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deercountry2021-12-08 02:19 am
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Entry tags:
- *event,
- ahiru: timmy,
- anakin skywalker: michele,
- ange ushiromiya: jelle,
- anna amarande: celene,
- ariadne: wizera,
- cassandra: drizz,
- chara: kai,
- darth maul: shade,
- darth nox: saint,
- fat billie: lucy,
- glitch: ceej,
- izuku "deku" midoriya: tea,
- lance: charley,
- luna lovegood: cheryl,
- luz noceda: pedro,
- makoto kino: mesi,
- manabu yuuki: elle,
- mebh og mactire: oggy,
- minako aino: fay,
- nehan: ray,
- obi-wan kenobi: timmy,
- orpheus: qv,
- palamedes sextus: laura,
- paul atreides: beth,
- peter graham: jhey,
- reaper: vette,
- rose da silva: jhey,
- savage opress: vette,
- scorpia: gore,
- snow white: jax,
- soldier blue: elle,
- stiles stilinski: charley,
- varian: tf,
- willow rosenberg: lucy,
- wu: mads,
- yuri lowell: mads
I'd go back in time and change it, but I can't
DECEMBER 2021 EVENT
WINTER MOURNING
RUN, RABBIT, RUN
LOCKJOINT
CODING
Hello! We are trying a new style of event this December with archival-like entries that characters can ICly find in the Archives. This should allow characters to be able to plan against certain events that occur in-game and do research ahead of time, during the event, or after the fact.
The idea is that these prompts will provide you with all the possibilities characters could theoretically face from the prompt. We hope this leaves more open-ended opportunities for people to engage with. Anything mentioned in the excerpts could be an experience characters encounter. You can always ask for clarification on any prompt on the plotting page.
This is a way to keep all event prompts relevant since new characters would be able to "read up" on these events/excerpts by visiting the Archives or other such resources for information about past events and what they can anticipate from the setting.
We hope this new style makes sense and is fun for players to work with! They will rely on players creating more of the atmosphere than the prompts, but we think that the prompts will provide the perfect guidance as to what the atmosphere should feel like. Enjoy!
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Holiday themed antler decoration.]
[Image Two: White stag with perfect, circular antlers with bits of ice attached.]
Prompt Two
[Image One: Sculpture of white rabbit with neck caught in a snare. Non-graphic.]
[Image Two: Person in red cloak and wolf mask turning around.]
Prompt Three
[Image One: Puppet making bloody snow angel in snow.]
[Image Two: Bloodied hands wrapped in bandages clenching.]
The idea is that these prompts will provide you with all the possibilities characters could theoretically face from the prompt. We hope this leaves more open-ended opportunities for people to engage with. Anything mentioned in the excerpts could be an experience characters encounter. You can always ask for clarification on any prompt on the plotting page.
This is a way to keep all event prompts relevant since new characters would be able to "read up" on these events/excerpts by visiting the Archives or other such resources for information about past events and what they can anticipate from the setting.
We hope this new style makes sense and is fun for players to work with! They will rely on players creating more of the atmosphere than the prompts, but we think that the prompts will provide the perfect guidance as to what the atmosphere should feel like. Enjoy!
Prompt One
[Image One: Holiday themed antler decoration.]
[Image Two: White stag with perfect, circular antlers with bits of ice attached.]
Prompt Two
[Image One: Sculpture of white rabbit with neck caught in a snare. Non-graphic.]
[Image Two: Person in red cloak and wolf mask turning around.]
Prompt Three
[Image One: Puppet making bloody snow angel in snow.]
[Image Two: Bloodied hands wrapped in bandages clenching.]
WHEN: Begins in December and can last until the end of Feb.
