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
[ At least, he starts to try and point out where Mako might be, when he so rudely abandoned Wu here, to be kidnapped without his bodyguard to protect him, when the whole scene shifts. Suddenly, he isn't in the hallway anymore, but trapped somewhere dark and small. Lysithea may not be subjected to this, instead on the outside of the luggage Wu has been stashed in in a fast moving train car if she prefers it to being stashed in the luggage with Wu.
It's very dark in there, and even in Wu's half-conscious state, he feels fear drop down into his gut and he starts hammering on the top of the trunk as hard as he can, which isn't very hard at all. ]
no subject
[This sudden displacement has not occurred in any of the memories she's experienced thus far, and Lysithea gives a sudden lurch as she finds herself in pitch-black conditions, jostling back and forth.]
Wu, are you still here?!
[Where is she? A carriage, perhaps - a moving carriage, and though she's not confined, she's bouncing all around. There are many parcels or perhaps bits of luggage strewn throughout and the noise is enough that it's difficult to make out other sound. ...Including small fists hammering on trunks.]
Can you hear me?
no subject
In here! In here! Help!
[ His voice is muffled by the trunk, but at least someone is out there. He has to trust that he won't die in here. There have to be air holes, right? They don't want him to suffocate to death. Right? ]
So sorry for the lateness!
[...well that was a stupid thing to say, but Lysithea doesn't have time to revise her heroic note of encouragement as she dives into the piles of luggage. She's searching for one that's large enough to fit a person - a small person, perhaps, but surely there aren't so many that fit the description.
If only there were more light...]
Ah.
[This is followed by the remembrance that she is a mage. Orbs of light illuminate the room dimly as Lysithea finally locates the trunk that is moving about and shifting.]
I've got you. Hold on...!
[And she searches for the latch.]
right back at u
Lysithea! Lysithea, it's you!
[ His voice slurs a little, not fully in control of himself right now. ]
Oh, boy, am I glad to see you. Not that, not that I didn't, don't, get out of this, but Mako comes in, right through that door.
[ He points vaguely at the door to the train car ]
And picks me up and whoosh! Korra rips the ceiling off the car!
no subject
[Lysithea agrees that Wu probably did not die in here.]
But memories can still be scarring. Are you alright now? And -- why -- who was trying to kidnap you in the first place?
[She helps him to sit up more securely while examining his... memory self for any injuries.]
no subject
[ Almost succeeded, too. Wu wavers against her, and isn't visibly hurt, just rumbled and less put together than he usually is.
Just then, a younger Mako bursts into the room, and doesn't seem to see Lysithea at all ]
Wu! You're okay.
[ Mako doesn't even hesitate, dropping down next to Lysithea and doing the same thing, checking him over for injuries. Wu's eyes go wide, his mind torn halfway between his Trench self, and his memory self ]
Mako? Am I dead?
[ Mako grabs him, hefting Wu up out of the suitcase. Wu opens his mouth again, looking back at Lysithea, left there behind him as Mako carries him out of the car ]
No, you're on a train. We're gonna get you out of here.
no subject
[Wu exists in the perpetual role of human luggage. Lysithea can sympathize with his general size (or lack thereof.) Now that he is free, she follows along benignly, curiously glancing at Mako's features when she has the chance. ...He doesn't look too terrible different.
Perhaps a tad bit more stressed.]
It's been a few years for me - I know there was a coup against your family, correct? That was her?
no subject
Oh! No. Sort of? This was, was a coup against me, mostly. The, the Red Lotus killed my family. They would have hated Kuvira.
[ Anarchists versus dictators, opposites who could both take advantage of chaos.
He can't explain much more, because they're in another train car now, and a man fires metal bands at Korra, but she easily deflects them. She creates a tornado of air and sends it flying at a pair of attackers. They hit the ceiling and fall to the ground. More attackers come running from the train car in front and in the back. Korra metalbends the front door shut, blocking an attacker. She rips apart the ceiling, exposing a cloudy blue sky. ]
Everyone out.
I'm not going up there!
