Recollé Mods (
recollecters) wrote in
recolle2019-03-07 05:41 pm
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March 2019 Event Log
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 animal violence (Prompt 2), grotesque monsters (Prompt 3), rabid animals (Prompt 4)
Some mild animal violence (Prompt 2), grotesque monsters (Prompt 3), rabid animals (Prompt 4)
Prologue.
The liaison has made plenty of preparations and stability measures to ensure that those traveling onward will be safe. With about a week to pack and prepare, users will find that there's a stroke of luck as they begin hunting and gathering. There isn't a shortage of supplies, and anything they could think of they may possibly need for their missions outside of the city will appear right within reach.
As promised, it's the morning of the seventh that a map appears on the Retrospec app. The first map depicts the city itself and shows a starred point at the Recollé Zoo and Aquarium. There are two more points at the Atrium and at the Recollé Art Museum, though these are marked with question marks. Not long after, a new text will come through.
Portal should be good to go. Same with the map. If you can make it back to the portal while you're down there you'll transport right back to where you left. I'll see about opening a second one, but the map only goes so far. You're going to have to explore a bit to fill in the rest. We're looking at an abandoned research camp by the ocean. We're also looking for a factory in the mountains, so keep your eyes peeled. You're diving right into what was his territory, so hard to say what traps and monsters are down there. Stay sharp.
Rescue ops, buses will go out periodically. Don't worry, they'll be driving themselves. Head into the region, sweep the area, make sure ALL citizens are out. There should be about 500 of them left by my count.
Oh and…I don't know what's going on in town but might be worth looking into, too. Let me know your findings.
I'll be in touch.
Pick your poison, Retrospecters. There's a lot of things going on suddenly.
The liaison has made plenty of preparations and stability measures to ensure that those traveling onward will be safe. With about a week to pack and prepare, users will find that there's a stroke of luck as they begin hunting and gathering. There isn't a shortage of supplies, and anything they could think of they may possibly need for their missions outside of the city will appear right within reach.
As promised, it's the morning of the seventh that a map appears on the Retrospec app. The first map depicts the city itself and shows a starred point at the Recollé Zoo and Aquarium. There are two more points at the Atrium and at the Recollé Art Museum, though these are marked with question marks. Not long after, a new text will come through.
Portal should be good to go. Same with the map. If you can make it back to the portal while you're down there you'll transport right back to where you left. I'll see about opening a second one, but the map only goes so far. You're going to have to explore a bit to fill in the rest. We're looking at an abandoned research camp by the ocean. We're also looking for a factory in the mountains, so keep your eyes peeled. You're diving right into what was his territory, so hard to say what traps and monsters are down there. Stay sharp.
Rescue ops, buses will go out periodically. Don't worry, they'll be driving themselves. Head into the region, sweep the area, make sure ALL citizens are out. There should be about 500 of them left by my count.
Oh and…I don't know what's going on in town but might be worth looking into, too. Let me know your findings.
I'll be in touch.
Pick your poison, Retrospecters. There's a lot of things going on suddenly.
I.
Several of you may be brave enough to dive right through the portal pinpointed at the zoo, a silver door that gleams against the brickstone building leading into the facility. It doesn't seem to catch the attention of the average citizen, but it's easily recognizable to those who have prepared themselves in the previous months. This time, however, instead of opening the door and falling down through endless darkness, citizens who venture onward will find themselves on a slippery slope leading down a sharp, icy winding path right. The journey itself takes about ten minutes, and the longer you slide the more you'll find other ice banisters to jump and dodge over. You may find others sliding along with you and you'll have to work together to break apart large chunks of frosted debris before you crash right into it. Keep your senses sharp and your reflexes sharper.
Despite the hairpin turns and the slick ride all the way down, all users will eventually find themselves in the sixth layer and landing in a large pile of snow. The map on your device lights up revealing three different paths. The first path leads straight ahead, the path to the west appears to lead to an ocean and the path to the east leads to the mountains. Looking down, users will find several pairs of footprints leading in these three directions as though they aren't the first to arrive. They'll have to pick for themselves...
For the adventurers who walk the straight and narrow path, the snow become thicker and deeper, making travel difficult to proceed through. The winds pick up and the chill in the air sinks straight down into your bones. It's hard to see anything as you walk, but for those who concentrate on the ground rather than what's ahead they'll come to find that out of the corner of their eye they'll see the shift of the snow.