WHERE: Everywhere
CONTENT WARNINGS: Spoilers for various canons, survival situations, forced memory share
WHERE: Everywhere
CONTENT WARNINGS: Spoilers for various canons, survival situations, forced memory share
[A passage from Rituals of Trench: Remembering Our Pasts reads the following:]
"A long-standing tradition to celebrate Bone Season is for Deerians to collect antlers and bones salvaged from natural resources and create decorative home accents. These antler-bone decors are known formally as Winter Mournings and can be found in almost every residential home throughout Deer Country. Winter Mournings can be made to look like wreaths, candle holders, or simply an antler with a bow hung up on a wall.
Winter Mournings is seen as a way to honor one's past tribulations and how one has managed to survive and overcome hardships during their life. Winter Mournings serves as a testament to survival and a willingness to keep surviving even when things look bleak and dismal.
Creating Winter Mournings is considered a blessing to the Pthumerians Dorothea, Remina, and Argonaut. You will know if the blessing was accepted once your Winter Mourning begins to glow like the moon. Touch your Winter Mourning and you will be pulled back in time to a memory of a specific time when you or someone else had to survive something physically or mentally challenging. For some, it is merely a memory that cannot hurt, but for others, you may want to proceed with caution as it has been known to pull people physically back to times of war.
One cannot choose which memory they wind up in if it is their own, a friend's, or a complete stranger's. Winter Mournings was designed to create a sense of union and empathy among residents and is meant to open your mind and heart to those who have suffered around you. It is time you explore your past, or someone else's past, with an open mind and see how the other side has lived through hard times. These memories are known to be from adolescence, adulthood, or sometimes even futures that have not yet happened or timelines you have never known. After all, Remina sees all past and all history. That means they see all of your past and history too.
No memory lasts forever though. Once the memory has been concluded, you shall be brought back to the present by the Winter Mourning Stag: a great white beast with a circle of frozen antlers. It will come to you when the time is ready, and you will return to the present like waking from a dazzling dream.
Experiencing Winter Mournings can stabilize one's mood and provide restful sleep after, even if the memories may be difficult to swallow. It truly is a tribute to honor past horrors and traumas. Some memories are painful to remember, but forgetting them will never do anyone any good either. So hang your Winter Mournings and remember what matters.
Survive another day. You are worth it."
FAQ
"A long-standing tradition to celebrate Bone Season is for Deerians to collect antlers and bones salvaged from natural resources and create decorative home accents. These antler-bone decors are known formally as Winter Mournings and can be found in almost every residential home throughout Deer Country. Winter Mournings can be made to look like wreaths, candle holders, or simply an antler with a bow hung up on a wall.
Winter Mournings is seen as a way to honor one's past tribulations and how one has managed to survive and overcome hardships during their life. Winter Mournings serves as a testament to survival and a willingness to keep surviving even when things look bleak and dismal.
Creating Winter Mournings is considered a blessing to the Pthumerians Dorothea, Remina, and Argonaut. You will know if the blessing was accepted once your Winter Mourning begins to glow like the moon. Touch your Winter Mourning and you will be pulled back in time to a memory of a specific time when you or someone else had to survive something physically or mentally challenging. For some, it is merely a memory that cannot hurt, but for others, you may want to proceed with caution as it has been known to pull people physically back to times of war.
One cannot choose which memory they wind up in if it is their own, a friend's, or a complete stranger's. Winter Mournings was designed to create a sense of union and empathy among residents and is meant to open your mind and heart to those who have suffered around you. It is time you explore your past, or someone else's past, with an open mind and see how the other side has lived through hard times. These memories are known to be from adolescence, adulthood, or sometimes even futures that have not yet happened or timelines you have never known. After all, Remina sees all past and all history. That means they see all of your past and history too.
No memory lasts forever though. Once the memory has been concluded, you shall be brought back to the present by the Winter Mourning Stag: a great white beast with a circle of frozen antlers. It will come to you when the time is ready, and you will return to the present like waking from a dazzling dream.
Experiencing Winter Mournings can stabilize one's mood and provide restful sleep after, even if the memories may be difficult to swallow. It truly is a tribute to honor past horrors and traumas. Some memories are painful to remember, but forgetting them will never do anyone any good either. So hang your Winter Mournings and remember what matters.