[ Wu protests, and Korra sticks out her lip. She shoots Wu up onto the roof with a combination of strength and airbending. Wu flies out of the open roof and lands on the roof of another train car with Korra, Mako, and Asami following right behind him. Lysithea can be lifted up with the same gust, or use memory magic to just be on the roof ]
no subject
[How many coups had there been in the Earth Kingdom? Possibly she had heard both stories before and had simply conflated them out of ignorance. To experience the event in its full reality was far more impactful than simply hearing it, and the somewhat bemused expression on her face is slowly being replaced with the realization of how personal and serious this is for Wu.
Lysithea finds herself leaping out of the train car easily on the gust of wind. She is very much a bystander in all of this, watching events unfold.
Indeed, there is no reason to intervene even if she could, given that Team Avatar had things well in hand.]
I'm sorry, Wu.
It was... a personal vendetta? Or she simply wanted to claim the power for herself?
no subject
When they're on the ground, Wu tries to refocus his mind on her, because he doesn't need to relive what's next, not really. He remembers a mix of intense relief and hurt. ]
She, she wanted to change things. Thought she was the best one for the job! And, you know, when I'm her competition, I can't blame. [ He laughs weakly, staggering over to Lysithea, his hair a windswept mess ] It's fine. Really fine! We made some mistakes, giving her power in the first place. She just, just took it. It's totally fine.
[ It's really not fine ]
no subject
...It doesn't sound fine.
[Just saying.]
Don't say things like that, Wu. If your competition created a war, then -- there's no way she truly had your people's best interests in mind. I know there were flaws in your leadership, but... I've seen what you've done to improve yourself. To improve things for others.
no subject
Well, no, it's not fine. It was very not-fine. I tried really hard to be fine, but I wasn't. She, I don't really know what she wanted, but she put, she put some of my citizens into camps. If they weren't of earth kingdom ancestry, in her very narrow definition of it. Firebenders, waterbenders, they've lived here for years! For so long, and she didn't think they belonged. She used them to, to create her awful machines, as prisoners.
[ But they aren't here to talk about Kuvira, not really. She isn't the problem here ]
Thank you. I, I'm trying. I was never trained for any of this. Maybe I should have gone to your school. [ His lips flicker in a smile.
The memory goes on behind them, Mako, Korra, and Asami reacting as if Wu was there, but he's not, so some of it is a strange pantomime while he pays more attention to Lysithea than to them. ]
no subject
At least, there were no concentration camps involved.
...Although she does have some very dubious allies who run torture chambers.
[Lysithea definitely doesn't have personal experience with those.]
The truth is, Wu, everybody thinks the world would be better if it ran according to their designs. Having ideas doesn't make a good ruler.
no subject
[ Truly horribly. He hopes that Kuvira didn't have those. Spirits, she probably did, didn't she?! ]
Wouldn't, wouldn't knowing when war is appropriate be an important lesson at a war academy?
I suppose not! Maybe it's a good thing that I don't have that many.
[ The group behind him starts to move on, on the long walk to Asami's estate, and a large white deer walks sedately toward them. Wu lets out a breath at the sight of it. It's over. He can go home. ]
no subject
[Come to think of it, most of it had just been about going around getting rid of the Church's enemies. Not that this hadn't been clearly transparent from the start.]
You've got plenty of ideas, Wu. Didn't you just start a business for the sake of bringing happiness to those around you?
[She watches the deer approach as well, glancing once more at the heedless Team Avatar. ...It was nice to see them like this, actually. The cohesion of the group, the way they worked together.]
no subject
[ At least from they way she's telling it. ]
I... did. You're right. I guess I don't have many ideas about my kingdom. Ah, well. I'm just complaining at you, now! I'm sorry you got dragged into my memory, Lysithea.
[ It is tiring, being dragged into them all this month.
He reaches out a hand when the deer approached them, petting over its neck, and offering Lysithea a smile. ]
I'll come by the bakery sometime soon. I love those little cakes you've been making.
no subject
Not at all, Wu.
Thanks... for sharing something like this with me. It's nice to see you all, you know. Together like this. It's a bit different in Trench, somehow.
[She, too, reaches out for the deer, ready to return.]