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deercountry2022-09-09 09:25 pm
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Entry tags:
- *event,
- ada vessalius: fay,
- akko: rune,
- albert wesker: ref,
- albtraum: kitchen,
- anakin solo: ellie,
- ange ushiromiya: jelle,
- ariadne: wizera,
- chin yisou: khala,
- chizuru yukimura: jelle,
- cho hakkai: red,
- d: cap,
- daniel larusso: jelle,
- darth maul: shade,
- faith lehane: kai,
- falco grice: owlie,
- fat billie: lucy,
- fiddleford mcgucket: inkwell,
- goro akechi: kei,
- jaina solo: yubsie,
- jason kolchek: kacey,
- johnny lawerance: josh,
- jun ushiro: matt,
- kainé: ava,
- kaworu nagisa: ru,
- kazuma asogi: crystal,
- kd6-3.7: moz,
- keith: sailor g,
- kylo ren: corie,
- lance: charley,
- luna lovegood: cheryl,
- luz noceda: pedro,
- manabu yuuki: elle,
- maria thorpe: jaina,
- melius senyan: red,
- mercymorn the first: beth,
- michael: lu,
- murderbot: silyara,
- ochako uraraka: roxy,
- ortus nigenad: beth,
- oscar pine: basil,
- paul atreides: beth,
- peter graham: jhey,
- reaper: vette,
- rey: valkryie,
- robby keene: ree,
- ruby rose: josh,
- ryunosuke naruhodo: keith,
- sansa stark: lindsey,
- sato: khala,
- savage opress: vette,
- scorpia: gore,
- sharon da silva: lunare,
- stanford pines: kei,
- takashi "shiro" shirogane: red,
- uchiha sasuke: simcha,
- vi: aeri,
- vira-lorr: latroma,
- vyng vang zoombah: jansen,
- waver velvet: basil,
- willow rosenberg: lucy
all i know is i don't know nothing
SEPTEMBER 2022 EVENT
Leap of Faith
KNOWLEDGE IS POWER
THE GREAT HUNT
CODING
A SPECIAL NOTE NOW THAT THE GAME HAS BEEN OPEN FOR A YEAR: Due to the cyclical nature of the world, during certain months, prompts from the previous year may be available to use. You can see September 2021's prompts here. Please make sure to note if you are using a prompt from last year, so that others will know where to look for the original content.
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Black birds flying in front of a church shrouded in heavy fog. ]
[Image Two: Red tinted clouds with a flash of red lightning piercing through them. ]
Prompt Two
[Image One: A stack of leather bound books. ]
[Image Two: A close up on the detailed arches of a Gothic/Neo-Gothic building. ]
Prompt Three
[Image One: A path in the woods with fallen leaves and bare trees. ]
[Image Two: Two swords covered in blood laying across one another in an X pattern. ]
Prompt One
[Image One: Black birds flying in front of a church shrouded in heavy fog. ]
[Image Two: Red tinted clouds with a flash of red lightning piercing through them. ]
Prompt Two
[Image One: A stack of leather bound books. ]
[Image Two: A close up on the detailed arches of a Gothic/Neo-Gothic building. ]
Prompt Three
[Image One: A path in the woods with fallen leaves and bare trees. ]
[Image Two: Two swords covered in blood laying across one another in an X pattern. ]
WHEN: September
WHERE: Alternate Dimension
CONTENT WARNINGS: Parallel worlds, violence, possible death, religious cults
WHERE: Alternate Dimension
CONTENT WARNINGS: Parallel worlds, violence, possible death, religious cults
Throughout the month, people seem to just be... disappearing. It starts off as just a few locals here and there: maybe it's a butcher that's become a staple in the community, or a textile merchant that some Sleepers have come to rely upon in their time here. These disappearances seem to vary in how long they last. Some people are only gone a few days, others may never be seen again. The ones who return refuse to talk about where they've been or what has happened to them and will adamantly shut down any attempts to find out information. Rumors spread around the city at what could be going on and there's the occasional bit of conversation that mentions the possibility of reality bending Pthumerians being behind the ordeal.
