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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
When she heard the lantern song even her heart was beating pretty fast now, because she didn't want to imagine what else could happen if it caught up with them. She looked over at HER Lance, because he was looking like he was starting to remember something bad.
Luz grabbed his hand and held it tightly, a sign she's help him weather with what would happen next. It didn't look good]
no subject
"Allura, I don't- I... please." It's a final, desperate plea that sounds completely unhinged and frantic and broken. And She doesn't hear it, and the next thing he knows, his sword has pierced her heart. She convulses. But she's quiet.
Current Lance looks like a deer in headlights, expression stricken, horrified and frozen. His body trembles and shakes as he watches himself not even realize what he's just done. And the song grows closer.]
no subject
He must have known that he did this, right? But he's acting so shocked, like it was his first time SEEING it.
And once she hears the song getting close, she knows darn well they can't stay. Luz slams a glyph down and a vine stalk pushes them forward, farther from the approaching song].
Lance! We've gotta go!
no subject
It might be safer for Luz to step to the side, but if she doesn't she's not in the path between him and the lantern. Lance isn't present anymore, he's pain and instinct and he launches himself at the monster in a fit of psychosis and hysteria with a strangled burst of sound. His entire body is engulfed in the light of his powers and then he's rocketing past his memory self and Allura to slam the Lantern with powerful force and then slice through it with arcs of energy from his hands.
This is the Lance that snapped and killed Reaper, and he's trying to overcome another demon… this one is more complex, though. Pounding it to ashy smithereens with energized fists and blasts from his palms and wild, whipping arcs of energy he's barely in control of doesn't return any shred of control or freedom… it's just momentary catharsis. The real demon he has to overcome is the complex monstrosity of the act he himself committed.
While current Lance tears apart the Winter Lantern, memory Lance is in a state of disconnected shock. Time has lost all meaning for him and the Lantern would have just passed him by if Lance had not obliterated it. And he's standing over it still, heaving half sobs and bouts of hyperventilation, the glow dying down because he's reconnected with the physical pain it causes him to use his powers right now.]
no subject
And honestly, Luz could relate. She remembered having this very real feeling when Eda had been captured, or when she'd finally caught up with Lilith. She could even attribute it to the Cave cannibals and how she's burned them all and not let one go free.
But this? She knew it wasn't just anger, but a memory of something he'd done under duress, just as he was attacking the Lantern in the same way. Luz knew she was witnessing a breakdown, a detachment from reality. She went after him now, and as he heaved, she put her hands on his shoulders].
Lance, Lance! Calm down. It's gone. You-it's not there. Cálmate. You're just going to hurt yourself this way.
no subject
Then he hears his own voice coming from memory Lance nearby: "Allura?" It's a tentative whisper, like he's trying to wake her up from unconsciousness, not death. Then when she doesn't respond, he seems to pull himself out a bit to say "I'm... I'm wasting time."
Then, he carefully pulls her into his arms, like she's a fragile thing he still has to save. Pulling her remaining arm around his shoulders and tucking her head against his chest so she doesn't get a crick in it. And then he's standing up and racing down the tunnel. Current Lance watches, expression slowly turning more heartbroken as it pulls him back to where they are, he sounds choked as he speaks in a voice barely above a whisper.]
We'll… we'll get out… if we follow.
[It's painfully clear how much he does not want to follow, to see what's next, but he knows that much. Remembers that much, at least. He has a clear flash of memory of carrying Allura out of the tunnels… and they shouldn't stay here.]
no subject
It was very different when you found yourself a part of someone's memories and you were trying to make sure that you didn't wind up a casualty of the things in the memory itself.
Watching the past Lance starting to move with Allura in his arms, Luz didn't need to be told to follow him. She couldn't help but feel a spark of pain for her friend, for Allura. It was worse to know that Allura wasn't even here anymore, and the two of them couldn't resolve their feelings for this past memory].
Right! We don't want those lantern things affecting US, even if this is just a memory.
no subject
Memory Lance is rocketing himself up and using parkour to make his way to the top using his armor's jet pack. Lance reaches a hand out to Luz for her to take after a moment of detached thought where he doesn't seem all there again.]
