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Deer Country Mod ([personal profile] reddosmod) wrote in [community profile] deercountry2023-04-08 10:58 pm

CHOICES AND REPRISALS

APRIL 2023 EVENT
Due to the cyclical nature of Trench, some of last year's April Prompts are available for use. Prompt Number 2 (Wonderkind) will be occurring again this month. Prompt Number 1 (Moonlit Butterfly Migration) does not occur, and many in Trench are publicly shocked not to see the migration. Hunters report that the Butterflies do pass along the edges of the community but they seem to be all carrying an immense amount of hope energy this year. Disciples and Arcane Scholars mutually agree (for once) that this must be because Riteior's defeat is eminent, meaning that there is a massive amount of ambient hope in the area, making their presence minimal this year. Prompt 3 is not available, as the Tethers seem to similarly be faded away for the same reasons.

IMAGE DESCRIPTORS IN ORDER OF APPEARANCE

Prompt One
[Image One: Alien Pthumerian with three arms]
[Image Two: Ivy Covered Door]

Prompt Two
[Image One: White glowing stag in forest]
[Image Two: Cliff's edge in fog]

Prompt Three
[Image One: Ruined City in a state of decay]
[Image Two: Humanoid figure covered in tentacles]

CHOICE IS A GIFT WORTH MORE THAN GOLD
WHEN: April 8-31
WHERE: Anywhere, along with a vision of the Outposst
CONTENT WARNINGS: Mention of Blood Rituals.


[Excerpt From History of Blood Crazed Zealots: Chapter 21 On the Tower found in the Lumenarium:]

“It is widely assumed amongst the people of Trench that the Pthumerian known as the Tower is himself bodily the City itself. Past occasions of distress to the Tower have resulted in inconsistencies in the many buildings and districts throughout the city. The Zealots themselves are not the only people who believe this firmly, but are known to have become obsessed with placating and empowering the Tower through the application of blood rituals to transfer life force to the Pthumerian. It is believed that this may be part of why the city has grown to the size that it is, though this is not entirely clear how accurate this is. Nobody in Trench can recall a time when the Tower did not already serve in this capacity, and no Pthumerian is willing to answer questions on the subject.

What is curious about this silence, however, is that nobody knows what the process a Pthumerian or a theoretical half-Pthumerian might use in tying their essence to a community. The ritual is lost to time, and likely to have been a very powerful blood ritual that is a carefully guarded secret of the Pthumerian race. Whispers abound, however, that if a lesser Pthumerian were to seek to bolster a community in the future, it might enable the swifter growth of new territory. Few speak of this possibility, however, because it is feared that to ask for such a thing might invite disaster or displeasure from among the Pthumerians.”

In a hastily scrawled note wedged into the book, an addendum includes the following excerpt.

“The existence of Riteior, and their dominance over a city outside of Trench clearly indicates that the Pthumerians hold a ritual that makes it possible to bond with a community, to create a new body. But, based upon the presence of an outpost crafted in recent years, the question remains whether it is possible to maintain a community without the presence and influence of the Pthumerians.”

Celebrations over the presumed defeat of Riteior are muted. His disappearance is not something clarified for certain, and many people in Trench are unwilling to risk the assumption that he is gone until it is proven for a length of time. However, the city remains in a state of relative peace. Fewer monsters are seen, and blood corruption seems to have lessened significantly throughout the month. Trenchies throughout the Willful Machine offer pastries for free, all made in the shape of little moths “To honor Argonaut,” though the clever will sense that there seems to be a air of quiet hope that floods the city. It is during this time of peace that you are visited by a Visitor.

The three armed Pthumerian floats just off of the ground. People of Trench bow at the sight of them and excuse themselves reverently. It does not react to anyone except those to whom it is addressing. “Greetings. I am Hali, Child of Bauphomette. I present a proposal.” There is a definite sense of power that flows through you as they speak, their androgynous and emotionally detached voice echoing more in your mind than your ears and you are sure that only those that are being addressed can hear it. Hali's proposal does not come in words, but rather a pair of visions that you are allowed to experience as long as you choose, to be certain of the nature of what is being offered. Both of these visions are of the Outpost outside of the walls of Trench.