It doesn't take long before it's Sleepers who start to disappear as well. It can happen at what appears to be any moment: sometimes during the middle of the night, a bed will simply swallow them up. Others might be walking along a path or road and suddenly drop through the ground, even when there's no hole to fall into. If a Sleeper with the ability to see invisible supernatural forces sees this in action, they will notice what looks like black, charred hands reaching up out of the earth and latching on to their victim before dragging them into black mist.
Sleepers who have been grabbed will find they've been yanked into a pocket dimension, a version of Trench that seems to be even more corrupt, even more polluted, and covered in dark fog that is difficult to see through. There's a heavy humidity in the air, the sound of constantly rolling thunder, and the occasional flashes of lightning across the sky. Bright bolts occasionally crash down through the fog and hit the earth, cracking it open and creating deep caverns filled with tar that is hot enough to melt a human being. Beasts larger and even more dangerous than those regularly seen back in Trench roam the streets, ready to tear apart and devour anything in their path.
The buildings are also crumbling to pieces and many of the staple locations of the city of Trench have been completely turned to rubble in this alternate world. Only religious buildings seem to be left standing and they have become crowded by locals who have yet to escape this new world. Sleepers will find that these religious buildings are the only ones that are completely safe from the beasts in the streets, offering themselves as Sanctuary from the out of control corrupted forces of this new world.
The locals in this place aren't here to make Sleepers feel safe and cozy while they wait to get out of this dimension. They're here to convert and it becomes obvious quickly. They claim this universe is the True World, the world that the Old Ones had wanted Sodder to create, one that they think the Nightmare could have evolved into if Sodder had been given the proper guidance. They believe that a Pthumerian by Riteoir brought about the perfect world that punishes those who have done wrong swiftly and spares those who are righteous and dedicated to a just path. This cult has elevated Riteoir to a God-like status in their eyes and they will do their best to try and convince all who gather in the buildings for safety that they are protected here because of their faith and dedicated to Riteoir's ideals.
They also become highly violent towards anyone who dares to insult Riteoir or who questions their beliefs in any way. Killing the non-believers is a perfectly justified reaction to these worshippers, convinced that any doubt in Riteoir's power to protect them will cause their safety net to collapse. They justify brutal murders of those they deem unrighteous as being necessary to keep the peace they have found for themselves in an otherwise clearly bleak world.
Playing along might be the best bet, but isn't required for people who would rather fight monsters over people. Sleepers may run in to other locals who also chose to get away from the cult madness out on the roads and these locals are more than willing to share the knowledge they've found while exploring this dimension. There's only one means of escape: finding a weak spot in the veil between worlds and performing a ritual to break it open.
Two Sleepers of differing blood types must find and gather together the claw of a large beast, a silver bowl, a piece of rubble, and a single red rose. Roses are hard to come by in this alternate world, but there is a small garden that grows in one of the churches. It requires sneaking around the cult members in order to obtain and they will attack anyone they find trying to cut the rose from the bushes. Once these object are found, the Sleepers must bring them to the area that would have been known as Sleepytown in the original Trench. Here, it is now a vast, open wasteland, with smoke rising from the crack in the ground, and a never ending fire burning beneath the ground. The faint sounds of screaming can be heard under the ground, but there isn't any way to determine if they're real or simply echoes from the past.
The claw can be ground down with the piece of rubble inside the silver bowl. The rose petals should be carefully plucked and placed on top of the claw. Finally, each Sleeper must cut themselves, and add equal amounts of blood until it begins to thicken. It doesn't take much, the magic working quickly to turn the mixture into a substance almost like slime. Each Sleeper must dip their hands in the slime and spread it onto the chest of the other, right above where the heart would be located. If the Sleeper has their heart located in a different area of their body than normal, then the slime must be spread there instead. Once this is complete, it will feel like acid burning against the skin, before it glows brightly. The lights will join together, forming a laser like beam that will then slice a hole in the air in front of them.
This hole will show the original Trench on the other side. It will only remain open for a few moments before closing up again. Sleepers must jump through the hole together in order to return to Trench. If the ritual fails, they will have to wait three days to try again, and will have to find a way to continue to survive in this alternate world. If it succeeds, the Sleepers will find themselves in the original Sleepytown, and will be able to return to Trench from there.
