Recollé Mods (
recollecters) wrote in
recolle2019-02-17 05:56 pm
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Entry tags:
February Event Pt 2
EVENT
PREMISE • RULES • FAQ • TAKEN • RESERVES • APPLICATIONS
REGAINS • HIATUS/DROPS • PLOT SUBMISSIONS • CALENDAR • MOD CONTACT • NAV
REGAINS • HIATUS/DROPS • PLOT SUBMISSIONS • CALENDAR • MOD CONTACT • NAV
CONTENT WARNINGS:
Some mild body horror/the appearance of lots of eyes (Prompt 2) and encounters with flesh-eating monsters (Prompt 5.)
Some mild body horror/the appearance of lots of eyes (Prompt 2) and encounters with flesh-eating monsters (Prompt 5.)
Prologue.
It's been a strange few weeks, hasn't it? Things might have seemed quiet and simple for many of you as you worked to boost your defenses and formulate items of balance. Some of you may have completely ignored it. Nothing was actively attacking the city this time and it may have been easy enough to figure out how to reign in your emotions. There's something driving you toward trying though, and though the iridescent sheen on your skin doesn't wear off, in the days leading up to the 17th you'll feel yourself growing stronger and more powerful. Your agility's up, along with a slight boost in strength and speed. Should you experiment, you may even find that you bleed and bruise less easily. Was this what the liaison meant about making preparations? It's hard to say given he was out of office for a while thanks to some of you.
Regardless, it's on the evening of the 17th that the clock runs out and your phone chimes again. The map you've obtained via completing this test mission will take over your screen, a red light flashing to draw your attention to the location of your silver door. The QR scanner remains embedded in the center of each door, and at this time, you may scan your newly generated QR codes. The door swings open, allowing you to peer straight into the dark and soon something materializes in your hands. Is…that…dog jerky?
Never mind that for now. Along with the jerky comes a new text message, a mass announcement to all on the app.
I got a read on the layer below. Find the centers and dismantle them to sever the bonds under the city. Clear the areas, search everything, and watch out for monsters. Their numbers grow the closer you get. Any questions, listen to Anna.
While it's not much, it's something. Naturally, you don't have to do anything. You could completely ignore the message and close the map. The doors won't pull you through themselves, but they'll remain opened almost indefinitely until used. On the other hand you may wish to attend to them lest someone off the app falls through.
Onward and forward, brave travelers.
It's been a strange few weeks, hasn't it? Things might have seemed quiet and simple for many of you as you worked to boost your defenses and formulate items of balance. Some of you may have completely ignored it. Nothing was actively attacking the city this time and it may have been easy enough to figure out how to reign in your emotions. There's something driving you toward trying though, and though the iridescent sheen on your skin doesn't wear off, in the days leading up to the 17th you'll feel yourself growing stronger and more powerful. Your agility's up, along with a slight boost in strength and speed. Should you experiment, you may even find that you bleed and bruise less easily. Was this what the liaison meant about making preparations? It's hard to say given he was out of office for a while thanks to some of you.
Regardless, it's on the evening of the 17th that the clock runs out and your phone chimes again. The map you've obtained via completing this test mission will take over your screen, a red light flashing to draw your attention to the location of your silver door. The QR scanner remains embedded in the center of each door, and at this time, you may scan your newly generated QR codes. The door swings open, allowing you to peer straight into the dark and soon something materializes in your hands. Is…that…dog jerky?
Never mind that for now. Along with the jerky comes a new text message, a mass announcement to all on the app.
I got a read on the layer below. Find the centers and dismantle them to sever the bonds under the city. Clear the areas, search everything, and watch out for monsters. Their numbers grow the closer you get. Any questions, listen to Anna.
While it's not much, it's something. Naturally, you don't have to do anything. You could completely ignore the message and close the map. The doors won't pull you through themselves, but they'll remain opened almost indefinitely until used. On the other hand you may wish to attend to them lest someone off the app falls through.
Onward and forward, brave travelers.
I.
Those who enter the doors will find themselves immediately and indefinitely falling through the dark, passing by several walls of fire, rock and soot. Dark swirls of blues and greens and purples flash before your eyes, and as you finally land you'll find yourself on a rocky shoreline next to a dark, inky river. The rocks will jab into your hands and feet, pinpricks that force you to move as your eyes adjust to the darkness.
The river gently laps against the shore, acidic and black as hand-like structures appear in the waves. Try not to draw too close; this river has the ability to make you into a blank slate...literally. The river of souls will pull you in, and as the hands lovingly wrap around you to drag you down you'll find yourself losing track of time. While you may fight them off and save yourself from the waters, it will be increasingly difficult to recover the features (both physical and emotional) that make you who you are.
On the other side of this rocky plain is another river, just as dark with white wisps floating above it. The water flows faster here, rapids bubbling underneath as it quickly moves south. There are no hands in this river, but it does appear to be a bit shallower.
The only way to proceed through this land is by crossing one of these two rivers. Even if you walk along the shore, the route is endless and you'll find yourself in an infinite loop. Those who choose the acidic river will suffer their consequences of loss, while those who choose the faster route will be struck by blinding, deliberating pain all over their body except for one particular place. Perhaps this is the small of your back, or your big toe, or even your heel. Though the pain is overwhelming, crossing to the other side will leave you powerful and invincible. Nothing can touch you or harm you…unless someone finds your weak point, that is.