Closer examination leads users to sense that the snow continues to shift and turn as something lurks beneath it, pushing snow out of the way to try and bury the users walking through. Whatever's out there is determined to head for the east and the west, hunting down whoever chose to wander down those paths. The snow begins to act as quicksand, sucking you in slowly and pulling you under the frosted layers of ice. For those strong enough or clever enough to get through the snow, you'll find what appears to be a crystalized cave that's cracked in the center as hundreds of ice creatures pour out through the opening and dive into the snow to begin their hunt. Their intent is to stop anyone from straying too far toward the east and the west and they'll do anything they can to knock explorers off their feet.
Look out and be attentive! These creatures can be stopped via physical combat, fire, traps and more. And if you're ambitious enough…? Let's see what you can do about that cave. Ready to be the first line of defense? Don't freeze up.
Several of you may be brave enough to dive right through the portal pinpointed at the zoo, a silver door that gleams against the brickstone building leading into the facility. It doesn't seem to catch the attention of the average citizen, but it's easily recognizable to those who have prepared themselves in the previous months. This time, however, instead of opening the door and falling down through endless darkness, citizens who venture onward will find themselves on a slippery slope leading down a sharp, icy winding path right. The journey itself takes about ten minutes, and the longer you slide the more you'll find other ice banisters to jump and dodge over. You may find others sliding along with you and you'll have to work together to break apart large chunks of frosted debris before you crash right into it. Keep your senses sharp and your reflexes sharper.
Despite the hairpin turns and the slick ride all the way down, all users will eventually find themselves in the sixth layer and landing in a large pile of snow. The map on your device lights up revealing three different paths. The first path leads straight ahead, the path to the west appears to lead to an ocean and the path to the east leads to the mountains. Looking down, users will find several pairs of footprints leading in these three directions as though they aren't the first to arrive. They'll have to pick for themselves...
For the adventurers who walk the straight and narrow path, the snow become thicker and deeper, making travel difficult to proceed through. The winds pick up and the chill in the air sinks straight down into your bones. It's hard to see anything as you walk, but for those who concentrate on the ground rather than what's ahead they'll come to find that out of the corner of their eye they'll see the shift of the snow.
Closer examination leads users to sense that the snow continues to shift and turn as something lurks beneath it, pushing snow out of the way to try and bury the users walking through. Whatever's out there is determined to head for the east and the west, hunting down whoever chose to wander down those paths. The snow begins to act as quicksand, sucking you in slowly and pulling you under the frosted layers of ice. For those strong enough or clever enough to get through the snow, you'll find what appears to be a crystalized cave that's cracked in the center as hundreds of ice creatures pour out through the opening and dive into the snow to begin their hunt. Their intent is to stop anyone from straying too far toward the east and the west and they'll do anything they can to knock explorers off their feet.
Look out and be attentive! These creatures can be stopped via physical combat, fire, traps and more. And if you're ambitious enough…? Let's see what you can do about that cave. Ready to be the first line of defense? Don't freeze up.
II.
The west-bound path seems less snowy and slippery, allowing for users to travel pretty efficiently. The temperature continues to drop and it appears that while the snow is thinner here the chill is enough to keep the area frozen around it. It almost seems like smooth sailing from there, actually, as travelers approach an arctic expanse of land covered in patches of ice and bordering an ocean. Floating in the center of the ocean on a few ice caps are three different buildings of varying sizes and shapes, drifting aimlessly but never straying too far from the shore. Everything seems peaceful and quiet…
…maybe a little too quiet? The silence is extraordinary and while the area appears clear, you aren't alone. As you look out toward the ocean, a whale breeches the surface and lets out a low, long call. As you stand still, a shadow zips in front one of the houses, immediately engulfing the whale and devouring it before your eyes as it drags the mammal back under the surface. Despite how much you look, the shadows are nowhere to be found. An owl hoots in the distance, and another creature appears before the owl, too, is silenced.