Bringing up the alternate universe, the ritual, or even Riteoir will put the locals on edge and they will quickly close the door of their shop or turn their backs on anyone who tries. Apparently this is a touchy subject that they'd rather ignore.
It doesn't take long before it's Sleepers who start to disappear as well. It can happen at what appears to be any moment: sometimes during the middle of the night, a bed will simply swallow them up. Others might be walking along a path or road and suddenly drop through the ground, even when there's no hole to fall into. If a Sleeper with the ability to see invisible supernatural forces sees this in action, they will notice what looks like black, charred hands reaching up out of the earth and latching on to their victim before dragging them into black mist.
Sleepers who have been grabbed will find they've been yanked into a pocket dimension, a version of Trench that seems to be even more corrupt, even more polluted, and covered in dark fog that is difficult to see through. There's a heavy humidity in the air, the sound of constantly rolling thunder, and the occasional flashes of lightning across the sky. Bright bolts occasionally crash down through the fog and hit the earth, cracking it open and creating deep caverns filled with tar that is hot enough to melt a human being. Beasts larger and even more dangerous than those regularly seen back in Trench roam the streets, ready to tear apart and devour anything in their path.
The buildings are also crumbling to pieces and many of the staple locations of the city of Trench have been completely turned to rubble in this alternate world. Only religious buildings seem to be left standing and they have become crowded by locals who have yet to escape this new world. Sleepers will find that these religious buildings are the only ones that are completely safe from the beasts in the streets, offering themselves as Sanctuary from the out of control corrupted forces of this new world.
The locals in this place aren't here to make Sleepers feel safe and cozy while they wait to get out of this dimension. They're here to convert and it becomes obvious quickly. They claim this universe is the True World, the world that the Old Ones had wanted Sodder to create, one that they think the Nightmare could have evolved into if Sodder had been given the proper guidance. They believe that a Pthumerian by Riteoir brought about the perfect world that punishes those who have done wrong swiftly and spares those who are righteous and dedicated to a just path. This cult has elevated Riteoir to a God-like status in their eyes and they will do their best to try and convince all who gather in the buildings for safety that they are protected here because of their faith and dedicated to Riteoir's ideals.
They also become highly violent towards anyone who dares to insult Riteoir or who questions their beliefs in any way. Killing the non-believers is a perfectly justified reaction to these worshippers, convinced that any doubt in Riteoir's power to protect them will cause their safety net to collapse. They justify brutal murders of those they deem unrighteous as being necessary to keep the peace they have found for themselves in an otherwise clearly bleak world.
Playing along might be the best bet, but isn't required for people who would rather fight monsters over people. Sleepers may run in to other locals who also chose to get away from the cult madness out on the roads and these locals are more than willing to share the knowledge they've found while exploring this dimension. There's only one means of escape: finding a weak spot in the veil between worlds and performing a ritual to break it open.
Two Sleepers of differing blood types must find and gather together the claw of a large beast, a silver bowl, a piece of rubble, and a single red rose. Roses are hard to come by in this alternate world, but there is a small garden that grows in one of the churches. It requires sneaking around the cult members in order to obtain and they will attack anyone they find trying to cut the rose from the bushes. Once these object are found, the Sleepers must bring them to the area that would have been known as Sleepytown in the original Trench. Here, it is now a vast, open wasteland, with smoke rising from the crack in the ground, and a never ending fire burning beneath the ground. The faint sounds of screaming can be heard under the ground, but there isn't any way to determine if they're real or simply echoes from the past.
The claw can be ground down with the piece of rubble inside the silver bowl. The rose petals should be carefully plucked and placed on top of the claw. Finally, each Sleeper must cut themselves, and add equal amounts of blood until it begins to thicken. It doesn't take much, the magic working quickly to turn the mixture into a substance almost like slime. Each Sleeper must dip their hands in the slime and spread it onto the chest of the other, right above where the heart would be located. If the Sleeper has their heart located in a different area of their body than normal, then the slime must be spread there instead. Once this is complete, it will feel like acid burning against the skin, before it glows brightly. The lights will join together, forming a laser like beam that will then slice a hole in the air in front of them.
