ABRAXAS MODS (
abraxasmods) wrote in
abraxaslogs2022-10-15 10:14 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
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.
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. ]
no subject
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.
no subject
[ Most who lived in Garlemald hated the cold, but there were some who seemed more capable of bearing it than others. Or maybe they had simply forgot what true warmth felt like. Who could say?
Thancred does find some comfort in hearing that he isn't the only one being toyed with by the Horizon. That doesn't necessarily make the situation better; in fact, it might make it worse. But neither of them have to suffer this awful place alone.
Thancred isn't prepared for Sylvain to give up his coat for him like this, as if he's a shivering maiden. ] I'm— [ But the heavy cloak has already been settled over his shoulders before he can protest, and he sighs, causing his breath to mist up in the air. ] I'm certain I could make it work, but your point is well taken. Now...
[ He glances toward the high peak of the mountain glistening above, as well as the path that would take them further down. ] Which way? [ Did it matter, or did they simply have to wait this out? ]
no subject
no subject
(Just an army of sin eaters flying around them.) ]
Well, I can hardly argue with you. Logic dictates we should head down. Yet why place us on a mountain if we're not to scale it?
[ If they head down, it almost feels like they're been denying the challenge. Therefore, Thancred finds that his instincts tell him to move onward and upward. He takes a few steps up the incline which seems to lead into a switchback trail up the side of the snow-white mountain.
After a pause, he turns back to Sylvain, the sharp winds sending his hair all over the place. ] Are we in agreement?
no subject
...Have you ever scaled a mountain in the middle of winter before?
[ This is a terrible idea, Thancred. ]
no subject
[ Meaning that there is no actual threat. Yes, there will be discomfort as it all feels quite real, but they have no need to fear.
That being said, Thancred knows this is a bold choice and he isn't the only one with a say here. He crosses his arms tight over his chest, more as a way to conserve warmth than anything, and regards Sylvain even as the harsh winds whirl around them. ]
But if you would rather we try to head down first, I'm certainly willing to concede the point.
no subject
You don't have to get all technical on me. It still feels like winter on a mountain, even if I know we're both technically tucked back safe... wherever we started from. But fine. Sure. We'll be insane, lets go climb the mountain and see what's up there. Besides more snow!
[ He may have gestured a bit dramatically through all of that but he's telling himself it will help keep warm. Whatever helps, right? But he doesn't wait for Thancred's response as he turns to try and find the easiest route up from here. Which is when he spots something strange in a window of cloudbreak above them and stops to tilt his head, certain he must be imagining things. ]
...Does that look like a hand to you?
no subject
Neither of them are in real danger. He repeats it in his mind like a mantra.
He keeps abreast with Sylvain as they walk, at least where the path allows it, and thus notices the strange outcropping structure as well.
It does look like fingers, and perhaps a palm. ]
... Is it possible this isn't a mountain at all, but some manner of creature?
no subject
Shit, I sure hope not. On the way to Libertas recently, one of my friends encountered what he thought was a large ravine opening up in the ground - only to find it was a massive beast and that ravine its mouth.
[ So apparently things that large exist in this world but Sylvain's really not in any hurry to encounter one. ]
no subject
And to think, I could have slept perfectly well at night not knowing that.
[ All jokes aside, this is an interesting tidbit of information and something worth giving more thought, especially as it gives them something to talk about as they continue their ascent. Thancred continues to keep a close eye on the massive hand as they move up the winding trail, on the off chance that it starts moving. ]
How exactly did he survive this encounter in order to tell you the tale?
[ That sounds like a Scion-level threat. ]
no subject
They fed it some giant sand worms, apparently, and it went back to sleep? Or at least left them alone.
[ Seemed a worthwhile sacrifice and all that.
Not that there were any sand worms around up here in case whatever was above them was hungry. Maybe there was a yeti somewhere nearby... ]
no subject
[ Naturally Thancred thinks of the large sand worms that are not all that uncommon in Southern Thanalan, but even if he's familiar with them, the idea of something even larger that feasts on them is still unsettling.
However, there doesn't seem to be any sign of the hand shifting in response to their slow ascent up the mountain, at least not yet. He'll take it.
He thinks making conversation will be preferable to climbing silently in this bitter cold, and so he carries on. ]
I did ride on the back of a massive, island-sized beast once. [ He glances over to Sylvain, wearing a playful smile. ] That one was kind, at least. We can hope the same here, I suppose.
no subject
Has the Horizon's behavior over the past few days give you much cause to be optimistic about that hope?
[ Because that was not the impression he'd gotten. ]
If it was the size of an island, how did you know it was a beast? Wait, did it know you were there?
no subject
[ Thancred glances over to Sylvain with a crooked smirk. Both of their faces are reddened by the whipping winds, though in Sylvain's case it just means he's matching his hair color. Thancred tries to pull the collar of his cloak up and over at least the lower half of his face as the cold gets that much more biting.