A glance at your map will prove that this is, in fact, where you're destined to go and that this must be the research camp that must be explored and dismantled. Wisps of darkness linger around the buildings but the distinct lack of other signs of life may be worrying. The creatures will appear for those who draw attention to themselves, anything that makes a noise or very fast, sudden movements. Wooden bridges connect these three buildings to the shore and to one another, allowing travelers to cross the ocean and reach them…but do be wary of the wood. It's old and rotted and places of the bridge may snap beneath your feet and sink you straight into the frigid water. Don't scream.
Getting to the buildings can be the easy part for those who take it slow or find alternate means of travel such as digging through the snow and unearthing boats. It's exploring the buildings that will be difficult. Cabinets are bound to creak, floorboards will waver and slip and doors will fall off of the hinges. Sounds will be amplified and draw the attention of the shadow-y creatures, but those who are quick enough to dodge or can sense that they're coming will have enough time to hide. Be quiet; the sound will alert them to your location as they're on the prowl.
Working together, those on the research side of things will find several items including medical journals, charts, and reports by a Dr. James Halliday. Some members of the city may very well recall that name. Vials similar to those found in the hospital under the city of Recollé are frozen in chunks of ice and will have to be whittled out for safe keeping without alerting the creatures that circle the buildings. There are no electronics here, but there's an old radio for communications, clawed to pieces by something or other.
Outside of the buildings one can hear the snarling and braying of animals fighting off the creatures that find them. It's loud enough to serve as a distraction, but don't get too comfortable. If you're loud enough, the creatures will change direction and slither back into the building, tendril-esque limbs wrapping around you to begin trying to pull you apart and drag you under.
You can try to scare them off with a counter-noise or distract them another way…but you better be fast. They won't take no for an answer once they've found their prey.
The research facilities may stay standing, but your mission is to get in and out as quickly and quietly as possible with as many resources as you can. How far will you go?
The west-bound path seems less snowy and slippery, allowing for users to travel pretty efficiently. The temperature continues to drop and it appears that while the snow is thinner here the chill is enough to keep the area frozen around it. It almost seems like smooth sailing from there, actually, as travelers approach an arctic expanse of land covered in patches of ice and bordering an ocean. Floating in the center of the ocean on a few ice caps are three different buildings of varying sizes and shapes, drifting aimlessly but never straying too far from the shore. Everything seems peaceful and quiet…
…maybe a little too quiet? The silence is extraordinary and while the area appears clear, you aren't alone. As you look out toward the ocean, a whale breeches the surface and lets out a low, long call. As you stand still, a shadow zips in front one of the houses, immediately engulfing the whale and devouring it before your eyes as it drags the mammal back under the surface. Despite how much you look, the shadows are nowhere to be found. An owl hoots in the distance, and another creature appears before the owl, too, is silenced.
A glance at your map will prove that this is, in fact, where you're destined to go and that this must be the research camp that must be explored and dismantled. Wisps of darkness linger around the buildings but the distinct lack of other signs of life may be worrying. The creatures will appear for those who draw attention to themselves, anything that makes a noise or very fast, sudden movements. Wooden bridges connect these three buildings to the shore and to one another, allowing travelers to cross the ocean and reach them…but do be wary of the wood. It's old and rotted and places of the bridge may snap beneath your feet and sink you straight into the frigid water. Don't scream.
Getting to the buildings can be the easy part for those who take it slow or find alternate means of travel such as digging through the snow and unearthing boats. It's exploring the buildings that will be difficult. Cabinets are bound to creak, floorboards will waver and slip and doors will fall off of the hinges. Sounds will be amplified and draw the attention of the shadow-y creatures, but those who are quick enough to dodge or can sense that they're coming will have enough time to hide. Be quiet; the sound will alert them to your location as they're on the prowl.
Working together, those on the research side of things will find several items including medical journals, charts, and reports by a Dr. James Halliday. Some members of the city may very well recall that name. Vials similar to those found in the hospital under the city of Recollé are frozen in chunks of ice and will have to be whittled out for safe keeping without alerting the creatures that circle the buildings. There are no electronics here, but there's an old radio for communications, clawed to pieces by something or other.
Outside of the buildings one can hear the snarling and braying of animals fighting off the creatures that find them. It's loud enough to serve as a distraction, but don't get too comfortable. If you're loud enough, the creatures will change direction and slither back into the building, tendril-esque limbs wrapping around you to begin trying to pull you apart and drag you under.