No matter which river you cross, you'll find that what lies beyond are several buildings crushed and crumbling around you, black poplar trees in bloom, and the sound of silence as small, ash-like flakes float through the air. You'll recognize buildings such as the Towers, the Stardust, and other staples of the city that are wrecked beyond repair yet still standing. This land is a direct mirror of the city you love and left behind, though a few buildings are missing. Franchises that appeared seemingly overnight such as Big Bang Burger, From Dust til Dawn, and Rainbowland are nowhere to be found. The city is fairly empty, though every now and then an anguished groan or screams of pain can be heard echoing from somewhere far off. Buildings can be explored and ransacked, allowing you to stock up on supplies or items you may find useful. While most of what can be found are everyday items such as non-perishable food items, clothing and small gifts such as books and toys, a little digging will also lead you to find weapons such as crossbows, flamethrowers, healing items such as those found from the Moogle shop and Circus of Values and even items like tranquilizer darts and bear traps. Despite the path you take through the city and all districts available, your feet seem to lead you in a certain direction.
At the end of your path, three wrought-iron gates stand before you. Oh, and in front of these gates is a sleeping friend. Do your best not to awaken the creature, though he is easily roused and will attack on-sight. With a bit of luck and strategy you can slip right past him and in through one of the gates.
Will you continue? Or will you turn back?
Those who enter the doors will find themselves immediately and indefinitely falling through the dark, passing by several walls of fire, rock and soot. Dark swirls of blues and greens and purples flash before your eyes, and as you finally land you'll find yourself on a rocky shoreline next to a dark, inky river. The rocks will jab into your hands and feet, pinpricks that force you to move as your eyes adjust to the darkness.
The river gently laps against the shore, acidic and black as hand-like structures appear in the waves. Try not to draw too close; this river has the ability to make you into a blank slate...literally. The river of souls will pull you in, and as the hands lovingly wrap around you to drag you down you'll find yourself losing track of time. While you may fight them off and save yourself from the waters, it will be increasingly difficult to recover the features (both physical and emotional) that make you who you are.
On the other side of this rocky plain is another river, just as dark with white wisps floating above it. The water flows faster here, rapids bubbling underneath as it quickly moves south. There are no hands in this river, but it does appear to be a bit shallower.
The only way to proceed through this land is by crossing one of these two rivers. Even if you walk along the shore, the route is endless and you'll find yourself in an infinite loop. Those who choose the acidic river will suffer their consequences of loss, while those who choose the faster route will be struck by blinding, deliberating pain all over their body except for one particular place. Perhaps this is the small of your back, or your big toe, or even your heel. Though the pain is overwhelming, crossing to the other side will leave you powerful and invincible. Nothing can touch you or harm you…unless someone finds your weak point, that is.
No matter which river you cross, you'll find that what lies beyond are several buildings crushed and crumbling around you, black poplar trees in bloom, and the sound of silence as small, ash-like flakes float through the air. You'll recognize buildings such as the Towers, the Stardust, and other staples of the city that are wrecked beyond repair yet still standing. This land is a direct mirror of the city you love and left behind, though a few buildings are missing. Franchises that appeared seemingly overnight such as Big Bang Burger, From Dust til Dawn, and Rainbowland are nowhere to be found. The city is fairly empty, though every now and then an anguished groan or screams of pain can be heard echoing from somewhere far off. Buildings can be explored and ransacked, allowing you to stock up on supplies or items you may find useful. While most of what can be found are everyday items such as non-perishable food items, clothing and small gifts such as books and toys, a little digging will also lead you to find weapons such as crossbows, flamethrowers, healing items such as those found from the Moogle shop and Circus of Values and even items like tranquilizer darts and bear traps. Despite the path you take through the city and all districts available, your feet seem to lead you in a certain direction.
At the end of your path, three wrought-iron gates stand before you. Oh, and in front of these gates is a sleeping friend. Do your best not to awaken the creature, though he is easily roused and will attack on-sight. With a bit of luck and strategy you can slip right past him and in through one of the gates.
Will you continue? Or will you turn back?
II.
Those who enter the first gate will find themselves in a desolate suburbia. It's quiet and calm here, the screams from before lacking and the sun just a little brighter. However, it feels as though everything here is just a little too perfect. There isn't a clip of grass out of place, nor a spot of paint missing from the matching trim of each house. Every building in this large neighborhood matches in size, shape and color, and the sleepy street lulls you in further.
As you veer away from the entrance of the cul-de-sac, it becomes a little more clear that something is amiss. Though the area is perfect and beautiful, you're overcome with the sensation that you're being watched. A small, skin-crawling sort of feeling washes over you, and should you catch a glance at your hands the sensation appears to be more literal than you'd like. It's tiny, almost innocuous movements as small ripples appear in your exposed skin, a feeling of pressure somewhere in your head as slow changes overtake you. Some of you may develop claws or scales, while others will find horns beginning to sprout from your forehead or furry stripes mark your body.
Animal instincts begin to take over, aligning with the creatures you were born under. You're still very much you, of course, but the changes you undergo only worsen the longer you linger. Trying to run only shows that the gate's locked behind you, iron bars trapping you in this idyllic wasteland.