This hole will show the original Trench on the other side. It will only remain open for a few moments before closing up again. Sleepers must jump through the hole together in order to return to Trench. If the ritual fails, they will have to wait three days to try again, and will have to find a way to continue to survive in this alternate world. If it succeeds, the Sleepers will find themselves in the original Sleepytown, and will be able to return to Trench from there.
Bringing up the alternate universe, the ritual, or even Riteoir will put the locals on edge and they will quickly close the door of their shop or turn their backs on anyone who tries. Apparently this is a touchy subject that they'd rather ignore.
WHEN: September
WHERE: The Gaze
CONTENT WARNINGS: N/A
WHERE: The Gaze
CONTENT WARNINGS: N/A
The Never Mind believes in knowledge and learning above all else. He can be found beckoning many towards the Gaze, encouraging them to attend the School of Mutter or visit the Archives to expand their knowledge. His ravens will try to guide people here as well and many Sleepers will start to feel a compulsion to follow.
There's talk of a prize being given by the Never Mind himself for those who learn something new while inside the Gaze. A bracelet shaped like golden wheat that can rid a small patch of land (roughly 4 square feet) completely of pollution, allowing the area to properly grow a small amount of plants. In Trench, this is almost as priceless as the gold itself, and so many are quick to encourage anyone to go and get one for themselves.
People can't just learn anything, though. When Sleepers arrive in the Gaze to claim their prize, they will be given a specific task: get to know someone new. There's no wiggle room for interpretation in the words. The only way to obtain the bracelet is for a Sleeper to talk to another person that they have never spoken to before. Casual small talk won't earn them this prize either. Sleepers must dive into a deep conversation that forces them to truly learn about the other person. It can be about their feelings, their past, their hopes and dreams... So long as it's something that they truly learn about the other and should, ideally, no longer make them feel like a stranger.
Bracelets will appear magically on the writs of each Sleeper once their conversation ends, so long as the criteria is met. Happy gardening!
There's talk of a prize being given by the Never Mind himself for those who learn something new while inside the Gaze. A bracelet shaped like golden wheat that can rid a small patch of land (roughly 4 square feet) completely of pollution, allowing the area to properly grow a small amount of plants. In Trench, this is almost as priceless as the gold itself, and so many are quick to encourage anyone to go and get one for themselves.
People can't just learn anything, though. When Sleepers arrive in the Gaze to claim their prize, they will be given a specific task: get to know someone new. There's no wiggle room for interpretation in the words. The only way to obtain the bracelet is for a Sleeper to talk to another person that they have never spoken to before. Casual small talk won't earn them this prize either. Sleepers must dive into a deep conversation that forces them to truly learn about the other person. It can be about their feelings, their past, their hopes and dreams... So long as it's something that they truly learn about the other and should, ideally, no longer make them feel like a stranger.
Bracelets will appear magically on the writs of each Sleeper once their conversation ends, so long as the criteria is met. Happy gardening!
WHEN: Mid-to-Late September
WHERE: Trenchwood
CONTENT WARNINGS: Hunting themes, possible death, large beasts, descriptions of gore.
WHERE: Trenchwood
CONTENT WARNINGS: Hunting themes, possible death, large beasts, descriptions of gore.
An excerpt from Ancient Notable Beasts:
Sleepers who go near Trenchwood will hear the Bugge from the trees. Getting too close to the woods will cause the cycle of needing to track the Bugge to begin. It does not matter if the Sleeper leaves the woods after, the Bugge will be willing to stalk them into the city, and kill them in the streets if it is not found first. Killing the Bugge is the quickest and easiest option, but the Bugge can be healed by those willing to put in the work. If a Sleeper has the ability to see souls, they will notice that the beast seems to holds a presence similar to that of a fairly large bear. However, if healed, it will run off before the Sleepers can see its true form.