You can try to scare them off with a counter-noise or distract them another way…but you better be fast. They won't take no for an answer once they've found their prey.
The research facilities may stay standing, but your mission is to get in and out as quickly and quietly as possible with as many resources as you can. How far will you go?
III.
Maybe you're up for a true rugged adventure instead and head east toward the mountain range that stretches high into a dark, inky sky. These snow-capped peaks are nestled closely together, forcing adventurers to walk on narrow paths and stick together, climb to new ledges and push onward into the heart of the mountain range. There is a high risk of falling the higher you climb. You may wish to anchor yourself just in case.
As you climb higher, it becomes clear that there's a flat surface at the top that's supported by the mountains themselves. A gray, iced over building sits in the center and smoke billows out of the chimneys in little wispy curls. Signs of activity? It's strange to think that perhaps you aren't as alone as you thought.
Don't blink. The ice disappears the closer you get and the doors are wedged open with an abandoned, broken dog sled. Unidentifiable bones and remains of a research party can be found buried in the snow around this space and the longer you stand in one spot the stronger you'll feel the vibrations of the earth beneath you. Off in the distance, a loud rush of snow begins to fall, an avalanche sliding its way downward to somewhere below.
The sound of electric drills and machinery echo inside the factory, and as you enter the building it's hard to pinpoint which direction the sound is coming from. It seems to bounce off of every wall, and though the building is dimly lit navigation is complicated without an additional light source. If you were smart and packed a flashlight or a lantern of some kind, the path before you lights up. The factory walls are covered in a dark red substance, ancient hieroglyphs marked into the surface depicting scenes of ruin. It will take several attempts to find all of the hieroglyphs around the building, but putting them together and comparing notes visitors may realize they tell a story of an equally ancient race that inhabited this planet, taking it for their own to begin creating a new race of genetically enhanced human beings. As more of the pictures are discovered under thick layers of dust and sheets of ice, an increasing sense of paranoia settles in. The light you've obtained begins to flicker just a little, and it's with a sense of dawning dread that you realize you're not alone. This story tells a tale of the city of Recollé, but it isn't finished yet.
The grinding mechanical noises grow louder as the walls shift closer together. The hieroglyphs begin to imprint themselves on the back of your eyelids, on your hands, anywhere you look they seem to follow you to tell the story of elders that have a different plan and a method of hybrid creation.
Whether it's by skill or by luck, if you stay in the factory long enough you'll come across the source of the grinding equipment. In the center of the room is a large structure made of ice and metal, creaking and groaning as cranes and drills continue to put it together. At its full height it rises up several stories, and as your footsteps echo in the factory every single eye opens to fixate on you. Designed to reflect every thought, action and task, this creature will feed upon your paranoia and your identity to reflect itself to your companions and turn you against one another. Negative emotions will be amplified, and the more fear that's felt the harder it will be to break the surface of your thoughts and fight back.
A bit of exploring will reveal there are two smaller forms of this creation as well acting as back-ups to begin processing every bit of who you are to create a new set of data. The room lights up, binary scrolling over the walls and depictions of your life events rapidly flying by.
Another machine to collect data? You know what to do by now. Find a way to help one another focus and work on destroying the machine eye by eye and bit by bit. The whole facility will have to go, but you may wish to clear the area first and ensure you aren't missing bits of the story.
And let's not forget…you'll still have to find your way back down the mountain trails with the avalanches following you. Best of luck.
Maybe you're up for a true rugged adventure instead and head east toward the mountain range that stretches high into a dark, inky sky. These snow-capped peaks are nestled closely together, forcing adventurers to walk on narrow paths and stick together, climb to new ledges and push onward into the heart of the mountain range. There is a high risk of falling the higher you climb. You may wish to anchor yourself just in case.
As you climb higher, it becomes clear that there's a flat surface at the top that's supported by the mountains themselves. A gray, iced over building sits in the center and smoke billows out of the chimneys in little wispy curls. Signs of activity? It's strange to think that perhaps you aren't as alone as you thought.
Don't blink. The ice disappears the closer you get and the doors are wedged open with an abandoned, broken dog sled. Unidentifiable bones and remains of a research party can be found buried in the snow around this space and the longer you stand in one spot the stronger you'll feel the vibrations of the earth beneath you. Off in the distance, a loud rush of snow begins to fall, an avalanche sliding its way downward to somewhere below.