And it's then that the eyes appear. Blinking open, eyes of all shapes and colors begin to make their presence known appearing over the walls of the houses flanking the street, popping up in the centers of the picture-perfect daisies lining the sidewalk, watching from their place embedded in the picket fences and drawing ever closer. They monitor your every move, scanning you and picking you apart from their stationary place. You can't walk very far without a pair of eyes following you, but for those who look closely you'll find a small CRT TV on the porch of every house. The screens mirror your every move as though you're on camera, reflecting everything you're doing while standing on the street, and though it may become harder to focus one may soon realize that the eyes have it. Small, glass surfaces line the pupil of each eye as tiny cameras zoom in and out to get the best shot.
The answer, of course, is to render them sightless. For every camera that's covered or broken, the picture-esque scene begins to crumble away. The walls of the houses fall, flora begins to wither up and die, and the sky cracks to reveal a larger, more ominous set of cameras from above. It will take more than one group to destroy and dismantle these spy cameras. You may not be able to escape just yet, but you can certainly recruit others to join you through the gates. They'll open wide enough to let new people in at any point in time. Good luck controlling your instincts.
Those who enter the first gate will find themselves in a desolate suburbia. It's quiet and calm here, the screams from before lacking and the sun just a little brighter. However, it feels as though everything here is just a little too perfect. There isn't a clip of grass out of place, nor a spot of paint missing from the matching trim of each house. Every building in this large neighborhood matches in size, shape and color, and the sleepy street lulls you in further.
As you veer away from the entrance of the cul-de-sac, it becomes a little more clear that something is amiss. Though the area is perfect and beautiful, you're overcome with the sensation that you're being watched. A small, skin-crawling sort of feeling washes over you, and should you catch a glance at your hands the sensation appears to be more literal than you'd like. It's tiny, almost innocuous movements as small ripples appear in your exposed skin, a feeling of pressure somewhere in your head as slow changes overtake you. Some of you may develop claws or scales, while others will find horns beginning to sprout from your forehead or furry stripes mark your body.
Animal instincts begin to take over, aligning with the creatures you were born under. You're still very much you, of course, but the changes you undergo only worsen the longer you linger. Trying to run only shows that the gate's locked behind you, iron bars trapping you in this idyllic wasteland.
And it's then that the eyes appear. Blinking open, eyes of all shapes and colors begin to make their presence known appearing over the walls of the houses flanking the street, popping up in the centers of the picture-perfect daisies lining the sidewalk, watching from their place embedded in the picket fences and drawing ever closer. They monitor your every move, scanning you and picking you apart from their stationary place. You can't walk very far without a pair of eyes following you, but for those who look closely you'll find a small CRT TV on the porch of every house. The screens mirror your every move as though you're on camera, reflecting everything you're doing while standing on the street, and though it may become harder to focus one may soon realize that the eyes have it. Small, glass surfaces line the pupil of each eye as tiny cameras zoom in and out to get the best shot.
The answer, of course, is to render them sightless. For every camera that's covered or broken, the picture-esque scene begins to crumble away. The walls of the houses fall, flora begins to wither up and die, and the sky cracks to reveal a larger, more ominous set of cameras from above. It will take more than one group to destroy and dismantle these spy cameras. You may not be able to escape just yet, but you can certainly recruit others to join you through the gates. They'll open wide enough to let new people in at any point in time. Good luck controlling your instincts.
III.
Those who enter the second gate will feel the shift from rubbled pavement to something soft and malleable. The gate swings closed behind you, and the dirt beneath you gives way to your footsteps as you enter a field surrounded by magnificent guardians and fruit-bearing shrubs. The black poplars can be seen from a distance, but you aren't alone here.
Then again, it may be a little hard to navigate through this field at all seeing how there are thousands upon thousands of people here. Faces you don't recognize will listlessly watch you and even beings with indescribable features appear in the crowd. Some are more solid than others, and if you aren't careful you can easily walk right through one or more of these beings at a time. The field appears to be endless but several miles away, one can spot the makings of a small obsidian fortress. A large blue crystal can be seen mounted near the top, pulsating every now and then as it sends little shockwaves through the ground beneath your feet Something in your head seems to urge you forward toward the crystal, the inexplainable knowledge that you have to destroy it nestling between your thoughts and driving you onward.
Though the goal is in sight, it’s a dangerous road to travel on as you make you way across the field toward the fortress. The crowd thickens and brushing through the mist-like beings allows their essence to linger on your skin and seep in. Your appearance begins to change to someone you don’t recognize at all. Your age, appearance, and even your gender may begin to shift as memories begin to fill in, backstories that aren’t your own coming to light. Your motivation to step forward and destroy the crystal begins to waver heavily, and you may even stop moving at all.
If you can fight through it and hold on to who you are, the distance seems shorter and the energy radiating off of the crystal is almost palpable. Made of thick, sharp glass, this gem may be broken by physical or magical means, cracking and fragmenting with each hit. Getting up to the highest point of the fortress may give you trouble, the walls almost too slick for climbing and too high to jump. Working harder and working together to break in will be a viable option as well, and it’s only when the crystal breaks that your curse will be broken, too.
The shattering of this crystal will free you and the thousands of souls around you from the bonds tying them here. Let’s hope you have the strength to do it.
