Deer Country Mod (
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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
[ The woman turns on the machine, and his heart sinks. There isn't anything they can do for him, for any of them. They just have to watch it play out.
The Wu in the chair tenses, his eyes screwing shut, trying to yell something behind that mask, until it suddenly stops. Guan gestures for Mako to take the mask off of Wu's face, and Guan steps in front of him ]
Nice to see you, your highness. Who do you serve?
I serve the Earth Empire.
[ The brainwashed Wu intones it flatly, and Wu shudders, shifting closer to Varian. ]
I don't remember this part.
no subject
[His tone is angry, but it's on behalf of the people he cares about. That they're being hurt. Being used, like puppets.
The air heats up around them as the mask is pulled off memory-Wu's head. As he stares out into nothing and speaks so hollowly, so emptily. Nothing like the exuberant man he knows. His hands clench into fists- the anger that's been festering in the back of his mind all month getting louder.
He lets Wu step closer, shifts so his (much smaller) body is between Wu and the memory. ]
This... this is awful, who does he think he is? Doing this to you?
no subject
He, he worked for Kuvira. Did I tell you about her? She was the person I was supposed to trust to bring the Earth Kingdom back from anarchy, but she took it a little itty bit too far and became a dictator. We took her down [ Korra and Mako took her down, really ] but she still has loyalists like this guy out there!
It's okay, Varian. It, it's awful to see, but everything works out! Korra gets us all back, and stops him from taking the election by force! We just, ah. I guess we're just going to have to watch that happen.
no subject
I think I remember you telling me about her, yeah.
[He's angry, protective, it's there in his tone. ]
It's- it's not fair that they treated you like that. [But was he any better? What he did to the king and queen. ] I'm...I'm glad that Korra was able to stop it, but it doesn't change the fact it happened.
no subject
[ Before he can say much more, the memory shifts, this time to a nicely appointed office. Wu, two green-garbed guards, Varian, and the other Wu, step through the door. A man stands up from the desk with a smile, exchanging pleasantries with Wu ]
There's been a chance of plans. [ The brainwashed Wu says, his voice toneless, his glassy and blank ] The election will take place today.
[ Wu's brows rises so high on his forehead they almost disappear under his bangs ]
What?!
no subject
He turns his focus on the current Wu, concern welling in his chest. ]
Was... did you know this part had happened?
no subject
[ About what it was actually like, that he would be the one giving the orders. Of course he was, no one else has the power to do that. ]
Today? But the voters won't even know to show up. [ The man, a government official says, looking stunned. ]
They're already here. [ Brainwashed Wu gestures to the window. The other Wu leaves Varian's side to peer out. There are hundreds of citizens outside, holding signs supporting Guan ]
Oh boy, oh boy. I'm really glad he didn't get away with this! It would be so, so bad.
[ His mind starts ticking to what would happen if Guan had been able to keep him brainwashed. It would have been so easy to take over the whole kingdom, just like that. Varian can probably feel the fear and worry radiating from Wu ]
no subject
[He follows Wu to the window, staring out at the supporters.]
I don't understand. Why were so many people against you? Were...were they brainwashed too? I mean- this guy is nothing on you. They- they have to be aware of that, right?
no subject
[ Which, putting forward his own candidate wasn't his first choice, either, but it had felt necessary at the time.
The other Wu starts to speak again ]
For the good of the kingdom, I've decided that the move to democracy can't wait any longer.
In the interest of fairness, please allow me a few days to inform the other precincts about the change.
[ The official responds, rather reasonably, to Wu's mind, only to have the memory of Wu burst out in anger, yelling loud and demanding in a way that reminds Wu too much of his Auntie, of the kind of king he never wanted to be. ]
You dare defy your king?!
[ He squeaks and ducks his head, only peering out when the memory of Wu seems to have gotten his way, and the official agrees to the plan ]
no subject
...This isn't you at all. You know that, right?
[He casts his friend, the real Wu, not the memory, a worried look. ]
That's him using you like a puppet. That's...you're not this person.
no subject
[ Which is, really, his worst fear. Being a monarch like his Aunt.
The memory goes on around them, the memory of Wu leaving the room, and then it all fades around them. They reappear in the tent again, but this time, Wu, Mako, and Bolin all have the helmets on them this time, but they aren't strapped in. Asami is on the machine, and Korra has a script in her hands, reading out the words to deprogram them.
Wu lets out a sigh of relief, his shoulders dropping ]
no subject
[He's glad the memory changes- as terrifying as it still is, with how the guys have the helmets, Korra is there. And Korra can fix just about anything, he has faith in that. Wu looks relieved too, he picks up on that social cue, letting out a breath. ]
Is...is this where she makes it better?
no subject
Yes, this is the end. She brought us back, and I delayed the election, by a lot.
[ As he says it, the three of them wake up, and Opal runs to Bolin, and Wu runs to Mako, wrapping him in a big hug ]
My brain is back!
[ The Wu next to Varian smiles softly, watching his past self. While all of this was horrible, at least he can see Mako, back in his right mind ]
I don't think I knew I was in love with him, then, you know.
no subject
[Not to mention trying to resolve all of this jerk's followers. Running a kingdom is hard enough at the best of times.
Still, his own expression softens as he watches the past Wu hugging Mako. ]
That sort of thing just kinda...creeps up on you when you least expect it. In hindsight though? You can see it a mile off.
no subject
[ Being the king for that long was never his plan. He doesn't want to do it, no for a week let alone a decade.
But taking about Mako, that's easier. He smiles softly as his younger self lets go of Mako, squeezing his shoulders ]
It does. It was pretty inevitable, for me.
no subject
[But he knows it's not what Wu wanted. It was something dropped on him unexpectedly. ]
As much as I know it's worrying about what's happening back home? I'm...I'm glad you came here and were given the chance to just be...Wu.
[It's adorable, is what it is. ]
Good. You guys are good for each other.
no subject
[ He shakes himself out of that serious moment, smiling at Varian. He reaches over to wrap an arm around Varian's shoulders, pulling him in ]
We don't have to worry about this stuff anymore! Nope, no sir. This is the other me's problem, now.
[ Just as he says it, one of those large, white deer walks sedately into the room, and Wu's breath catches. He guesses that it's time to go home. ]
Thanks, for listening. For helping me. I know this wasn't fun. It wasn't fun for me, at least! [ He laughs weakly, patting Varian's shoulder awkwardly ]
no subject
[Instead of who he was. He's worked hard to be a better person and not having his reputation proceed him is a blessing. ]
Hah, exactly, it's the other you's problem. You can just...enjoy being this Wu. Who gets to be with Mako and own a pretty cool nightspot.
[The deer is a good out, at least, and Varian smiles in return.]
Don't worry about it. What's friendship in this place if it's not occasionally seeing each other's horrible memories and helping each other out with that, right?
no subject
[ He does want to enjoy it. He loves his life now, and squeezes Varian's shoulder tighter before gathering him up in a tight hug before letting go to rest a hand on the deer to be led home ]
You're right! We'll make it through whatever this place throws at us, together.
no subject
...Thanks, Wu. That means a lot.
[And with that, he reaches with Wu to the deer to be taken out of the memory, feeling a little stronger for it and hoping Wu is, too. ]