The sound of electric drills and machinery echo inside the factory, and as you enter the building it's hard to pinpoint which direction the sound is coming from. It seems to bounce off of every wall, and though the building is dimly lit navigation is complicated without an additional light source. If you were smart and packed a flashlight or a lantern of some kind, the path before you lights up. The factory walls are covered in a dark red substance, ancient hieroglyphs marked into the surface depicting scenes of ruin. It will take several attempts to find all of the hieroglyphs around the building, but putting them together and comparing notes visitors may realize they tell a story of an equally ancient race that inhabited this planet, taking it for their own to begin creating a new race of genetically enhanced human beings. As more of the pictures are discovered under thick layers of dust and sheets of ice, an increasing sense of paranoia settles in. The light you've obtained begins to flicker just a little, and it's with a sense of dawning dread that you realize you're not alone. This story tells a tale of the city of Recollé, but it isn't finished yet.
The grinding mechanical noises grow louder as the walls shift closer together. The hieroglyphs begin to imprint themselves on the back of your eyelids, on your hands, anywhere you look they seem to follow you to tell the story of elders that have a different plan and a method of hybrid creation.
Whether it's by skill or by luck, if you stay in the factory long enough you'll come across the source of the grinding equipment. In the center of the room is a large structure made of ice and metal, creaking and groaning as cranes and drills continue to put it together. At its full height it rises up several stories, and as your footsteps echo in the factory every single eye opens to fixate on you. Designed to reflect every thought, action and task, this creature will feed upon your paranoia and your identity to reflect itself to your companions and turn you against one another. Negative emotions will be amplified, and the more fear that's felt the harder it will be to break the surface of your thoughts and fight back.
A bit of exploring will reveal there are two smaller forms of this creation as well acting as back-ups to begin processing every bit of who you are to create a new set of data. The room lights up, binary scrolling over the walls and depictions of your life events rapidly flying by.
Another machine to collect data? You know what to do by now. Find a way to help one another focus and work on destroying the machine eye by eye and bit by bit. The whole facility will have to go, but you may wish to clear the area first and ensure you aren't missing bits of the story.
And let's not forget…you'll still have to find your way back down the mountain trails with the avalanches following you. Best of luck.
IV.
For those with a different set of skills in mind, the region of Magatus will need you. The seven hour trip is long and draining, but a new bus leaves every three days to take parties to the area and drop them off. This time, however, the buses won't leave until they're at full capacity.
How lucky.
The northern lights above the region are no longer the beautiful purple-green haze that they were, but rather they begin to flake apart as gray bleeds into the sky. Fish begin to appear in the lake's surface, floating belly-up dead as the water gently ripples below them. The howling of wolves is louder than usual, anguished and worried. The usual resident wolf of the area, Magnus, is nowhere to be seen, however.
The residents of Magatus are hard-pressed to speak to anyone despite having a good trade system set up with the city of Recollé. They'll be more likely to tell visiting citizens to mind their own business or even approach with threats of violence. They will have to be convinced that something is coming and that they must evacuate immediately, though each person is different. Some will come quietly if there's a hint of danger while others will have to see physical proof to fully understand. The little town accounts for several hundreds of people, but not all of them. Some of you will have to brave the mountains here, too, to warn those who live in total isolation.
While many of you may be working on negotiations and helping residents of Magatus pack their belongings and load onto the buses, those who delve further into the mountains should stick together. While the wolves bay and snarl, it's bears, raccoons and deer that residents should look out for. With glowing red eyes and white foam drizzling from their mouths, the bears and raccoons rush for an attack to block anyone from climbing up the mountain ridge to the houses there. Deer charge, antlers down and aimed to gouge anyone who gets too close. It'll take a team of combatants to fight off these monstrous creatures and get to the houses above. Should you earn a scratch or a bite, the wound will quickly turn black and begin to scab over as primal instincts begin to set in. The ability to speak and form cohesive thoughts will begin to lessen the longer the wound goes untreated…but it's a long way back. If you can rescue some of the villagers in the mountains, they will have a vaccination to help, but that's if you can get to them first.