Those who enter the second gate will feel the shift from rubbled pavement to something soft and malleable. The gate swings closed behind you, and the dirt beneath you gives way to your footsteps as you enter a field surrounded by magnificent guardians and fruit-bearing shrubs. The black poplars can be seen from a distance, but you aren't alone here.
Then again, it may be a little hard to navigate through this field at all seeing how there are thousands upon thousands of people here. Faces you don't recognize will listlessly watch you and even beings with indescribable features appear in the crowd. Some are more solid than others, and if you aren't careful you can easily walk right through one or more of these beings at a time. The field appears to be endless but several miles away, one can spot the makings of a small obsidian fortress. A large blue crystal can be seen mounted near the top, pulsating every now and then as it sends little shockwaves through the ground beneath your feet Something in your head seems to urge you forward toward the crystal, the inexplainable knowledge that you have to destroy it nestling between your thoughts and driving you onward.
Though the goal is in sight, it’s a dangerous road to travel on as you make you way across the field toward the fortress. The crowd thickens and brushing through the mist-like beings allows their essence to linger on your skin and seep in. Your appearance begins to change to someone you don’t recognize at all. Your age, appearance, and even your gender may begin to shift as memories begin to fill in, backstories that aren’t your own coming to light. Your motivation to step forward and destroy the crystal begins to waver heavily, and you may even stop moving at all.
If you can fight through it and hold on to who you are, the distance seems shorter and the energy radiating off of the crystal is almost palpable. Made of thick, sharp glass, this gem may be broken by physical or magical means, cracking and fragmenting with each hit. Getting up to the highest point of the fortress may give you trouble, the walls almost too slick for climbing and too high to jump. Working harder and working together to break in will be a viable option as well, and it’s only when the crystal breaks that your curse will be broken, too.
The shattering of this crystal will free you and the thousands of souls around you from the bonds tying them here. Let’s hope you have the strength to do it.
IV.
The third gate swings shut immediately after you step through the threshold and there's no wonder why. The dimly lit, dank building sits merely yards ahead of you and the door's wide open and hanging off the hinges. Glancing at the buildings nearby just outside of the gate one might realize that the location of this facility is in the same space as the Wiffle-Waffle waffle house in the city of Recollé. Trying to step around the building appears impossible as it seems to shift with you, the door appearing before you with every movement. It's only when you enter the building that the lights flicker on from above, a soft buzzing noise filling the empty halls and giving you an overview of the area.
What must have once been a refined, beautiful facility has become dismal and rotten, cracked and falling apart with every step. Several rooms line the black and white marble hallways, each growing more desolate and dingy by the minute. Expired medications fill cabinets hanging from the wall, overturned gurneys will block your way, and as you split up and explore the sound of several beating hearts will begin to echo above the buzz of the lights. Medical charts for past visitors may be found as well indicating both physical, mental and emotional ailments that those who checked in were seeking cures for. Dated around seventy-some years ago, many of the words have smeared and smudged to become illegible.
It's only once you reach the back of the facility and begin to explore other levels that it becomes a little worse. Comfortable hospital rooms are replaced by iron-barred cells and wire bird cages meant to house adults and children alike. Glass cases fill in the spaces of walls and shelves and small, multi-colored organs seem to thrum under a watchful eye. The skittering of something clawed and alive echoes through the empty facility, and it's then that you may remember the liaison's words a bit too late.
"Their numbers grow the closer you get."
Guided by the scent of fresh opponents, panels in the room begin to burst open as swarms of creatures arrive. Some of these monsters appear to be interested in devouring you, but others will go straight for the organs instead to try and break the containers and take them for themselves. Those who attempt to stop them will be met with claws and gnashing teeth, and the wendigos will change targets immediately. Though rabid and feral, each monster also bears a small, tarnished bracelet with an identification tag attached not unlike a house arrest bracelet that bounds them to this building.
The wendigos will block the path and it becomes a question of whether you plan to try and pacify them, sneak around them, or outright kill them. Those who have dipped in the fortifying river will have an easier time fending them off, but should you be bitten the salvia seeps in rabidly and insatiable greed overrides your senses. You've always wanted to turn on your friends and rip them from limb to limb, haven't you?
The wendigos are after something as they continue trashing the facility, opening new walls and panels to reveal rows of active observation monitors, computers, and intricate cages binding organs and jars of colored smoke. Rows and rows of data fly across the screen, alarms being fed to someone afar that you've broken into this layer of existence and are working to dismantle everything. The wendigos are driven by the scent of human flesh and a tortured mind, but a clever strategist or even someone with dumb luck can trick a wendigo into destroying the research rooms. Be careful with the physical assets available to you; allowing a wendigo to touch the smoke or consume an organ will be another soul lost. Fight your way through the facility and destroy everything inside. Cut off the point of communication and kill the signal going out to free the souls and destroy the wendigos. It's then and only then that this area will be cleared and the hospital will fall silent.
The third gate swings shut immediately after you step through the threshold and there's no wonder why. The dimly lit, dank building sits merely yards ahead of you and the door's wide open and hanging off the hinges. Glancing at the buildings nearby just outside of the gate one might realize that the location of this facility is in the same space as the Wiffle-Waffle waffle house in the city of Recollé. Trying to step around the building appears impossible as it seems to shift with you, the door appearing before you with every movement. It's only when you enter the building that the lights flicker on from above, a soft buzzing noise filling the empty halls and giving you an overview of the area.