Unfortunately, those who choose to heal the Bugge will find that there are consequences. Where killing the Bugge brings about a more bountiful harvest, healing the Bugge causes the crops and other plants in the farming district to suffer and wilt. The local farmers will be furious if they find out who has chosen to heal over kill and will deny any further trade with the individual in the future, seeing them as a weak link in the natural balance of this world.
Those who choose to shed blood through September, whether the Bugge's or others, will find that the legend is honest about its impact on the earth during a blood moon: while it won't rid the ground of pollution, it seems to make life around it stronger and more durable. This includes not only the harvest but all life forms, including Sleepers.
The story goes that as the Blood Moon rises and the farmers begin to hope for a bountiful harvest, Trenchwood begins to hear the growls of the Bugge through the trees. One of the largest beasts to ever roam the lands, it seems to only plague the woods in the autumn months, just before the leaves begin to change their color. Legend has it that the blood shed by the Bugge falls onto the green leaves from summer and poisons them, changing their colors, and slowly killing them until they fall to the ground. The Bugge hunts and feeds on any who enter the forest, but particularly enjoys to devour those who have let corruption touch their souls.
Hunters try to bring down the Bugge every year, many losing their lives in the process. The creature stands as tall as the old pine trees, covered in gray fur, and has claws said to be sharp enough to slice through diamonds. Drool pours from its mouth, matting the fur along its jaw and chest, and dying it a deep, rusty brown. Looking into the eyes of the Bugge can make a person paralyzed with fear, forcing them to relive their worst fears, and some say even freezing them into solid ice if they do not break free quickly enough. It is said that it is most important to track the beast as quickly as possible, for if you do not hunt the Bugge first, than the Bugge will find its way behind you and hunt you instead.
No one has ever managed to truly put an end to the Bugge. Even when it is slain, the shrieks of the creature are heard again mere hours later, and more who go into the woods unprepared end up never returning. Despite the danger, the farmers do no wish to be rid of the Bugge as the Hunters do. The blood spilled by both the Bugge and the Hunters who attempt to slay it does not seem to pollute the ground as it does other times of year: instead, the Blood Moon shines brighter, and the crops for the September harvest become richer than they were before. The farmers see the Bugge not just as a necessary evil for good crops, but as a blessing, a reward for all their hard work during the year.
Sleepers who go near Trenchwood will hear the Bugge from the trees. Getting too close to the woods will cause the cycle of needing to track the Bugge to begin. It does not matter if the Sleeper leaves the woods after, the Bugge will be willing to stalk them into the city, and kill them in the streets if it is not found first. Killing the Bugge is the quickest and easiest option, but the Bugge can be healed by those willing to put in the work. If a Sleeper has the ability to see souls, they will notice that the beast seems to holds a presence similar to that of a fairly large bear. However, if healed, it will run off before the Sleepers can see its true form.
Unfortunately, those who choose to heal the Bugge will find that there are consequences. Where killing the Bugge brings about a more bountiful harvest, healing the Bugge causes the crops and other plants in the farming district to suffer and wilt. The local farmers will be furious if they find out who has chosen to heal over kill and will deny any further trade with the individual in the future, seeing them as a weak link in the natural balance of this world.
Those who choose to shed blood through September, whether the Bugge's or others, will find that the legend is honest about its impact on the earth during a blood moon: while it won't rid the ground of pollution, it seems to make life around it stronger and more durable. This includes not only the harvest but all life forms, including Sleepers.
Shiro | Voltron | Warmblood | ota
1) Koz's Place
Like any other place and time, Shiro can be found at Koz's place. At the orphanage, doing odd jobs around the building - pretty much anything that isn't cooking, since even the volunteers have learned not to let him anywhere near the kitchen. Anyone else can run into him here, if they're also interested in helping out with the orphans. Or... if they're so inclined, Shiro also usually pulls recess duty.
Where the kids of Trench have decided to climb all over him like he's a jungle gym, screaming laughing. Shiro's laughing too, giving anyone passing by a thumb's up. Yes, he's fine, don't worry.
2) The Archives
And here, Shiro spends a long night or several throughout the month. He has a stack of papers, and his device out on a desk. The papers appear to be the ones he's kept since Deerington. And he's cross-referencing them and his device.