He could speak to how he turned into a frog in his last Horizon adventure, which hadn't been all that bad, but Sylvain seems to be quite interested in hearing more about Bismarck. ]
From a glance he appeared like a normal island. [ He gestures out with one arm into the distance, then makes a semicircular shape with his hand — like the hump of a whale, in fact. ] But he was in fact one of the fae, and therefore my colleague was able to make contact with him and earn his trust in helping us. We rode him down below the ocean's surface to a particular location we had to access.
[ Just another normal day for a Scion. As Thancred speaks, he does continue to focus on where he puts his boots, not wanting to lose his balance in the snow. The higher the climb, the colder it becomes, and even he can't quite stop the shivering now. ]
no subject
But he listens intently as he wades through the deep snow, even though some of those words make no sense to him. He has no idea who or what a fae is supposed to be, for one. ]
Wait. The island monster took you under the ocean?! How did you not drown??
no subject
When it comes down to it, the answer is rather simple. ]
Magick, of course. Bismarck ensured we were protected.
[ It's not as if all of them in their party had been blessed by the kojin, after all.
They turn around another bend in their climb, allowing them to see the hand more clearly. It doesn't seem to have moved, thankfully, though it does look like they're losing daylight at a worrying pace. ]
... We may have to see if we can create some manner of shelter before it becomes too dark.
no subject
But at Thancred's concerned observation, Sylvain casts a glance skyward as well, still eyeing that giant hand uneasily. ]
Probably wouldn't hurt. At least until the Horizon lets us go where we were actually trying to go. But I don't think there's any way we're gonna reach the peak at this rate before nightfall. Unless that giant hand is there to lift us there. But somehow I doubt that.
[ His voice is dry with that observation, but that sure would be a much more desirable outcome than, oh, smooshing them flat against the mountainside. Which seemed far more likely, considering the mood of the Horizon this week.
He lets his gaze search up the mountainside ahead of them and the lifts a hand, pointing off to their left, a little further up. ] See that copse of trees? Looks like there's a rocky outcrop up there. I think? It's worth a look, it might be enough shelter from the wind that we could make it work.
no subject
You'd be surprised. It might very well be exactly what we're meant to do.
[ Still, he's more invested in the idea of hunkering down somewhere until the Horizon sees fit to free them. When Sylvain spots a promising spot where they might be able to make a makeshift camp of sorts, Thancred shifts to one side to see where he's pointing and nods. ]
It could work... though let us not forget that we have powers of creation to rely on here. If we both think about the same thing, perhaps we'll manage to circumvent the Horizon's malfunctioning.
[ A cozy winter cabin sounds quite nice right about now. Either way, Thancred presses toward the outcropping, figuring that it will give them a decent vantage point if nothing else. ]
no subject
[ Dimitri's cloak dropping around his shoulders had been surprising, to say the least, and he's still not sure if it had been a good or bad one. ]
But it's worth a try. Although I hate to consider how we could actually make this situation worse. [ Pessimist? Him? Nah. ]
no subject
[ Thancred isn't a pessimist so much as a realist, but nothing in the Horizon is real to begin with so he's willing to take his chances. If the end result is that they annoy this place enough that they're spit back out into the real world, he'll consider it a win of sorts.
The fact remains that he and Sylvain may have different ideas of what a winter cabin should look like, but whether that helps or hinders them remains to be seen. If they end up with some strange amalgamation, he won't care so long as it has four walls and a roof.
Once they climb up this part of the path and are level with the small clearing near the trees, Thancred turns toward it with his shoulders squared and his jaw set. ]
Ready? On the count of three, think of the warmest winter dwelling you can imagine. One, two, three...!
[ Naturally, he pictures the reinforced stone buildings that exist in Coerthas, a building made of stone to protect anyone inside from the elements. ]
no subject
Although Thancred's probably lucky they don't manage to summon a fort on their head, considering how fond both countries are of massive protective buildings. But Sylvain's thinking more of a small dwelling. Something tucked close and cozy, easy to heat, warm and welcoming.
When something similar appears a moment later, he just blinks at it in surprise. ]
Huh. It actually worked.
[ He'd been expecting the Horizon to continue to be difficult, honestly. ]
no subject
[ Or they had been lucky enough to be thinking similar thoughts, which would make sense if both of them have experience with frigid temperatures. What matters is that it worked. Thancred won't dwell on it too much, for fear that the Horizon will snatch away what it just gave them.
With a sideways grin, he steps forward and opens up the reinforced iron front door, which is thankfully unlocked. As amusing as it would have been to have to break into the building that they just thought into existence...
Inside it's somewhat less bitterly cold, and there's a hearth that they should be able to light to get some real warmth going. ]
I don't know about you, but I'd be content to simply wait here until the Horizon decides it's done with us.
[ It's much preferable to having to continue climbing in this awful weather, isn't it? ]
(no subject)