What must have once been a refined, beautiful facility has become dismal and rotten, cracked and falling apart with every step. Several rooms line the black and white marble hallways, each growing more desolate and dingy by the minute. Expired medications fill cabinets hanging from the wall, overturned gurneys will block your way, and as you split up and explore the sound of several beating hearts will begin to echo above the buzz of the lights. Medical charts for past visitors may be found as well indicating both physical, mental and emotional ailments that those who checked in were seeking cures for. Dated around seventy-some years ago, many of the words have smeared and smudged to become illegible.
It's only once you reach the back of the facility and begin to explore other levels that it becomes a little worse. Comfortable hospital rooms are replaced by iron-barred cells and wire bird cages meant to house adults and children alike. Glass cases fill in the spaces of walls and shelves and small, multi-colored organs seem to thrum under a watchful eye. The skittering of something clawed and alive echoes through the empty facility, and it's then that you may remember the liaison's words a bit too late.
"Their numbers grow the closer you get."
Guided by the scent of fresh opponents, panels in the room begin to burst open as swarms of creatures arrive. Some of these monsters appear to be interested in devouring you, but others will go straight for the organs instead to try and break the containers and take them for themselves. Those who attempt to stop them will be met with claws and gnashing teeth, and the wendigos will change targets immediately. Though rabid and feral, each monster also bears a small, tarnished bracelet with an identification tag attached not unlike a house arrest bracelet that bounds them to this building.
The wendigos will block the path and it becomes a question of whether you plan to try and pacify them, sneak around them, or outright kill them. Those who have dipped in the fortifying river will have an easier time fending them off, but should you be bitten the salvia seeps in rabidly and insatiable greed overrides your senses. You've always wanted to turn on your friends and rip them from limb to limb, haven't you?
The wendigos are after something as they continue trashing the facility, opening new walls and panels to reveal rows of active observation monitors, computers, and intricate cages binding organs and jars of colored smoke. Rows and rows of data fly across the screen, alarms being fed to someone afar that you've broken into this layer of existence and are working to dismantle everything. The wendigos are driven by the scent of human flesh and a tortured mind, but a clever strategist or even someone with dumb luck can trick a wendigo into destroying the research rooms. Be careful with the physical assets available to you; allowing a wendigo to touch the smoke or consume an organ will be another soul lost. Fight your way through the facility and destroy everything inside. Cut off the point of communication and kill the signal going out to free the souls and destroy the wendigos. It's then and only then that this area will be cleared and the hospital will fall silent.
INTERLUDE.
It will take work in all three areas and breaking down the sources of power in order to free the layer beneath the city from Vanderweele's grip. Should one area receive less attention than another, the damage done will begin to unravel and repair itself. The magic in place will strengthen and the layer will remain unstable and in Vanderweele's control. Talk to one another, Retrospecters. There are break periods between tasks you may use to update one another, strategize, and even tap out to take a breather.
Under the watchful eye of the wizard, you'll wish to stick together. Do take care not to get in over your head.
It will take work in all three areas and breaking down the sources of power in order to free the layer beneath the city from Vanderweele's grip. Should one area receive less attention than another, the damage done will begin to unravel and repair itself. The magic in place will strengthen and the layer will remain unstable and in Vanderweele's control. Talk to one another, Retrospecters. There are break periods between tasks you may use to update one another, strategize, and even tap out to take a breather.
Under the watchful eye of the wizard, you'll wish to stick together. Do take care not to get in over your head.
V.
What about those of you who choose to stay behind? The city remains, outwardly, normal as ever. The sun's shining, the birds are starting to sing again, and doors around the city appear to have a dark energy lingering around them visible to those who pass by. A black, swirling layer seems to block out the silver glint of the doors and as you look around you'll see the blue thin lines running through the ground pumping energy directly into them. With this mass encompassing the doors, your friends who have gone beyond may have a hard time coming home. The lines grow easier to see as days pass, but de-powering them will take a bit of effort. You can try to break them apart with gardening tools or standard exorcise methods, but the curious and the determined can start to follow the lines back to their source.
As you track the leylines through the city, you’ll find yourself being led right to the very center of Recollé and the ground beneath you becomes softer and easier to sink into. Lying in wait under a layer that’s grown thin rests a grotesque entity whose eye appears to be shut. Asleep and dreaming, this entity’s tentacle-like arms are moving and pulling the energy lines to rearrange them around the city, fueling the different doors and changing the direction of the darkness. It seems like it’s made itself at home and is something that’s been there for longer than you may know.
Standing too close will engage the creature, tendrils slithering up to wrap around an ankle or a wrist and bound you in place, a touch opening your mind’s eye and changing the reality you perceive. Around you you may see visions of your loved ones in pain, or oversized bugs ruling the city, or talking animals that encourage you to try to fly. The strange and uncertain begin to filter into your mind, slowly bringing themselves into reality to change the city one more time.
Breaking the bonds tying you down or simply destroying the leylines will awaken the creature. The earth begins to rumble the more it’s disturbed until eventually it uproots itself, moving to other parts of the city. It will attempt to change the reality of anyone in its path, but depending on where you try to fight it, it will retreat in the opposite direction.