Survive another day. You are worth it."
FAQ
1. Winter Mournings can produce new memories every time you touch them or the same memory.
2. Characters cannot choose what the memory is.
3. Characters can arrive in each other's memories regardless of if they already know each other. Multiple people can experience the same memory.
4. You can either experience the memory as a memory you can't touch or experience - or you can physically be in the memory and have to survive the situation as well. If you die in memory, your body will die wherever you had been touching the Winter Mourning.
5. Palebloods are capable of altering memories or how they or others experience memories.
6. Characters can be pulled into memories at random - as long as one of the characters in the memory share is touching a Winter Mourning at first.
WHEN: Month of December
WHERE: Everywhere/the woods
CONTENT WARNINGS: Themes of hunting, ghosts, curses, attempts at animal violence, hunting people based on blood types.
WHERE: Everywhere/the woods
CONTENT WARNINGS: Themes of hunting, ghosts, curses, attempts at animal violence, hunting people based on blood types.
[An excerpt from Legends of Trench: Curses and Causations reads the following:]
"One of the most notorious legends of Trench is without a doubt the tale of The Huntress and the Hare. Most Trenchies have been told this tale since they were children, but for those unfamiliar, settle in.
This story begins with a mischievous god and an ambitious huntress. The Pthumerian Dorothea loved to play tricks on hunters trying to survive the Bone Season, setting animals free from traps and remaking the traps to catch the hunters instead. One day, a darkblood Huntress was fed up with Dorothea preventing her from catching food for her family and decided to settle the score. The Huntress began to hunt for Dorothea specifically, but it is no small feat hunting the god of trickery and survival.
The Huntress started to rely on her darkblood powers to alter reality to make the perfect traps. Innocuous trees turned into glue traps that anyone would stick to until they were freed by a darkblood or death took their pain from them. Walking through bushes would snag legs and necks, effectively trapping whatever creatures were unfortunate enough to wander for food. Magical snares and beartraps lock around victims with unrelenting force, leaving people and animals to try for help until they cry no more. While this took many innocent lives in the woods, animals, and people alike, it never seemed to work on Dorothea.
Dorothea continued to outwit the Huntress until she eventually drove the Huntress insane. The Huntress died without ever catching Dorothea, but they say her vengeful spirit awakens in winter and begins to set her traps yet again. The Huntress sends her traps and her dead animals after vilebloods and warmbloods to spite Dorothea and hope to maybe catch the god's attention. But Dorothea is no passive god. Dorothea spurs vilebloods and warmbloods to defend themselves against darkbloods and coldbloods.
Infamously, this has created enormous tension between the blood types during December some years, and it is said that the blood lust has caused the types to begin hunting one another regardless of old friendships and alliances. Beware the Huntress's curse. Some believe darkbloods and coldbloods can still hear her haunting commands and cries from the Trenchwood.
They say there is no ease for the tension between the bloodtypes until December has passed, but some believe palebloods may provide relief if they are willing."
FAQ
"One of the most notorious legends of Trench is without a doubt the tale of The Huntress and the Hare. Most Trenchies have been told this tale since they were children, but for those unfamiliar, settle in.
This story begins with a mischievous god and an ambitious huntress. The Pthumerian Dorothea loved to play tricks on hunters trying to survive the Bone Season, setting animals free from traps and remaking the traps to catch the hunters instead. One day, a darkblood Huntress was fed up with Dorothea preventing her from catching food for her family and decided to settle the score. The Huntress began to hunt for Dorothea specifically, but it is no small feat hunting the god of trickery and survival.
The Huntress started to rely on her darkblood powers to alter reality to make the perfect traps. Innocuous trees turned into glue traps that anyone would stick to until they were freed by a darkblood or death took their pain from them. Walking through bushes would snag legs and necks, effectively trapping whatever creatures were unfortunate enough to wander for food. Magical snares and beartraps lock around victims with unrelenting force, leaving people and animals to try for help until they cry no more. While this took many innocent lives in the woods, animals, and people alike, it never seemed to work on Dorothea.