While... writing it all down. In a really big book. Several really big books... Which he is regarding with growing exhaustion throughout the month. If anyone turns up, he looks at them, smiling faintly. The circles under his eyes are huge. "Sorry, am I in your way?"
~ LEAP OF FAITH ~
1) The Buildup
"Go! Move!"
It's the Nightmare. He's back in the Nightmare and it isn't even October. But, just like back then, Shiro's sense of self-preservation flies out the window, in the face of trying to get other people to safety. He may be disoriented from dropping into this parallel world, this world that smacks of old Deerington, but like hell is that going to stop him from grasping the arm of the person who ended up nearby, and thrusting them ahead of him.
The thing shambling down the street after them is intent on catching up. And so, Shiro puts himself in between his new companion and the Beast.
"Up there! Looks like a church! Go!"
2) The Break
Sodder
They're talking about Julia. He's been hunkered down, for the time being, in this particular church, to get his bearings back. To see if he can contact anyone else. And what does he hear? Sodder - her name. It's enough to get Shiro's head to jerk up from the corner he'd been dozing in, locked on the local across the room. Listening while they speak about her. While they revere her power.
Shiro is, on the whole, a reasonable man. A man who values talking through confrontations, for who fight is the last option available.
"- if Sodder had been given the proper guidance -" they're saying. Haughtily. Dismissively. That she would have wanted this world. That Julia would have wanted horror, blood and Beasts.
He doesn't remember standing, he doesn't remember crossing the room. He doesn't remember staring the local dead in the eye, while his voice goes flat, steely cold. Because Shiro is, also, a man who valued Julia Sodder as a little girl first, a powerful eldritch being second.
"You don't know a god damn thing about Julia."
Yeah... that will go over well.
3) The Aftermath
Needless to say, shortly after that particular conversation, or confrontation, rather, Shiro's booking it out of the church. Or ducking an angry mob, depending on what point you run into him. He can fight monsters, he will fight monsters. An entire angry mob? With pitchforks and torches?
That's out of his wheelhouse.
Whoops.
3
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It's a terrible, terrible excuse, and he is well aware. But it's what he's got. Especially while they're running.
"I told you about Julia - about what they did to her!"
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A pause of his own, while he also hurdles the fence. Then grabs Keith to jerk them both in a sharp left turn.
" - Of that now, Keith, thanks!"
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Shiro, apparently, doesn't feel inclined to do so. Anakin's head snaps up the moment he hears ice in Shiro's voice. Oh no. He can feel the atmosphere of the church change, like it's filled with agitated hornets ready to swarm. He's on his feet immediately, ready to defuse the situation or at least get them out.
"Shiro..." His voice is tense with warning.
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Right now he's watching the cultist stare back, watching them sniff, as if dismissing his words. "Well we can't expect a heretic to understand the truth of Sodder," they're saying.
"She was just a kid!" he snaps back, before he can rein himself back. "And her name was Julia!"
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He's also met people like these before. Religious fanatics who twist their beliefs as justification for violence and oppression. He's been on the other end of that. He's been-- literally-- on the sacrificial altar. He knows there's no reasoning with them, especially not when they're in a large group. And it seems that Shiro is going to be hard to calm.
Well, to hell with it. Anakin doesn't want to play nice with a fanatical cult anyway. He stands straighter and holds his head high, imitating the regal posture his mother has ever taught him.
"If you knew the truth of Sodder, you'd have known her name."
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"Then don't tell me about - "
He shouldn't be doing this. On any other day, any other situation, he'd be listening to Anakin. Listening to logic. But - but after everything. After being forced to leave the little girl to die, being forced to break every promise he'd made to her - after losing everyone he counted as his adopted kids...
Then Anakin's at his side. Shiro doesn't know whether to try and shield him from the angry commentary running through the church or hug him in gratitude.
"You'd know her name," he agrees, with the steel in his voice freezing over to ice. You'd know her favorite animal, color, that she liked hearing her mother sing. You'd know why she did what she did, why she had to. And you damn well wouldn't be holding her up like a failed experiment!"