The First Vision: You look out from a tower upon the Outpost. The retaining walls, covered in blood wards that conceal the community from the outside world, stand strong and the interior of the structure teems with people of Trench, all of them dressed in bright arrays of color, conducting commerce and trade. Only one new structure has been included in the Outpost itself, a small shrine and temple with a symbol on its gate not unlike the one on Hali's face. It stands between the Barracks and Keep, and Disciples offer bundles of incense from within. What is more outstanding about the sight is seen when you turn to look beyond the walls. You see the forest cleared in all directions, and a second wall constructed a mile away, surrounding what appears to be bustling farmland as far as the eye can see. In the distance, you can see a second barracks, positioned in the middle of the territory, and small stands of communities, the Outpost clearly growing. Behind you, Hali floats, bowing to you once.

You know the truth of the vision. Hali is offering to be bound to an object and using the outpost as an example of what is possible. Bound to this object and placed within a community, be it the Outpost or another one, its presence will make that community will become more secure from the outside dangers and blood corruption, growing and flourishing as a light in the darkness and a hope of new growth.

The Second Vision: You see the Outpost again. There are few Trenchies within the city, all of the dressed in dark and muted hues. No outside farms are visible and the woods are as terrifying and treacherous as ever. The Outpost remains strong, but you can see that it struggles to maintain its population. Racks of mushrooms and vegetables grow all along the inside walls of the walls, enough to keep people going though it is a harder life. You feel, however, that there is something very cold and very alone about this place. You look up and you can barely see it. A translucent bubble surrounds the walls of the structure, completely sealing it off and so long as you are here, you realize what it is that you can feel is lacking. You cannot see the moon. When you look down the wall, you see Hali again.

They bow once more, from beyond the nearly invisible barrier, and their offer is once more clear. Hali knows a way to seal a location outside of Trench forever apart from the influence of the Pthumerians, even the Moon Presence. Again, it uses the Outpost as an example because it is a place where the Sleepers have gone to great lengths to be free. Life in such a place will be hard, always hard. Even if it grows beyond its walls, it will be a slow, methodical battle without a Pthumerian's support. However, that place would be forever free of that influence. It would cost Hali dearly, but they seem genuinely willing to give that.

“You deserve a choice, for what you have done for my people. You will have it.” And you feel that you have a definite choice in this moment.

FAQ:
1. This is an IC Vote, 1 Vote per character in the Plot Thread Below.
2. You may play out vision scenes in both versions using the Outpost as an example with other characters. Nobody is in danger within these visions.
3. The options are straightforward: Option One, Hali binds to an object that may be placed in another location. Once bound to that location, Hali will empower it as the Tower does Trench, to enable a new and thriving community with Pthumerian and Trench assistance. Option Two, Hali will reveal a ritual that will create an object that may be placed in another location. Once this is done, no Pthumerian will be able to enter, curse or otherwise intervene in that location. Initially that area would be a region about the size of the current Outpost, and could be increased with a ritual annually, though the process would be very slow and ultimately limited in scope. Doing so would drain Hali of most of their power to create, and so they would enter into seclusion afterwards for a long time.
4. Both options are a positive ending. The Location will remain largely unchained in the immediate future. It is simply a choice between prosperity and protection at the cost of Pthumerian influence versus a difficult, hard and threatened life free of Pthumerian Influence. Neither ending comes with strings attached. This location does NOT need to be the Outpost, but it CAN be the Outpost.
5. If asked why, Hali will appear briefly uncomfortable. It will repeat. “You deserve a choice. You have not had one. I would give you one.”
6. An OOC discussion will be available on where players might be interested in this "New Location" being installed. The Vote is only for the form it will take. Options include Riteior's City, the Outpost or an entirely new location. The Vote this month will decide "What" is being done. A future vote will occur in May on Where it occurs.
7. Hali has no opinion on which characters should choose. If Trenchies are contacted, they are shocked at the possibility of the offer, and they cannot collectively come to a conclusion on what should be done (Though Disciples clearly favor letting Hali bind himself, while Arcane Scholars find the idea of a separated space fascinating.). No Pthumerian will even acknowledge the question, though Bauphomette (if found to inquire) will be seen smirking. Do they look proud?