Dorothea continued to outwit the Huntress until she eventually drove the Huntress insane. The Huntress died without ever catching Dorothea, but they say her vengeful spirit awakens in winter and begins to set her traps yet again. The Huntress sends her traps and her dead animals after vilebloods and warmbloods to spite Dorothea and hope to maybe catch the god's attention. But Dorothea is no passive god. Dorothea spurs vilebloods and warmbloods to defend themselves against darkbloods and coldbloods.
Infamously, this has created enormous tension between the blood types during December some years, and it is said that the blood lust has caused the types to begin hunting one another regardless of old friendships and alliances. Beware the Huntress's curse. Some believe darkbloods and coldbloods can still hear her haunting commands and cries from the Trenchwood.
They say there is no ease for the tension between the bloodtypes until December has passed, but some believe palebloods may provide relief if they are willing."
FAQ
1. Characters will increasingly feel the urge to actively hunt one another using traps/etc.
2. The Huntress's curse includes undead animals/beasts chasing after warmbloods and vilebloods and magical traps. Players can invent unique traps for their characters.
3. There will be an innate urge to chase/hide from one another.
4. The curse can be broken by paleblood intervention, character death, or a gradual wearing off by the end of the month.
WHEN: All of Bone Season
WHERE: On Sleeper bodies
CONTENT WARNINGS: Mild body horror, blood magic curses, physical curses, cures through blood ministration/blood letting, possible skin removal, injuries, possible death via starvation/exposure.
WHERE: On Sleeper bodies
CONTENT WARNINGS: Mild body horror, blood magic curses, physical curses, cures through blood ministration/blood letting, possible skin removal, injuries, possible death via starvation/exposure.
[An passage from The Sleeper Condition; Chapter 13: Bodily Aches and More. Found exclusively at the Lumenarium:]
"Generally speaking, Sleeper blood allows Sleepers to navigate this world without the fear of illness and disease. However, no organic body is perfect, and Sleeper blood has its own set of ailments to fret over. Blood Ministers have studied the phenomena of Lockjoint for years now and believe that it is linked to the crystalization found in Sleeper death, though the exact connection remains unknown.
Lockjoint tends to begin and last throughout Bone Season. Some Sleepers may never experience it, but for many, it becomes a reoccurring issue to dread each season. This condition forces blood magic to gather at the joints and effectively lock up. Sleepers find it difficult to move their bodies at the bends, fingers, knees, shoulders, etc without some form of discomfort. Minimal lockjoint can be painful and annoyance, but critical lockjoint can be fatal.
The most severe cases of lockjoint documented have shown Sleepers to have crystalization form over their joints, rendering parts of their bodies completely immobile. Some Sleepers have been found dead in this condition, all their joints crystallized, and it is believed most died from natural causes thereafter.
One can determine they are experiencing lockjoint when the coloration around the joints begins to darken in color, typically looking like a bruise. Calcification may occur rapidly the more magic a Sleeper uses or the more they expose themselves to outside elements. It is imperative that Sleepers remain properly clothed during Bone Season, even if they are coldbloods, and to invest in enchanted clothes that can lock in heat.
A known cure for lockjoint is the art of bloodletting. Puncturing the joints with small incisions seems to allow a release of the built-up magic and can provide immediate relief to the Sleeper. Catching lockjoint early is imperative. Alternative methods are soaking in hot springs and salted water.
Those who are in a more severe state will have to carefully have the crystals removed. This will likely remove the skin as well. Local anesthesia is highly recommended for the procedure. This process is known to leave scarring. The crystals can be saved and used as bloodstones from whoever they were harvested from. If you find a Sleeper dead from lockjoint, make sure to harvest the crystals as they are incredibly valuable.