Drive this creature away from the city and send it packing. It’s the only way to stop the cycle and stabilize the world around you for now, allowing for the doors to be cleared and to bring your friends home from the sixth layer.
What about those of you who choose to stay behind? The city remains, outwardly, normal as ever. The sun's shining, the birds are starting to sing again, and doors around the city appear to have a dark energy lingering around them visible to those who pass by. A black, swirling layer seems to block out the silver glint of the doors and as you look around you'll see the blue thin lines running through the ground pumping energy directly into them. With this mass encompassing the doors, your friends who have gone beyond may have a hard time coming home. The lines grow easier to see as days pass, but de-powering them will take a bit of effort. You can try to break them apart with gardening tools or standard exorcise methods, but the curious and the determined can start to follow the lines back to their source.
As you track the leylines through the city, you’ll find yourself being led right to the very center of Recollé and the ground beneath you becomes softer and easier to sink into. Lying in wait under a layer that’s grown thin rests a grotesque entity whose eye appears to be shut. Asleep and dreaming, this entity’s tentacle-like arms are moving and pulling the energy lines to rearrange them around the city, fueling the different doors and changing the direction of the darkness. It seems like it’s made itself at home and is something that’s been there for longer than you may know.
Standing too close will engage the creature, tendrils slithering up to wrap around an ankle or a wrist and bound you in place, a touch opening your mind’s eye and changing the reality you perceive. Around you you may see visions of your loved ones in pain, or oversized bugs ruling the city, or talking animals that encourage you to try to fly. The strange and uncertain begin to filter into your mind, slowly bringing themselves into reality to change the city one more time.
Breaking the bonds tying you down or simply destroying the leylines will awaken the creature. The earth begins to rumble the more it’s disturbed until eventually it uproots itself, moving to other parts of the city. It will attempt to change the reality of anyone in its path, but depending on where you try to fight it, it will retreat in the opposite direction.
Drive this creature away from the city and send it packing. It’s the only way to stop the cycle and stabilize the world around you for now, allowing for the doors to be cleared and to bring your friends home from the sixth layer.
NOTES.
Welcome to
recolle's February event part two!
You can claim three freebies on this log!
-Players may claim one freebie for heading down into the sixth layer and exploring the rotting city below. This thread must be at least five comments from you.
-Players may claim one freebie by choosing a gate and working to help dismantle the objects and buildings there. This thread must be at least five comments from you.
-Players may claim one freebie by working in the city and trying to destroy the leylines. This thread must at least five comments from you.
-While the leylines will make it harder for characters to leave the sixth layer, players will have the freedom to send their characters in and out of the area as they please. While characters must complete a task once they're inside one of the three gates, they will be able to explore the main city on their own and then come back.
Finally, any questions you have regarding this event may be directed to the mod comment here. Be sure to review the mods' question thread on the plotting post for additional information as well!
Welcome to
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
You can claim three freebies on this log!
-Players may claim one freebie for heading down into the sixth layer and exploring the rotting city below. This thread must be at least five comments from you.
-Players may claim one freebie by choosing a gate and working to help dismantle the objects and buildings there. This thread must be at least five comments from you.
-Players may claim one freebie by working in the city and trying to destroy the leylines. This thread must at least five comments from you.
-While the leylines will make it harder for characters to leave the sixth layer, players will have the freedom to send their characters in and out of the area as they please. While characters must complete a task once they're inside one of the three gates, they will be able to explore the main city on their own and then come back.
Finally, any questions you have regarding this event may be directed to the mod comment here. Be sure to review the mods' question thread on the plotting post for additional information as well!
2/2, normally i wouldn't do it this way but sometimes we must make exceptions
...Raina?
W-what kind of question is that? Right now? No, you had me worried sick, but...
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...
[Crow sees that look, too, and his red eyes narrow, sharp and on edge.]
I don't think she was really looking for an answer, Rean. Watch your back and stay sharp.
[Don't mind if he links with you, just to be on the safe side.]
What's the plan?
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She can deal with those thoughts right now, because Rean's answer manages to sate her for the time being.
But it's just for a moment. ]
No, I want to actually hear the answer. And I'm not just talking about a moment, but rather. . . in general. Are you happy with your lives? I want to know.
[ Maybe it's the last scrap of Raina that's still there that is trying to drag this out just a little bit longer, to have an excuse to stop herself if they choose their words wisely or perhaps she's long gone, who knows. ]
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"Stay sharp?" But this is his sister, Crow, dragon or not. He can't treat her like an enemy...]
Where did all this come from...? [Then again, they're all dealing with some pretty weird things right now. He has been cutting down wendigos, after all. Wendigos! He supposes there'd be plenty of weird things going on in everyone's minds.] I...
[...Maybe Crow should take this over, Rean's faltering.]
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She may not be an enemy, but the wendigos sure aren't, and her rushing headlong into them is not exactly making the top 10 list of ways to make Crow Armbrust your warm snuggly new bestie.
Crow's more pragmatic about the situation, only exacerbated by the frustration of the wendigos swarming.]
...
[He sees Rean start to falter on his answer, and speaks up in his stead.]
Not completely, no.
But it's the hand I was dealt. And sometimes a couple of 3's is all you need to win a game.
...
[He points a gun at her, waving it]
That's a bad hand, in case that was unclear.