As time goes on and more people begin to evacuate, the rest of the region should begin to realize there's a problem. Help them close their shops, gather their cherished belongings and prepare for a long trip back to the city. They'll need people to help them stay calm in these trying times as the sky continues to fragment and filter out above and snow begins to fall.
But the journey's not over. It's a long way back to the city, and as buses begin to roll out onto the road a snowstorm settles in. Winds whip and roar as the buses shake, and some of you may need to jump in and manually maneuver the vehicles to safety. Road blockages and whiteouts will occur, leaving you to navigate yourself home. Hail will pelt the windows and the roof and the windshield wipers can't clear away the sleet fast enough. But if you can find a way to communicate with one another, you'll stand a better chance following each other on the way home and bringing these people to safety.
But can you work together? Don't hesitate to phone a friend.
For those with a different set of skills in mind, the region of Magatus will need you. The seven hour trip is long and draining, but a new bus leaves every three days to take parties to the area and drop them off. This time, however, the buses won't leave until they're at full capacity.
How lucky.
The northern lights above the region are no longer the beautiful purple-green haze that they were, but rather they begin to flake apart as gray bleeds into the sky. Fish begin to appear in the lake's surface, floating belly-up dead as the water gently ripples below them. The howling of wolves is louder than usual, anguished and worried. The usual resident wolf of the area, Magnus, is nowhere to be seen, however.
The residents of Magatus are hard-pressed to speak to anyone despite having a good trade system set up with the city of Recollé. They'll be more likely to tell visiting citizens to mind their own business or even approach with threats of violence. They will have to be convinced that something is coming and that they must evacuate immediately, though each person is different. Some will come quietly if there's a hint of danger while others will have to see physical proof to fully understand. The little town accounts for several hundreds of people, but not all of them. Some of you will have to brave the mountains here, too, to warn those who live in total isolation.
While many of you may be working on negotiations and helping residents of Magatus pack their belongings and load onto the buses, those who delve further into the mountains should stick together. While the wolves bay and snarl, it's bears, raccoons and deer that residents should look out for. With glowing red eyes and white foam drizzling from their mouths, the bears and raccoons rush for an attack to block anyone from climbing up the mountain ridge to the houses there. Deer charge, antlers down and aimed to gouge anyone who gets too close. It'll take a team of combatants to fight off these monstrous creatures and get to the houses above. Should you earn a scratch or a bite, the wound will quickly turn black and begin to scab over as primal instincts begin to set in. The ability to speak and form cohesive thoughts will begin to lessen the longer the wound goes untreated…but it's a long way back. If you can rescue some of the villagers in the mountains, they will have a vaccination to help, but that's if you can get to them first.
As time goes on and more people begin to evacuate, the rest of the region should begin to realize there's a problem. Help them close their shops, gather their cherished belongings and prepare for a long trip back to the city. They'll need people to help them stay calm in these trying times as the sky continues to fragment and filter out above and snow begins to fall.
But the journey's not over. It's a long way back to the city, and as buses begin to roll out onto the road a snowstorm settles in. Winds whip and roar as the buses shake, and some of you may need to jump in and manually maneuver the vehicles to safety. Road blockages and whiteouts will occur, leaving you to navigate yourself home. Hail will pelt the windows and the roof and the windshield wipers can't clear away the sleet fast enough. But if you can find a way to communicate with one another, you'll stand a better chance following each other on the way home and bringing these people to safety.
But can you work together? Don't hesitate to phone a friend.
INTERLUDE.
But what about the city itself? Never fear, for spring is here! The city has seen the last of its snow and the sun makes its presence known again. New life begins to appear as flowers bloom and birds sing. Creativity is in the air, and as March settles in citizens of all kinds will begin to notice two large domes now encompass the entrance to the Atrium and the Recollé Art Museum.
Shall we see what the fuss is about?
But what about the city itself? Never fear, for spring is here! The city has seen the last of its snow and the sun makes its presence known again. New life begins to appear as flowers bloom and birds sing. Creativity is in the air, and as March settles in citizens of all kinds will begin to notice two large domes now encompass the entrance to the Atrium and the Recollé Art Museum.
Shall we see what the fuss is about?
V.