This curse is believed to stem from Sleeper blood magic congealing within the body in contrast with the atmospheric magic of Bone Season. There is no known prevention for lockjoint. Lockjoint can impact all Sleepers regardless of bloodtype or the material their bodies are made from."
FAQ
"Generally speaking, Sleeper blood allows Sleepers to navigate this world without the fear of illness and disease. However, no organic body is perfect, and Sleeper blood has its own set of ailments to fret over. Blood Ministers have studied the phenomena of Lockjoint for years now and believe that it is linked to the crystalization found in Sleeper death, though the exact connection remains unknown.
Lockjoint tends to begin and last throughout Bone Season. Some Sleepers may never experience it, but for many, it becomes a reoccurring issue to dread each season. This condition forces blood magic to gather at the joints and effectively lock up. Sleepers find it difficult to move their bodies at the bends, fingers, knees, shoulders, etc without some form of discomfort. Minimal lockjoint can be painful and annoyance, but critical lockjoint can be fatal.
The most severe cases of lockjoint documented have shown Sleepers to have crystalization form over their joints, rendering parts of their bodies completely immobile. Some Sleepers have been found dead in this condition, all their joints crystallized, and it is believed most died from natural causes thereafter.
One can determine they are experiencing lockjoint when the coloration around the joints begins to darken in color, typically looking like a bruise. Calcification may occur rapidly the more magic a Sleeper uses or the more they expose themselves to outside elements. It is imperative that Sleepers remain properly clothed during Bone Season, even if they are coldbloods, and to invest in enchanted clothes that can lock in heat.
A known cure for lockjoint is the art of bloodletting. Puncturing the joints with small incisions seems to allow a release of the built-up magic and can provide immediate relief to the Sleeper. Catching lockjoint early is imperative. Alternative methods are soaking in hot springs and salted water.
Those who are in a more severe state will have to carefully have the crystals removed. This will likely remove the skin as well. Local anesthesia is highly recommended for the procedure. This process is known to leave scarring. The crystals can be saved and used as bloodstones from whoever they were harvested from. If you find a Sleeper dead from lockjoint, make sure to harvest the crystals as they are incredibly valuable.
This curse is believed to stem from Sleeper blood magic congealing within the body in contrast with the atmospheric magic of Bone Season. There is no known prevention for lockjoint. Lockjoint can impact all Sleepers regardless of bloodtype or the material their bodies are made from."
FAQ
1. This impacts characters regardless of blood type or their body - meaning it can impact characters with metal/plastic/plant/wood/etc bodies.
2. Players can choose how rapid or severe this gets and how quickly they can be healed.
no subject
Alright, I'm going to take point with the others. They form a wedge, and I'll piss it off with my last six shots. That should buy you time. Get the casters ready and conjure your most potent magical attack.
[She didn't even flinch. There was something about the fog of war that was familiar to her. Three years in the nightmare hadn't softened the hard edge under the satin that much, and it was easy to move into field command positions, to load and wait.]
These won't kill it but they'll piss it off something fierce. Just have to dodge from there and keep it mad.
no subject
[Lysithea grimly gazes upon the fell creature rampaging towards them. Already, tens of fallen soldiers are crushed beneath its feet...]
Seiros Mage Corps - gather!
You know the drill. The front line will pierce its defenses - we strike when the shields shatter! This woman -- [she gestures towards Vira-Lorr] will use an explosive to pave the way. Cast when you hear the sixth missile.
[She turns back to her friend.]
I know it's just a memory, but... are you sure you want to approach, Vira-Lorr?
no subject
It's like a Rune Golem back home. Massive, powerful, potentially very dangerous, but with the right kind of focus. We're going to aim for a point that your men say is more vulnerable and harass it repeatedly.
[She was slightly less confident than she sounded, but she was also willing to order a retreat. Moving with the troops, they took up positions and she called out the order for them to use skirmisher tactics against the great thing. Whatever they lacked in precision, there were enough in numbers that, as she moved with them, her first and second shots got its attention, following right on the heels of the archers' volleys, punching at its defenses.