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[ Her tone remains apathetic even as her gaze flicks between the two of them, although she can't help but let out a sigh from her lips, sounding a little exhausted. ]
I was just asking because, to tell you the truth, Rean, I'm honestly kind of jealous. Of people who are happy... and honestly, I'm especially jealous of you, big brother.
[ Then her gaze flits over to Crow. ]
A four of a kind threes could be a pretty strong hand, you know. It's lower than most four of a kind of any other hand, but it can still be a good one, you know? Not that it really matters either way.
It's kind of funny though, at least.
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[Don't? Point a gun? AT HIS SISTER??? He's reaching out to put a hand on Crow's arm to force the gun down, but stops when she speaks up again, turning a confused blink toward her. (With his hand still on Crow's arm, naturally.)]
Of... me? I don't see why... I mean, maybe I am happier now than I was, but you know better than anyone there's not much to be jealous of here...
[Just. Not gonna join in on that card talk.]
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[Their little disagreement's almost comical, Crow's lip in somewhat of a pout as he tries to fend off his attacker, not that he's all that successful. He doesn't fight against Rean pushing down his arm, at least.
...What Raina does say gets his attention, though, casting his eyes back up to her. He'll stay silent for her comments on Rean. He's not really in a position to say who should and shouldn't be jealous when it comes to family matters.
But he will add--]
So you know your stuff. Four 3's are tough to get on their own, and even then you're not guaranteed to have the game in the bag.
Alright, since I'm not talking with an amateur, what do you think YOUR life is, in the world of poker?
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[ She kind of snorts a bit, smoke slightly coming out of her nose as she taps a claw on her chin inquisitively. ]
But you have friends now. You have something that someone like me could never hope to have, or ever obtain. And he's on your side, isn't he?
[ And then, directed to the 'he', to Crow-- ]
As for the answer to your question, a full house of twos. It's not a bad hand, but the only time where those twos are really useful are in deuces. But this is a game of poker, so guess I'm shit out of luck if anyone has a higher full house, you know?
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[He's... really not liking where this is going. Not that he was before, but especially now, as his heartbeat quickens and starts pounding in his ears.]
Raina... that's not true. I know you don't see it that way, but people do want to be friends with you... [And there's a significan't part of him that doesn't want to say this in front of Crow, but:] Besides, just looking at this logically, you have way more to offer people than I ever have. [You're not just leeching off of other people's kindness.] It's not out of your reach at all.
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--someone like me could ever hope to have, or ever obtain.
He's about to protest to that, realizing that his very well is stemming from loneliness. A feeling Crow himself understood all too well. But--
HE'S on your side, isn't he?
A line meant to point to Crow himself, as he blinks owlishly at the mention. Rean's rebuttal comes soon after, too, leaving him no room to really comment.
Until--]
Wait a minute, both of you.
[The guns loop around his thumbs through the trigger, allowing his fingers to be held up to stop them both where they speak.]
Is that...really what you two think? [And since Rean gave a little more insight to his--] What LOGIC does that come from?
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[ She snaps a little bit at Rean a little instinctively, her dark eyes narrowing at him but there isn't any movements yet, even then. ]
You say that I have "more to offer", but are you sure that's not the reason why people would want to be friends with me?
[ Her eyes close shut for a moment as she lets out a heavy breath, trying to shake those thoughts from the back of her head before Crow tries to stop them, only opening her eyes when he asks that question. ]
Rean is underplaying himself. He always underplays himself.
[ She doesn't answer the question of 'whether it's what she thinks' or not, though. Even though it's true. ]
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[Hypocrisy runs in the Schwarzer blood, apparently.]
And I'm not— after all I've pulled since January, do you really think I have the right to call myself anything but a burden at this point? I'm not underplaying anything!
[...Sorry, Crow, but that's the truth so far as he sees it.]
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[God he didn't think he'd have to deal with Schwarzer daily double, that's for sure. Crow's not sure what the heck's going on between these two, but they've both gotten so stubborn in their lack of self esteem that charging right into that probably wouldn't get anywhere.
Thankfully, Crow's actually letting this all sink in, analyzing this.]
Believe me, Raina, if monetary value and skillsets were what sold friendships, I don't think I'd even be in this city. [His voice is gentle, trying to appeal to her first.] You ever think for a second it might be because of your personality that draws people to ya?
[HE THINKS THE BEST OF YOU, GIRL. REALLY.]
And Rean--
[You're not out of the woods yet, boy.] I don't remember saying ANYTHING about that with regards to January.
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They're both hypocrites, but Raina doesn't seem to care about her own hypocrisy right about now before she hears what Crow has to say and just laughs, hard. In a way that one could almost joke would be on one of the anime that they'd watch. ]
That's pretty hilarious, though. "My personality"? You don't even know what I'm really like.
in which i'm half just justifying some of my choices in another thread kekeke
[mgggghhhh Crow why do you need to shut him down with logic and sense? He is trying to argue against his increasingly unstable draconic sister, here!]
Ngh... never mind that. Just, Raina... is now really the best time for this? We can argue about this when we're not being chased down by those things, I can... I can try to explain to you again why you're important, maybe in a way that'll actually make sense to you this time, I...
[He's resorting to bargaining now.
Of course, there's one teensy little problem with how their last conversation about this went: at no point in it did he ever refer to her as his best friend, despite her reminding him that he's her only friend. In fact, he wrote outright in that network post Crow made that Crow is.
