moment to get his bearings, to come to terms with the fact that this was not where he meant to show up, before heaving a deep sigh and turning to start and try to figure out how to get out of here. ]
Hello? Can anyone hear me?
the well
the cuts of stone feel rough under the palms of her hands, and as she leans over... well, nothing but darkness, and yet her eyes are transfixed. it feels like there is something there in the darkness, which feels dense and alive, and if she leans ever further, perhaps—
a voice rings out—a warning?—but it feels far away to wanda, unable peel herself away from it. it's like it beckons her. but this darkness is not her own, the images of memories flooding her all too abruptly, as if she were living in that moment.]
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Of course, then he steps out into the courtyard and spots a scene that is so out of place that for a moment he can only stand frozen as a cold shiver of dread slides down his spine.
The well's a familiar one, of course. It had haunted nearly all of his childhood, after all, and was the sole cause for his fear of enclosed dark spaces and deep water. Which were not things he admitted easily and almost no one outside of his closest few confidants knew anything of the sort.
So seeing Wanda leaning over the edge of it to peer down into the darkness below has him lunging forward to stop her, a warning cry on his lips that somehow doesn't seem to reach her. And does nothing to stop the surge of fear and the torrent of old memories that are unlocked along with it.
The hard jolt of a shove from behind, the sense of falling. Of cold and dark and fear. Of the haunting sound of a laugh that to this day he can't remember if he just imagined or if it had actually echoed down the wet stones to mock him. Of crying for help when there was no one to hear. And finally, exhaustion giving way to resignation.
Rescue had come at the very last moment, at least - luckily for him, else he wouldn't be here to relive the trauma in the first place. But he'd never admitted to anyone how he'd given up down there. Certain that the cold and the wet and the dark would be the last thing he would ever see.
It's a sharp, biting thing to relive now, heavy in remembrance. Combined with the dark whispers of the past few days, it fills his mind all too easily. Guilt's been a heavy thing on his shoulders when the whispers have been coming out to play, and anything invoking his brother's memory always brought with it the heaviest weight of that. ]
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and the mockery of it all, of someone older, pushing at her back, feeling that hatred, that overwhelming sense of maliciousness, and wanda gets the impression— that it comes from someone close, or meant to be close. there is familiarity in this feeling, of something brotherly, but completely the opposite of what wanda knows and understands, with pietro.
she tries to push herself away from the gravitational pull of the memories that drag her toward the bottom of the well. it's a strong hold it has on her, this feeling of giving up, a constant end result to endeavors that take everything away from her; so she tries to focus instead on what—despite being a memory—is still full of love, full of happiness (memories of her family, of her brother, of vision—), finally pulling back from the well, as if it were a magnet ensnaring her metallic limbs.
wanda heaves as she catches her breath, stumbling on her feet but bracing herself, arms crossed tightly as if trying to remove the severe cold she felt from sharing in those memories—trying to remove the feelings of being abandoned and forgotten still heavy on the forefront of her mind. she turns her head to the source of where it all stems from, because this is external; this doesn't come from her.
it's someone she recognizes.]
Sylvain?
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Hands that tremble just a hint reach out and clasp her arms, guiding her back away from the edge of the well as he gives it a dark look, wondering why it's appeared here and now. The Horizon has been acting strange for days now. This is something new, too.
And here he'd thought the moments of the Monastery catching fire were traumatizing enough... ]
Are you okay? Careful, that... that shouldn't even be here. But it's not exactly safe, either.
[ He has no idea that she saw or sensed anything, other than having lost her balance while peering down into the depths of an old stone well. Which makes him feel a little silly for acting so panicked to see her leaning over it as she had been. But he'll take embarrassment over watching anyone topple into those depths. ]
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except—she's seen it, the pieces of memories and emotion slowly rearranging themselves into a clear storyline, even if context is missing. her fingers wring together, the feeling he has seeping under her skin as his hands remain on her arms. sylvain doesn't know this about her, does he? what she can do, how she can take in what a person things and feels, even without the effort to do so.
he speaks, and a hand raises itself to press against the side of his face, gentle.
no, it's not exactly safe, but—]
You survived it. It can't hurt you again — it can't hurt me.
[because sylvain exudes dread, looks so out of his depth, like he's scrambling to put the pieces back together.]
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a.
Familiar, but by no means a friend.
What's unfamiliar is this burning place — some kind of castle or cathedral? Below his feet lies a brick walkway, and overhead stretches a series of arches forming a corridor. Solid wall on one side, garden on the other. Except where open sky should hang, dark clouds of smoke suffocate everything. Wilhelm doesn't know which way the fire is coming from, but he picks a direction and starts stepping. Cupping a hand to his mouth, he calls out:]
Hello? Is anyone here?
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Hold on, hold on, we're almost out. You wouldn't be in there if you hadn't thought the library was a great place to hide right now! [ Yes, he's scolding the wriggling mass. Don't ask. He's had an Afternoon. Which is pretty evident as he steps out from an adjoining corridor, his shirt torn and stained black with soot and ash, his jacket currently tucked around whatever he's struggling to carry.