It wasn't enough to truly and irrevocably harm it, but getting that things attention was the goal. They just had to keep it on the move.]
Stay sharp and nimble!
no subject
But it is clear that the bulk of her mage corps are holding back, casting only simple spells as they await their chance to strike. Lysithea, too, is holding on to her incantations... Here in her memory, she has every bit the firepower that was bestowed upon her by the power of her twin crests, even if some had been stripped from her in Trench.
She watches Vira-Lorr carefully and awaits the sixth shot.]
no subject
It had the beast that had once been human's attention. the thing reared its head as the charge was done, and it was a good thing that the ranged combatants fled backwards, because when it unleashed its attack, the force of it caused the creature's surroundings to blister with living energy. She rolled just out of range, nearly on her back to avoid the follow up blow and shooting again, causing it to rear up in anger and pain.
It wasn't hurt, but oh, as she scrambled back it was damned well distracted.]
(OOC: Heh, reading up on the tactics of those things. Interesting unit.)
no subject
[Well-versed in the countertactics of the beasts at this point, Lysithea had seen the warning signs of the charged blast and deliberated interception. She could draw its fire -- there was no need to have her ally - her friend who had no stakes in this battle to suffer any injury for something as essentially meaningless as a memory.
But on the verge of ordering her mage corps to unleash their powerful gambit, she pauses.
...No.
She must have faith in the abilities of her friends. So it was on the battlefield - without trust, there was no path forward to success.
So the blast goes off and from a distance, Lysithea notes the telltale crack of the magical barrier as Vira-Lorr returns fire.]
Now!
Divine light, strike true - Abraxas!
[A pillar of light surges down from the heavens to strike in the exact spot where Vira-Lorr had uncovered a weakness. Simultaneously, her mages are casting the strongest offensive spells possible to lend their strength to the attack - above Vira-Lorr, the beast suddenly roars in agony as the magic courses through its vulnerable point.]
((They are a Huge Pain!!! Haha but it is interesting mini-boss design.))
no subject
[She shot the last of her six shots, almost like a flare. the moment that she did, both of the split archer brigades began to fire at the point of weakness where the spells were tearing into it. The thing took multiple strikes in the moment, now that the shield was shattered. It roared in pain and then very suddenly collapsed as the last light of the pillar faded.
She was leaning against one of their shoulders, gun now back into its rapier state and sighing as she looked back and offered her friend a salute. Well, that was bracing.]
no subject
Well, nobody on the Seiros army seems surprised anymore by the human corpse that ends up in the Beast's place. It is corrupted beyond any real recognition, apart from having a distinctly human shape.
Lysithea approaches.]
Vira-Lorr! Did you suffer any injury?
no subject
Winded and bruised. Nothing terrible. Your men work well together. We should retreat back to the defensive positions. I think the battle is starting to wane, yes?
no subject
[Lysithea casts a minor healing spell, nonetheless, for any bumps and bruises Vira-Lorr has sustained while dodging the creature's attacks before she gazes out towards the horizon.]
Unfortunately...
We only thought their numbers were thinning. In truth, you will see -- well. This was a doomed battle from the start. But even so, we must fight to that point.
no subject
[She dusted herself off with a nod of thanks for the healing magic. Sheathing her blade for the moment, Vira-Lorr frowned and patted herself down before looking over at Lysithea apologetically.]
In fairness, though... I am out of shells so I won't be much greater use than the blade at your side.
no subject
[She shakes her head.]
With me, then. And the rest of you -- at my back.
[The mage battalion lines up as Lysithea takes Vira-Lorr through the steps of this great battle. It had been a long, arduous affair - one of the greatest conflicts that Fodlan would see throughout the five year war. She advances upon a ballista, she does battle with a legion of wyvern knights, she strikes down the Death Knight astride his fell steed in a single blow...
And they watch as a small woman in great armor and a greataxe does battle with a teal-haired man holding a sword that disassembles like a whip.