So those words might ring a little bit hollow, now, especially with Crow right here and trying to talk him down. It's not really too off-base for Raina to maybe feel a little bit replaced.]
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Well at least we can rule that you've got a sense of humor. Dark or otherwise.
[Inhale]
Rean's right. Now is NOT the time to be playing 'who's got it worse' when we're being chased by nasties.
[And, you know, that you're now part dragon. He'd like to take a look at that at some point because smoke out your nose isn't healthy!!!]
So let's get out of here, and then you can tell me alllll about this 'real personality' of yours.
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[ She doesn't care about the other monsters right now. Talking is doing nothing, and you know what they say, actions speak louder than words, right?
Because she's just going to use those wings of hers (as it's faster than running) to quickly fly her way towards Crow's direction, her arm out and claws wide open with the full intent of actually harming him.
That sure says a lot, doesn't it? ]
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He can't shoot his guns yet. No matter how vicious she is and her intent to hurt him, she was still Rean's sister. There's always Freeze shot to keep her in place, but he'd need to get at a respectable distance first.
So for now, he'll cross his guns in front of him to shield any blow he would have taken, jamming them into those claws to hold her back.]
Raina!
[She is...surprisingly strong for a girl her size, although that might just be the dragon talking. Thankfully, he didn't skip his trips to the gym...]
1/2
He sees Raina coming at Crow, but only for a second. The next thing he knows, he's standing in some sort of hellish court – no, he's above ground, just like he was in the memory with the azure knight fanning out its wings. That same azure knight is darting ahead of him now, twirling its double-bladed weapon to fend off a barrage of incoming projectiles.
At the other end of the field stands another knight, burning red and blazing like the sun, its wings fanning out like a flower's petals to either side. It seems a good deal larger than either of them, it seems, and it's moving.
By the time Rean realizes what it's doing, it's too late. The sharp, whip-like tail it had just stabbed into the floor comes out in front of the blue knight... and runs it through.
If Rean had any doubts left on who was inside that knight that had haunted his dreams for so long, they're all erased with the words that tumble out of both his own mouth and his past self's mouth in unison.]
Crow?!
2/3 i lied
The scar on his chest aches, it burns with an energy he's never known before, and between what he's witnessing and the blinding pain he lets out a yell—]
3/3
The Rean either of them knew is no longer present, and what's left doesn't seem like it cares who it's attacking. It just wants blood.]
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This is fine and nothing is on fire (yet), which is rather ironic, given that Raina is part dragon right now. Maybe it's that alone that makes her feel strong and powerful ー enough to the point where she feels a little cocky, but she isn't even given the chance to get her claws past the guns because she's suddenly slammed away from Crow with massive force and while she might be part dragon?
She's also still part human outside of that, which means that.
Uh.
This is going to hurt and people are going to hear a scream in pain because she is still very fragile. What probably doesn't help is that the scream?
Causes fire because she is a fire breathing dragon and while that at least acts as a bit of a barrier, does that actually matter right now...? She knows what happened.
She saw it.
She's not as blind as to think otherwise. And the pain - the actual physical pain - tells her enough of a story. But she can endure this. The physical is less than the emotional turmoil that's settled in the recesses of her heart.
But she isn't going to go back for a counter attack just yet, holding her stomach with a clawed hand as she hovers in the air to collect herself and start planning for whatever comes next.
If he plans on fighting her, then... so be it. ]
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Crow's knocked back, almost losing his guns in the process as he watches the girl tumble backwards. No matter what parts of a dragon this girl had, it was a very real fact that she was also part human.
This is most certainly NOT fine, but thanks for the input, Raina. Gold star.
Crow's eyes narrow at Rean, realizing that in some...bestial way, this was all triggered by Raina's attack on him. Think, Crow...think.
...
That's it.
Crow opens the pouch on his waist and pulls out his ARCUS, turning it on and immediately activating Cypher.]
ARCUS, ACTIVATE!
[Cypher responds to his command, unleashing a dark-like energy not too far off the mark from the dark aura that had engulfed Rean, but this time, as a series of shockwaves meant to knock Rean off his feet to lose his balance.
Soul Blur.]
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He readies his blade to strike, snarling at her... or whatever enemy he's seeing in her place.]
F̹̱͈͕͔͉͛ͯa͉l̤͉̞̂ͤ̃̎ͦ͂͌l ̪̪͎͙̜̩͌͆ͮ̎̅͋t͍͚͈̝͚͙̮̿o̭͈ ̮̮̫̼̮̓̐̊ͥ̅͗ͯř̭͍̱͎̭̝͒́̉͂ͪu̥̹͎̪̺̭̮͒ͩ̄̈͂͐̀i̝̺͖͙̍̀̋̚n̩͉̻̖͑̉ͅ!̺͇͚̗͉
[And it's at this point that he goes to strike... or, well, he would, if a certain someone didn't go and knock him off-balance.
He does not succeed at his initial attempt to cleave her in half, thank goodness, but there's still the very real possibility he got some damage in before being knocked to the ground.
Rean turns his gaze to Crow, and for a brief moment, he almost looks... hurt. But that moment quickly passes, and soon enough it's clear that Rean's now seeing two enemies he needs to take down. His eyes narrow, and he moves to return to his feet.
Good job, Crow.]
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