Wow, two swears in less than thirty minutes.
The spokesman seems to reel back, as if struck. They lift a bony, wizened hand, and point, their voice and finger shaking.
"Heretics!"
... oops.
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the buildup
The difference here is that it's Shiro, and she knows that he's never going to listen to her when it comes to this.
So instead she has to find what she can count on here. Something that might help save them both in this strange and sudden situation. Shiro is right that the building ahead looks like a church, and so she figures it might be the only thing they can rely on right now.
"Then you hurry too!" Ange just calls out - but thankfully does try to run as fast as she can while saying it, only briefly turning her head to cast a glance over her shoulder at Shiro.
Just to make sure he is actually running, and not stupidly playing the hero.
"Come on, we'll make it if we hurry!"
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And he is, too. In this instance, Shiro isn't going to linger. If he doesn't keep up, then the chances of both of them making it out of this situation diminish. He can't help her if he doesn't run.
Doesn't mean he won't stay a pace or two behind her, though, just in case. If he needs to swing around and attack this thing, he will. If that thing has any vulnerable points, anyway. He doesn't see a head, really. He sees that blobby thing on top, but not much else - no eyes, no mouth. Doesn't bode well unless he takes the legs out.
When she looks back, she will, in fact, see Shiro running.
The monster hot on his heels.
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First of all for the fact that she's very much used to having to run for her literal life at this point. It's something she already had to do all the time back home, so she does actually manage to stay ahead of the monster and Shiro, just running as fast as she can. Secondly there's the fact that Shiro actually does run, because Ange isn't too sure what she would have done if he hadn't.
Try to blast the monster with her magic or something, probably, but Ange would rather not risk going too far with that sort of thing after her last whoops-I-used-too-much-magic-and-turned-into-a-beast incident.
So running is fine. It's great. Maybe not her ideal way to spend this day, but considering how this day suddenly turned out, it's about as soon as it can get.
All the way to the doors of the building. Ange pulls them open, moving through them, and then holds them open until Shiro has entered through them as well - which is when she quickly throws the doors shut with a bang to keep the monster out.
The downside of this plan is the fact that all the people in said church have now turned their heads to look at Ange and Shiro as they stand there.
And considering how much crowds are Ange's one big weakness, she just glances at Shiro, like she's urging him with her gaze to say something for the both of them here to all of these people. C-Come on, Shiro, be the responsible adult! Be the dad!!
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He skids to a stop and throws his weight back against the door as well, bracing it with his weight. Hey, he's bigger than Ange, he's stronger, he can hold the doors more effectively this way, right? Right.
"I've got it! See if you can find a - "
Barricade. Is what he was about to say. Except he turns to Ange as he says it, and catches sight of the crowd. It doesn't take long for him to shift away from the door, and shift in front of Ange as much as he can, while still keeping a hand on the doors. Why do they not look concerned?
"There's a monster outside! It was chasing us in here - get something to block the doors!"
"Oh they won't come in here. Fear not."
... What.
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cw: stabbing
ngl i thought it'd be ange doing the stabbing
lol she WISHES!!!
NEXT TIME, ANGE...
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3.
Needless to say, Ochako's also had to escape an angry mob, but she's far better at it, considering she's small, quick, agile, and...her Zero Gravity quirk and wired grappling hooks make for a clean and easy get-away from up high. In fact, she's the one waving from an alley hurriedly for Shiro to hopefully get the message and follow her. She's not going to fight an angry mob either, and she's pretty sure this one won't listen to her like the one back home at UA did...so escape is the best option.
"Hey!! This way, I can get you somewhere they can't easily follow!"
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"Hurry! Didn't lose them for long!"
But hey, long legs make for quick steps, and while he's built like a meat dorito, Shiro's always been pretty light on his feet. He'll be at Ochako's location in a handful of strides.
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Shiro will feel a stange sensation then flutter to life in his stomach, like that weird, tingly feeling when you're climbing up high in a rollercoaster, just before it drops. Butterflies would best describe it. And, speaking of climbing...his own two feet are climbing up off the ground, inch by slow inch, as Zero Gravity takes hold of him from Ochako's touch.