TRUST AND ITS PERILS
WHEN: Anytime in April
WHERE: The hinterlands outside of Trench
CONTENT WARNINGS: Light Body Horror, Monsters, Possible Death, Isolation



In all of the time that you've been in Trench, deer have been one of the constants, the only true protectors. You've seen effigies of them, statues and the like. Someone might have had one as an omen, but somehow you always knew deep down it was an omen, not a “real deer.” People venerate them, and items that are carved from deer antlers seem to last forever, powered by some magic that nobody can describe. Deer are the protectors of Trench, and you can trust them. As important as they are to the community, that fact is almost an importance to the point of reverence.

So, when you are out and enjoying the remarkably pleasant weather that's in town, perhaps you feel the urge to visit the surrounding countryside. Monster sightings are low, so there's no reason to hold yourself back from a little exploring. In fact, by mid-month you see what almost looks like a translucent dome around the city glimmer into life and then fade, and with it you feel an almost unnatural wanderlust. The people of Trench have reached an outpost, have found the city of Riteior. Why not wander a little? Nothing's holding you back, right?

That's when you see one.

The creature is unmistakable when you see it the first time. Albino and pale, with dogwood branches instead of proper antlers, the pink blossoms standing in stark contrast to the elegant appearance of the creature's white fur. It barely seems to notice you at first, but eventually your eyes meet. It's nothing more than a casual glance, but it starts to dart off. The pace is an easy lope, not a startled and fleeing dart. You can still see it in the distance. It's a deer. Deer are the protectors of Trench, the preservers of the dream. Hell, if you were in the nightmare you used to be a deer. Kind of. Why not trust it? And, if you follow the creature, at first everything seems fine. No monsters trouble you at all. The path you take seems completely safe, but gradually the real danger begins to come into focus.

You are lost. You are hopelessly lost, and at some point, the deer simply disappears. The moment that it is gone from sight, you have nothing that you can easily rely on for directions that is not on your person. If you're fortunate enough to have a compass of some kind, especially a magic one you've acquired in your travels, you might eventually get back but with the setting of the sun, you can tell you've been traveling for hours. The woods this far out are no longer safe. There are howls of monsters and snarls of beasts in the distance. Nothing has sought you out, not yet anyway, but the undergrowth snaps loudly under your feet to your ears. It is getting dark and light might attract attention, but in the darkness you can feel the lack of sureness in the ground. Worse, you hear the faint sounds of rushing water nearby. There's a waterfall somewhere, which means there's also a cliff. Do you dare try and remain in the darkness, alone? Does someone find you in the midst of your distress? Why did the deer lead you into the middle of nowhere like this?

A short time after you start moving again, you will find your answers at least. You feel something odd against your boot, and looking down you see them. Bones. Deer bones. A deer, long ago, died in this place and by the fact that you see an arrow sticking out of its skull, its killer was a mortal Sleeper. What you do at this point is up to you. In the wilderness, demonic wildlife abound, each of them hungry and territorial by nature. They are dangerous, feral and powerful in a fight, but they can be avoided or defeated even if they almost seem to be trying to herd people that they find in one direction. The growing rush warns of the danger as much as anything, the creatures intent on sending any sleepers they attack either to their death over the cliff's face in the dark or at the end of their claws!