He looks up when he spots an unfamiliar figure in the courtyard, looking surprised to see anyone here. Did he miss the place was on fire? ]
Hey! I don't think you want to hang out around here at the moment. The Monastery seems to be having a bad day, apparently.
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I noticed. [His eyes fall briefly on the wriggling bundle in the man's arms. A baby? Or some kind of animal?] So how do we get the hell out of here?
[There's a note of panic ringing in this question. If this man is the one who created this place, then he should know a way out. But he could just as likely be an outsider who blipped in by mistake like Wilhelm.]
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Sylvain has no idea how much of what's happening right now is actually true to memory, which means he has no idea if the fire started at the gates or in the cathedral. Which left... ]
The stables. We can get out through the paddock. It's probably the safest exit. [ He hopes? ] This way, we can cut through the courtyard. I don't think the fire has hit the other side of the hall yet. Follow me.
[ Making sure the other young man is with him, Sylvain turns to lead him away from the arches he'd seen earlier, skirting along the edges of the garden instead.
His steps falter for a moment when he spots the table under the gazebo burning, expression falling, but he just pushes on, expression stubborn. ]
How did you get in here?
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D - labyrinth
Hm.
Escaping the damage of the real world only to end up in this--well, it'd figure, wouldn't it? Himeka exhales loudly through her nose. She can't see or feel the crystal of her own domain anywhere nearby. But it seems that she isn't alone all the same.
An unfamiliar voice calls out. Himeka looks around her, up and down the tall and impassible stone walls. Curiously, she rounds one corner...
Oh there is someone here. ]
I can hear you but I doubt it'll do you much good.
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He pauses, turning in a circle as he tries to find the source of the voice and finally spots a slim form down near a turn in one of the twisting corridors around here ]
No? Why is that?
[ Should he be worried? ]
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If only because I have no idea where this is or how to get out, so I doubt I can be of much help.
[ Hopefully he wasn't hoping for a guide. ]
Assuming this isn't your domain?
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Nah. I'm not sure this is anyone's domain, if I'm honest. Or if it is, I have severe concerns about their mental state. [ On second thought, he wouldn't put it past Claude to have a damn puzzle on the brain all the time so... nevermind, he rests his case. ]
The Horizon has been distinctly uncooperative the past couple of days. But I think we have a better chance of getting out of here with two brains working at it rather than one, so I'm still very grateful you're here. [ He offers her a crooked grin, even if there's something tired in his gaze. ]
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i need to know what his SB macro would be
that would require him figuring out what the hell a macro is
d; snowy mountainside
Surely if he had better control here, this wouldn't be a problem. It's his own deficiency, isn't it? Which means all he can do is push forward and keep trying, again and again.
But the harder he tries, the further into the Horizon he seems to fall. First, that labyrinth with Geralt. Now? He could very well be somewhere in Coerthas.
The cold feels real, the sharp wind biting through every layer of clothing. He tries to create a thicker coat, something like what he'd worn in Garlemald, but the garment that appears is tattered and threadbare. He lets out a grunt of frustration before realizing he's not alone. A voice sounds, penetrating through the noise caused by the whipping winds. ]
I can! [ He follows the voice around a bend, taking care not to fall on the uneven rocks and snow.
Then, he's met with a bright head of red hair. It's that stranger he'd met back during the Nightbloom ball. Sylvain, wasn't it? ] The Horizon is being quite the bastard today, it seems. [ At least he's no stranger to cold weather. But where do they go from here? ]
at least there's no dragons
He's no stranger to cold, either, and this reminds him far too much of familiar landscapes in Faerghus, but he hears a voice call back and turns in relief at the sight of someone else here. Even if here was a terrible place to be, it was better than here alone. Right? ]
Thancred? [ Relief, when he realizes he recognizes the figure approaching. ] Yeah, no kidding. Uh, is this your domain?
true it could be worse
He recalls making a comment to Sylvain about how they might run into each other in the Horizon at some point, but he certainly didn't expect it to be like this.
At the question, he immediately shakes his head. ] Gods no. Why would anyone make a place so grim? [ He's well aware that the Horizon generally has a few snowy mountains hanging about, but that doesn't mean he understands why anyone would choose to decorate that way. ] This is only a theory, but it seems that the Horizon is bringing us to places that belong to no one. Or... to the Singularity, perhaps. I've not experienced aught like it before today.
[ He pulls his makeshift garment tighter around him. Those winds are cutting. ]
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But you're right about the Horizon being strange. I've been trying to get back to my Domain and it seems intent on sending me anywhere but.
[ He doesn't miss that shiver from the other man and he realizes Thancred really is not dressed for this weather at all. He, at least, has familiar armor beneath his cloak, an outfit already prepared for somewhere like Faerghus. It's not cold-proof, but it's better than what Thancred showed up with, so he's quick to slide the fur cloak off his shoulders and drop it around Thancred's instead. ]
Here. You're going to turn blue otherwise. I'm not sure it's your color.
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