"Try not to yell, okay? And trust me, I won't let anything happen to you...but the only way to avoid them is to get up and out of their sight a while." The rooftops, she means, pointing with one finger upwards.
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cw: mild emeto mentions
ohhhhh honey...
gotta love quirk drawbacks!! ( ᐛ )b
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cw: very mild MHA spoilers
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2 archives
Unfortunately, it's mostly confusing to him. There's too much choice in books disorganised, and the awe of seeing a cool giant skeletal display was put off by all the strange things in jars that reminded him too much of a spooky dungeon set-up to stay intrigued.
But he's still nosing. And nosing on peoples' activities wasn't what he meant to do, seeing the size of that book currently being written in, the work surrounding it -- Robby had meant to stay quiet, but it seems he was noticed anyway, even with how engrossed the man appeared to be in his work.
"Oh, no -- sorry," he starts, shaking his head. "It just looked like... you've got a big job." To that, he nods to the book. "What are you writing about?"
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It's an enormous job. It'd be less of one if he could find a decent printer. Or copier. If he trusted one of the locals to transcribe it, he'd probably hire a bunch of them to do it. But this is too important. No way to know if they'd be trustworthy - even if they are better than the Deerington locals had been.
"I'm trying to get some things placed into the Archives," Shiro says. "Some of us came from a different world before this one - Deerington, if you've heard that name before." He gestures at the papers, at his device. "I've got a lot of history here I don't want to be lost... Figured I'd write it all down in one place."
Except it's taking way longer than expected.
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"How long's it been since you--" he pauses, trying to think of how to phrase it, "--you remember showing up here from there?"
Because there's that period that Robby recalls, that time of being nowhere between his old life and now, that one can't put a time on. Or so the time waxes and wanes for him. Starting life anew - when did that occur?
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The Aftermath
"I'm not about to criticize you for standing up for her," she said as she ran and tried to keep up with Shiro. "But we do seem to have attracted some attention. What do you think? Attract more and let them fight the monsters?"
...she had zero sympathy for the people in this version of reality.
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They're cultists, they're slandering Julia, but... maybe not all of them are like that. Maybe there are some who "fell in line" for their own safety. People playing along to blend in. He won't say that of the one he'd practically decked, no. But others?
There's no way to know. And he can't sic a monster on the mob, with that in mind.
"We just need to lose them."
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As they ran down the street, she glanced to her left and gestured. "What about that alley? Try and knock something in the path behind us." That'd block them. Either way, they were gaining ground at least for now, the mob starting to recede just barely, even if their shouts were still very aggressive.
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leap 1
And of course, he doesn't hear Shiro's words, but- wait, it's Shiro who's suddenly come to grab his arm, "Shiro?!"
His memory's a bit off still since he was a deer for so long and he can't really recall when the last time he talked to Shiro was, but what is happening? Why is he grabbing and shoving and all this urgent stuff? He knows this place definitely looks pretty dangerous, but he hasn't seen…
He looks behind them, "AHH!"
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No, seriously, there's none. Another day, another situation, sure, there'd be time to try and figure things out. Have a chat, or a text, and hash out what the heck was going on. Get caught up on missing time. But right now?
Right now there's a thing with inverse drumstick arms barrelling forward at a pace that's just plain unfair given the little legs it's got.
"Hold on!"
Because if Lance isn't going to move right away? He's getting scooped up in that familiar old fireman-carry from years ago. Except this time, he's conscious. And not half-exploded from a bomb in the Castle.
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Lance does not move right away, right now he's pretty disoriented, so that carry is not a bad idea, just… When Shiro grabs for him, it literally blindsides him since he didn't hear the verbal warning to hold on, "Wh-hey!?"
But his reflexes are pretty good, and he manages to hold on anyway. And immediately, he recognizes the unintended benefits: it's a lot easier to fire at an enemy chasing you when you don't have to focus on running and looking ahead at where you're going. So a moment later, he just settles into his new position of Shiro's shoulder and pulls out his bayard, which turns into a rifle that he fires precise and rapidly at the creature with, hoping it's enough.
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