Should an effort be made to try and put the deer's spirit to rest, it is not easy, and there is no clear solution. Prayers, magic, blood rituals, a proper burial, all of these are ideas. However, you are in uncharted territory and perhaps you will put it at peace, or perhaps the creature will continue to haunt this place. You cannot say for sure. However, any effort to give peace to the long dead creature does at least seem to come with the benefit that no monsters draw near until sunrise, giving at least daylight to try and escape. You just have to survive in this place. Alone. Only the sounds of the wild will accompany you.

FAQ: 1. If asked afterwards about the white deer, it takes a while, but some of the oldest Trenchies recall stories of an old wive's tale, that if you see a white deer in the woods at night, it was a sign of eminent death. However, none of seen such a thing in years.
2. It is not possible to know for sure if the deer's spirit is put to rest if you attempt. It does not make contact a second time. However, anyone who puts it to rest is not harassed by it a second time.
3. To head off a question that is likely, it is possible for those with powers to communicate with monstrous beasts in the woods. They are feral to the point of madness, but can be cowed to submission if you have power to do so. Though they will not enter the city of Trench, it is possible to maintain a connection (again, if your character has the power to do so) and encounter ONE such creature from this event in the future.

FROM HELL'S HEART I STAB AT THEE
WHEN: Any time in April
WHERE: Riteior's City for one part, the Salt Lake for the other
CONTENT WARNINGS: Induced Madness, Violent Tendencies, Blood, Hallucinations, Beasthood



The spirit of exploration is upon all in Trench. A fog seems to be lifted from this point onward, and nothing holds people back from the urge to explore, other than of course the possibility of monsters and beastly creatures trying to eat you. But, this is Trench. When has that ever stopped you? On the eighth of April, the reason for this newfound freedom becomes far clearer. In the distance, along the direction towards the far-flung city of Riteior, a great and colossal light can be seen. There is a roar of impotent, unbridled and incomprehensible rage that flows outwards. It washes over an unseen barrier in Trench, causing the air to shimmer, to hold and then to fade back to normal. Seconds later, there is another sound, like breaking and shattering glass. Everything shudders. Your soul shudders. Reality shudders. And then there is silence, and you feel an absolute sense of peace descend upon you and you know the truth. A great evil has been sealed away, hopefully never to return again.

For some in Trench, this is occasion to celebrate. The partying is muted. Pthumerians are recovered, but the scars of their disease are still felt. However, a bonfire is held before the salt lake on the week of the 15th. Food and fellowship are had. Tents are set up, and no monsters are seen anywhere around the healing waters. The drinks flow, and the refreshments are plentiful. Even better is the fact that the people of Trench seem to have gotten the idea that sometimes Sleepers don't like something being slipped into the food and drink. There is absolutely nothing whatsoever wrong with the food. No additives. The only strangeness that may be experienced is that, if you stare long into the fire with someone, you may be treated to visions of your home, of your past similar to the events of Wonderkind, though always nostalgic and pleasant ones.

However, that's far from the only thing going on. The moment that Riteior is defeated, a call goes up among the Hunters of the City to retake the city of Riteior for Trench. Intrepid souls, particularly Sleepers, are invited to seek out and conquest the silent city (Details of the city are found here) as it has no sleepers or population within it. The goal of this journey is to get a Lantern Location or two established within, with the intent of that serving as a bulwark to eventually re-establish the community and draw a new Pthumerian to bind themselves to it. The journey is a week long without technological or magical flight, but other than the possibility of feral wildlife, it is a relatively peaceful, even boring one. It's when you reach the city that everything begins to go wrong.

The first thing you will notice in the city is that there are no longer any whispers from unseen corners. Additionally, the portal to the other Trench is closed, leaving only a desolate, crumbling ruin where Riteior's church once stood. You are truly alone in this place. It seems fine, if quiet, and setting down a Lantern Location is deceptively easy (provided you have one, perhaps through holding onto it, or the Moss King's games last month, or even bargaining for one with the Hunters of Trench in return for service). However, within an hour of entering the city, you know something is wrong. You begin to feel sick to your stomach and paranoia starts to set in. Out of the corner of your eyes, you can see blood starting to drip down the walls as far as the eye can see. The world shudders around you, and waves of nausea collect. Even worse, however, is that you can practically feel your skin crawl as the symptoms of corruption start to settle in and you taste copper on your tongue, almost like there is blood on the air. That is because there is. Riteior's Blood.