…I can get us up… maybe. [He can rocket himself up as well as across lateral distances… he thinks. Unless she has vines that can reach that high and lift them all the way.]
no subject
Corpses. Madre Mia, why was it always ALWAYS corpses?!
But at his urging, Luz shook her head. He's honestly been through enough].
I can get us out. I'm a paleblood too, remember?
[What does she mean by that? She calls out, and suddenly there's Owlbert, Eda's faithful Palisman, who turns into a staff, and she hops on, motioning for Lance to climb aboard].
I'll fly us out.
no subject
Once they're out of the hole, they're in front of the hospital in Deerington. It's the same sinkhole that lead those who went through the gate to get to Trench. Against the nearest wall of the hospital is memory Lance, who has propped Allura up against the brick. Usually, when people died for the first time in the dream, the body would fade, but her death had not been accepted yet. Not by him.
"Allura?" he shakes her gently and her head lolls to the side. That lifeless motion seems to jarr him into taking in the full extent of her injuries. It looks almost like he's seeing them all for the first time, "Wh-what?"
He grabs her shoulders and shakes her this time, harder, desperate as it slowly, finally starts to sink in, "Allura?! Please, I... we escaped. Please wake up. Wake up!"
From there he repeats the pleas for her to wake up in a more hushed whimpering, tears starting to well and fall. He's caught in a loop of inability to accept it and having it right in front of him. He's breaking.
Current Lance has turned away from the scene and as it continues, he crosses his arms, shoulders rising close to his ears. And then finally, it seems to hit and completely break him. Her body fades and turns into a ghost repeating her last moments over and over in a loop and memory Lance is frozen watching it.
On the horizon, the red lion can be seen flying towards the scene. She is downsized to about the size of a large horse, but it is still her.]
no subject
Luz heard past Lance struggling to come to grips with Allura being dead, and she was going to turn away, because it was rude to stare, she knew that. But just as she was about turn, out of the corner of her eye, she saw the repeat of Allura's last moments.
Now Luz remembered the day she found Margot after Darth Maul had been brainwashed by the teachings of his Master. There was her sister, dying from her wound, and Luz unable to do anything but see her last few moments before the light left her eyes.
She put her face in her hands a moment, taking several deep breaths. No. Thinking of that wouldn't help. She'd be stuck in her own loop of sadness, and there was enough of that already knowing Margot's fate back in her world.
Luz walked over to Lance, pausing to put a hand to his back].
I'm sorry. That shouldn't have happened to you. You OR her.
no subject
…It shouldn't've happened… to her. [He says in a hoarse, pointed whisper. Saying without really saying that he considers what happened his fault. This isn't his pain he's watching in his mind, it's hers. That he caused. He wanders over to the Red Lion, and closer to the scene, but from this vantage point behind the lion, he can't see it, only hear. Being near the lion brings a small measure of grounding to his heart, but he's still visibly traumatized by reliving this.
Then familiar black clad figure arrives on the scene not long after. Reaper. The man looks down in the hole first and then spots the lion and with it, memory Lance and Allura's ghost. He crosses his arms, watching, assessing before silently approaching the broken boy.
He hums when he's by Lance's elbow and the current Lance beside Luz lets out a shuddered breath, looking a little confused and torn as Reaper speaks in a firm but oddle compassionate tone, "Lance… Come on, hijo, you're not helping her by watching this. It's time to go; we need to get you checked over."
Current Lance looks away with a sharp intake of breath when Reaper calls him, hijo. Then he stiffly turns to start to leave, voice tight and still as broken sounding as it has been this whole time.] I…it's over. Let's go.
no subject
[It was a crazy situation, one that would have probably made you crazy if you thought about it too much. It was interesting to see Red Lion of course, but that seemed more background for right now, and she was sure the Lion was a comfort in its own way].
You at least tried to end it quickly for her. But you have to remember this. That's way more painful. You surprise me though, Lance. If this had happened to me, I don't know how good I would have been at recovering from it.