And then it comes.
His blow strikes true and she staggers back.]
...We're here, Vira-Lorr. This is the end.
no subject
she watched as the battle was near its conclusion, two of the heroes coming to final blows.]
I'm ready. Do you need anything, or simply to witness?
no subject
That's all.
I have relived this many times in my own mind. Perhaps a different mind will yield more insights.
[The general of the opposing army is backing away.]
Give me uncle the signal.
[And now it comes. Far in the distance - a sea of black crashing through the plains... Interspersed through the soldiers, heedless of where they rampage and run, come the great beasts...
There are enough of them to level any enemy.]
You see? How naive we were.
no subject
[She didn't say it, but the scale of disparity in the forces was such that it might have been enough of an overwhelming display to force a surrender, minimizing the loss of life on both sides. It was actually egregious in her mind to use it so late after all the fighting to this point.]
I can see, however, what you mean... But I can't understand their intent here unless it is mere wanton destruction.
no subject
[Lysithea smiles wanly and shakes her head. There is more. The forces of Garreg Mach are turning now to flee. The members of the Golden Deer - her classmates, her dear friends... gesture to the gray-clad soldiers and lead a hasty retreat. There is no purpose in standing up to such might.
Before them, the teal-haired man simply stares at the horizon as striding up beside him, he is joined by a woman dressed in ornate priestess's robes and crowned with a luminous headpiece.]
The Archbishop.
[The scene begins to grow distant and unclear. Lysithea had not been here, of course - she had been running away, throwing occasional glances over her shoulder towards the two who had remained...]
I cannot say exactly what happened here, but...
The might of the Adrestian Emperor was not wasted.
[The memory fades in and out - as from a great distance now, the two figures flicker and dim until there is suddenly a great, luminous flash of light that obscures all else from sight. When it clears...
There before them, far in the distance, is an unbelievable sight. A beast - a dragon - an enormous, colossal creatures that dwarves even the Demonic Beasts. It shrieks in fury as it takes to the skies, collecting some sort of energy in its mouth before it pours forth like molten lava...
Even the Demonic Beasts cannot withstand such a force.]
It all went so wrong.
no subject
[As the vision was fading, she sagged a little against whatever she could put her hand on, looking over at Lysithea. A shake of the head and she thinned her lips softly.]
So... did they summon that beast as one last defense, or was that the enemy?
no subject
[As Lysithea speaks one final time, the world begins to slowly fade to black around them.]
...was a great dragon of old, come to defend the church.
We have no idea what happened to it. To the Archbishop or the Professor. The monastery falls, the people flee, and the Emperor begins five years of warfare.
[And it's gone.
In the next blink of an eye, Lysithea and Vira-Lorr are standing beneath a set of antlers hanging, of course, over the patisserie.]
no subject
[And the 'of old' part threw her a little. They were very much a reality in one of the continents, though nothing like that had been seen in the eye of mortal men in as long as she'd lived. Only the Kaiser, but the king of dragons did not dwell in the mortal plane. They were in the boundary between realities, where they belonged.]
So this was the start of the madness you've talked about. An attack, unprovoked because of the principles of one of those who fought the war, and the bloodshed that came after.
I suppose war never really changes. It's always a bloody affair. Are you alright, Lysithea?
no subject
...I'll be alright.
[Lysithea allows a slight smile. Though the use of the future tense is a bit conspicuous.]
It's a memory I've repeated in my mind many times already. Experiencing it with somebody else has been... relieving, in a way.
It's not my burden to carry alone anymore.
no subject
[She rested her hand on her friend's shoulder and smiled down at her.]
You've had a long journey and you don't need to go it alone anymore. If you ever want to talk, I'm here.
(OOC: No worries. I figured we were close to a wrap on this one too.)
no subject
[Lysithea exhales slowly.]
I think... I need some time to sit with my thoughts. But I'd like to speak with you further about all this at some point, if you don't mind.
I'm going to go... bake something.