His last laugh, and his last act of vengeance, Riteior's blood drained into the ground of the city that he was part of. Sealed away, he can do nothing more, but some Pthumerian blood is far too potent for mortal minds to deal with. Corruption leeches into anyone who remains in the city during this month at an alarming rate, rising from stage to stage over the course of hours. No amount of incense can stop it. Salt water blessed by the moon and Moon Drops are temporary fixes, but the symptoms simply resume. With corruption, madness and beasthood threaten to disrupt the proceedings, as you the conqueror are beset by an urge to fight and to kill. Riteior's Blood will fade soon, but to those so bold as to explore to the very prison of a god, a toll will be paid.

FAQ: 1. Corruption and Beasthood are very rare in the Outpost and Trench at this time, and with low monster presence, business and celebrations occur with almost unusual levels of peace. It is a time of brief reprieve in the city of Trench. 2. The primary threat here is corruption, and that only applies within the boundary of Riteior's City. Anyone who remains for an hour will begin to experience the first stages of corruption, and within 3 hours they will reach the point of full beasthood. Though this can be cured through the usual methods, the corruptive Pthumerian Blood will continue to be a problem until they leave the city and get it cleansed elsewhere.
3. Nothing can prevent this from happening if you are in the city of Riteior. The longer you remain, the more corruption you experience. Exploring deeper to decipher the cause of problems or helping to set up bulwarks and defenses only exposes you to danger as long as you remain.
4. Beast-transformed Trench Hunters can be faced and may take whatever monstrous form you wish.
5. Death is obviously possible in this event.
6. Riteior's blood will fade away and lose its potency within a month. As the next lunar cycle of Trench starts and the Wild Moon ends, his influence will be felt no more in this world. This process can't be sped up, but spiritually aware characters may realize that the effect is temporary and fading.
7. Lantern Locations may now be set up in Riteior's Former City.
8. In the future, though not immediate future, a Lesser Pthumerian will likely take over this city from Riteior's influence.

CODING
imaglyphwitch: (new luz)

[personal profile] imaglyphwitch 2023-04-19 05:46 am (UTC)(link)
Luz stopped. That hurt. It always hurt, when someone she cared about was corrupted and they struck out at her, whether physical or mental, because she knew that the whole point of it was to disassociate themselves from her.

But Luz had gotten good at swallowing sadness, of remembering the person that Sharon was, and it was not Alessa, this Alessa.

The one that still wore Sharon's face and her voice.

"Maybe. But I'll always be there for Sharon. She's my friend."
fogsong: (133)

[personal profile] fogsong 2023-04-19 11:28 pm (UTC)(link)
Sharon finally turns her full attention to Luz, fully facing her, a bitter chuckle rolling up and out of her throat, "How do you not get it yet?"

"I," she steps closer, "Am," another step and then, "Sharon."

This version of herself, as much as she looks like Alessa, is still wholly Sharon. She is complete and has always been complete. Luz should be overjoyed for her to finally feel so free to show who she is; who she has always been. She doesn't need to hide. She doesn't need to swallow back her anger until she's choking on it.

"Don't you see?" She spreads her arms low and wide as if urging Luz to look at her, "Like this, we are free."
imaglyphwitch: (new uniform)

[personal profile] imaglyphwitch 2023-04-20 06:22 am (UTC)(link)
Luz swallowed her own frustration a moment. It was like every other month, she'd run straight into a friend corrupted, and that corruption always seemed to include making light of their relationship like it didn't matter.