[If it had happened to Eda, which it nearly HAD back in the Boiling Isles, Luz would not have known what to do with herself. She was surprised to see Reaper here though and took note of Lance's posture when he called him son. Looks like they were both still dealing with some hurt feelings there].
Yeah. Good idea.
no subject
That wasn't quick. [His voice shakes and cracks.] And it wasn't what- what I was trying to do. Just- just leave it alone. Alrigh-?
[Behind them, memory Lance's broken and unhinged voice replies to Reaper, "La envié al lugar profundo. So puede salir... lo siento, lo siento."
It has current Lance flinching and trying to walk faster. But… this is part of it. Many parts of this whole experience are blank to him, and they will be blank again. This one is especially hazy because of how broken he is. But he knows the basics… and his feelings about Reaper will never not be painful and hateful.
"Nuestra Señora de la Santa Muerte protegerá su espíritu desde aquí. Ella está más allá de nosotros, pero la verás de nuevo, hijo… ¿Estás lastimado?"
Current Lance makes a snarl of a sound and yells to the sky in a, exhausted, breaking pleading voice.] Just let us go already! This isn't helping! None of this helps! …Please.
[He lowers his chin and sees one of those flowers Cynthia liked and heads towards it.] Th-this way.
no subject
Ok.
[She walked with him as quickly as she could, making sure to note the exchange between Reaper and Lance (a prayer) but saying nothing more about it. She could see the mounting frustration in Lance though, culminating in his plea to the sky].
We should summon my staff. It-it'll be quicker.
[And it was the only real way she could interfere with the memory, even if it was only a way for them to leave quickly].
no subject
They're far enough now that the exchange is faint, hard to hear, but it's clear Lance is babbling and unhinged and yells. And then Luz suggests her staff and he has no idea what it's going to do besides fly, but he doesn't ask, just nods shakily.]
Y-yeah. [In his experience, the flower ahead shows the way out… or to the next memory.]
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So she whistled and Eda's palisman, Owlbert, flew over to them, hooting with concern].
Shh, shh. We just have to get out of here, ok?
[Owlbert seemed to nod and became stationary, turning into a staff, and Luz hopped on, motioning for Lance to hop on. Once he did, she sped them as quickly as she could to the flower, and they could finally leave that memory behind].
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When they get to the flower, the setting starts to fade and transition to somewhere else. It sort of looks like a desert to him and he frowns, standing still and then looking down. He feels like he should say something before the go to the next leg of this journey. His voice is low and hoarse when he speaks.]
I'm… sorry you had to see all that.
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I don't think I'm ever going to get use to these places' casual displaying of bodies and blood. If it wasn't for Deerington and that stuff in the warehouse I'd probably have been throwing up all over the place.
But now I think I understand a little more. What this place has done to you, I mean. That was way too much to happen to someone without making them feel like they were losing their mind.
I'm sorry you had to live through it all again.
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He's quiet for a moment, looking down and his posture is a vulnerable hunch. What is there to say? So he just nods, a little too choked and feeling uncomfortable and exposed and still trembling from the trauma being re-surfaced. Already, his mind is building walls around the whole thing again.]
Do… do you know where we are?
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This place? No. It isn't Twin Peaks, that's for sure.
[Deflection, but she figured they could use a little of that right now].
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What's Twin Peaks?
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A creepy show in the early nineties. Basically the theme song is super misleading because you're seeing all this pretty nature stuff with waterfalls and all these trees, but then you find out the town is full of all these secrets and double crossing and magic! But it's the backdrop that makes it so eerie: you look like you could be in the middle of nowhere.
Kinda like this, but with less...desert.
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[He's still… recovering, so his voice is kind of out of it and he doesn't have anything more interesting to say, but he's definitely stabilizing.]
This… kinda looks like the desert from right before the dream collapsed.
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[Clearly they have though, and its Deerington that brought out the worst in people].
Oh. OH.
[Luz took a deep breath. Why did seeing this part of Deerington start to unnerve her]?
Why do you think we'd be seeing that now?
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cw: mild mention of suicidal ideation
Re: cw: mild mention of suicidal ideation
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