"Free of what? The Sharon I know has never felt constrained. She liked experiencing things. Sometimes they weren't nice, but those times aren't the only ones. Sometimes they're small moments, and they matter as much as anything."

Luz did stare at Alessa though. "And I'd always be her friend, free or constrained."
fogsong: (133)

[personal profile] fogsong 2023-04-24 12:44 am (UTC)(link)
Luz must have uttered something funny because this twisted version of Sharon grinned, broad and toothy and mean, as she gave a deep, throaty chuckle, shoulders shaking. Sharon has always felt constrained. Her whole life has been about holding back. Trench changed so much for her but, as she was now, all those changes felt like they were chains.

Her amusement faded quickly and her expression turned stony, "You think she likes to suffer? That the good outweighs all the awful here, "the words sneered, dark lips parting in disgust, "She spends so much time swallowing her rage. Locking it away. Holding her tongue. Pretending she's not always just a step away from losing it."

"You're her friend but you've never even noticed," Mockingly. How could Luz ever notice when Sharon has spent so much of her time here hiding everything? She knew that, too, but she didn't care. She would say what would hurt Luz the most.
imaglyphwitch: (can't quite place it)

[personal profile] imaglyphwitch 2023-04-24 06:40 am (UTC)(link)
Luz was quiet. That was the thing: she'd been with Sharon enough that she DID see it sometimes. She was also not stupid: she had seen Rose's memories. She knew what Sharon had been, that Alessa was never really gone. She'd seen Sharon be angry, and she'd even felt shame when she hesitated to kill and Sharon had chided her for that.

Sharon, after all, had the instinct to defend herself in seconds if she needed to. At that time, Luz hadn't had that. It had been one of the first times she really felt she let her friend down.

And Alessa was reminding her of that moment.

"What could I do for her, even if I knew?"

Luz said that softly. "You probably think that I should tell her to give in, to just strike out in rage. I don't, because if everyone did that, there would be nothing but dead people every day. I know Sharon doesn't just want to act on those impulses all the time. So if I can help make that a little easier, I will."
fogsong: (135)

[personal profile] fogsong 2023-04-25 11:38 pm (UTC)(link)
She had no real answer to Luz's question. How could she when she didn't even know herself? All she wanted to do was hurt the other girl. All she wanted to do was lash out.

"No one, fucking no one, has ever made this any easier," she growled out, finally physically lashing out at Luz with her powers, telekinetically shoving her back, "And I am tired of it!"

Another shove. The pressure from her telekinesis is like being touched with a hot iron, "I am going to devour this world and everyone in it. Wanna be the first one to go, Luz?"
imaglyphwitch: (making it right)

[personal profile] imaglyphwitch 2023-04-26 04:01 am (UTC)(link)
Luz could guess that. With Sharon it was actually easier than one might think. Ultimately, even with her magic Luz looked up to Sharon. She was older, was still dealing with the rage of Alessa, and was Rose's daughter, the one she'd been desperate to save.

Luz had seen what Alessa could do, so every time she saw Sharon, she could see what the girl was trying to hold back, a rage and despair so great it could swallow town whole.

It hurt. It hurt to know that now Alessa just wanted to make Luz hurt.

"I'm not keen on getting devoured. I like this world. And truth be told, I like Sharon in it."

Luz sighed. "I wish I could help her. I wish I could make things, like, better for her. It was never fair, what happened to her back there. That shouldn't happen to kids. Sharon's my friend. I want do what I can."

Luz stared down at Alessa. "What would you get out of it? Destroying everything. Would it make you happy?"
fogsong: (134)

[personal profile] fogsong 2023-04-26 09:59 pm (UTC)(link)
"Satisfaction," she sneered out in response. She didn't feel things like happiness. She didn't feel joy and she didn't feel love. She only felt a deep, burning rage and an overpowering hatred. Satisfaction is the closest she can get to feeling anything else.

"Happiness is a lie that I have no need for."
imaglyphwitch: (just vibing)

[personal profile] imaglyphwitch 2023-04-27 07:33 am (UTC)(link)
"Happiness isn't a lie."

Luz could stand most of the things that Alessa was saying, and certainly she was free to think whatever she wanted, but she drew the line at those words being spoken from Sharon's mouth.

"It's a thing you hope for. It won't always happen, but it is a way to feel good that doesn't have to involve destroying anything. It's a state of mind. If there is one thing I know about Sharon is that even at her worst? She has hope."
fogsong: (134)

[personal profile] fogsong 2023-04-28 01:08 am (UTC)(link)
"She had hope and it's gone now. Love. Happiness. Hope," she laughed again, the sound just as bitter as the last time around. She snapped her fingers together and the fire grew more wild, the flames like long, golden fingers reaching up to the sky, "She's gone now, Luz."

At the moment, this felt permanent. She would never be Sharon again. She would only feel this hate and rage for the rest of eternity, the same thing she'd resigned herself to all those years ago. She was whole but she'd finally swallowed her goodness and killed it.
imaglyphwitch: (titan luz stare)

[personal profile] imaglyphwitch 2023-04-28 06:46 am (UTC)(link)
Luz sighed. It always did seem like that, didn't it? Luz felt that pang, that fear that one day, somehow, all the people she cared about would be gone, the final F*** you Trench would give her. But listening to Alessa now, she knew that wasn't true. Sharon wasn't someone she'd just lose like that.

"When I look at Sharon, I also see Rose," Luz said softly. "Rose was one of the strongest people I ever saw, and she was just a regular human. But love pushed her to keep going, to search and search and find Sharon. Rose might be gone, and that's sad...but Sharon isn't. She remembers her, and so do I. Sharon would never be gone, Alessa."

In other words, have fun with the time you had, Alessa. Luz had faith in Sharon. She would come back.
fogsong: (133)

[personal profile] fogsong 2023-04-29 09:38 pm (UTC)(link)
Sharon listened and the more Luz spoke, the more visibly annoyed she became, ink-black eyes rolling in her sockets. Later, after her death, she will remember these words and be touched by them. But, for now, Sharon felt nothing but exasperation at the heartfelt emotion lacing them.

"I remember Rose, too, Luz," she doesn't feel like trying to hammer home that she was Sharon, not again, and lets the other girl use her old name, "Love killed her. It'll kill you, too."
imaglyphwitch: (Unimpressed)

[personal profile] imaglyphwitch 2023-04-30 01:08 pm (UTC)(link)
"That already happened."

Luz hadn't really gotten into it, but that was actually how she's died her first time.

"I was actually trying to defend Rose, when that big brute guy came from Wesker's world. He was way faster than I thought, and he was advancing on Rose. I tried to help her, and it got me instead. So I guess you could say love killed me. I don't regret it though."
fogsong: (132)

[personal profile] fogsong 2023-04-30 04:02 pm (UTC)(link)
The revelation doesn't shock this version of Sharon. It doesn't fill her with grief to know Luz died (it will later, though) and it doesn't bother her in the slightest that she'd died for Rose.

"Would you like to die again for love, Luz?" She asked with a wide, dangerous grin. Fire blooms in her pale, open palm, "If you stay here, I will take that as a yes."

And, there, the sign that Sharon is still in there somewhere. Because she doesn't kill Luz immediately. Because she gave the young witch a choice.
imaglyphwitch: (can't quite place it)

[personal profile] imaglyphwitch 2023-04-30 04:41 pm (UTC)(link)
Huh. Yup. Luz knew enough not to poke the bear now: staying here was likely just going to result in her dying. Luz had not ignored the things that Alessa had done: she saw full well she had enjoyed every minute of it. So she was going to leave now, while she still could.

"I'll get going," she said, sighing. She'd try to be extra nice to Sharon when she found her again. She felt guilty leaving her like this, but in her head Eda, her mother AND Lexi were yelling for her to get out. For right now, it was for the best.

"I'll see you later, Sharon."