For those of you who choose to head to the art museum, it seems that a new display has opened! "Modern Living" depicts life in the city of Recollé with art pieces and sculptures inspired by buildings and famous figureheads of the city including the police chief, the fire department, and Mayor Mayer. It's a fairly small display but it's the pride of the city for now.
While you're here though, perhaps you should check out the rest of the museum. When was the last time you really took a look at the art on display? Have you ever stopped to appreciate that gorgeous Van Gogh painting or the marble bust of Julius Caesar? With several replicas of the most famous works of art hanging from the walls and on the floor in display cases it's hard not to want to take a closer look.
However, something strange seems to be afoot. Wasn't the Mona Lisa looking the other way? Why did the pair in that copy of American Gothic suddenly switch places? And better yet…why is the Girl with the Pearl Earring standing ten feet to your left just out of her frame? Everywhere you look the art pieces begin to take on a life of their own, crawling their way out of their frames the moment you aren't looking and slipping out of the museum into the city. It's called Modern Living, isn't it? These pieces wish to be on display everywhere and explore life outside of the box and will stop at nothing to get their way. Mythical creatures will soar through the Starry Night as the Persistence of Memory warps the Birth of Venus near Peach Beach. The longer they remain out and about, the more the city begins to change around you as it attempts to adapt to the influx of culture and life.
You may find that you don't want to send these pieces back right away, actually. Some of them are quite talkative and may even befriend some people! Others, however, seem to want to find replacements so they may spend more time outside of the museum, capturing an unwitting suspect to drag back toward their frames and lock them away. That's unfortunate, isn't it?
They say that imitation is the sincerest form of flattery. While the art wishes to imitate you, perhaps it's time for you to imitate the art and convince them just why they're needed back at the museum…and if that doesn't work? Good luck rounding everyone up. You'll have to frame them for their crimes and put them back where they belong.
For those of you who choose to head to the art museum, it seems that a new display has opened! "Modern Living" depicts life in the city of Recollé with art pieces and sculptures inspired by buildings and famous figureheads of the city including the police chief, the fire department, and Mayor Mayer. It's a fairly small display but it's the pride of the city for now.
While you're here though, perhaps you should check out the rest of the museum. When was the last time you really took a look at the art on display? Have you ever stopped to appreciate that gorgeous Van Gogh painting or the marble bust of Julius Caesar? With several replicas of the most famous works of art hanging from the walls and on the floor in display cases it's hard not to want to take a closer look.
However, something strange seems to be afoot. Wasn't the Mona Lisa looking the other way? Why did the pair in that copy of American Gothic suddenly switch places? And better yet…why is the Girl with the Pearl Earring standing ten feet to your left just out of her frame? Everywhere you look the art pieces begin to take on a life of their own, crawling their way out of their frames the moment you aren't looking and slipping out of the museum into the city. It's called Modern Living, isn't it? These pieces wish to be on display everywhere and explore life outside of the box and will stop at nothing to get their way. Mythical creatures will soar through the Starry Night as the Persistence of Memory warps the Birth of Venus near Peach Beach. The longer they remain out and about, the more the city begins to change around you as it attempts to adapt to the influx of culture and life.
You may find that you don't want to send these pieces back right away, actually. Some of them are quite talkative and may even befriend some people! Others, however, seem to want to find replacements so they may spend more time outside of the museum, capturing an unwitting suspect to drag back toward their frames and lock them away. That's unfortunate, isn't it?
They say that imitation is the sincerest form of flattery. While the art wishes to imitate you, perhaps it's time for you to imitate the art and convince them just why they're needed back at the museum…and if that doesn't work? Good luck rounding everyone up. You'll have to frame them for their crimes and put them back where they belong.
VI.
Not an art person? Don't sweat it. The Atrium is proud to present the city's Battle of the Bands contest, set for the last weekend in March. Sign-ups are open until the day of the show but the city's hard at work preparing for the big event. New equipment is purchased and tested, the stage is cleaned up and polished, and the lights…
…wait, what happened to the lights? Electricians and employees alike can't seem to figure out why the light source isn't kicking in at the Atrium, and even flipping the breakers doesn't seem to be cutting it. The area's pitch black and the back-up generator seems to be dead. As the date of the contest gets closer, employees grow more desperate and are prone to grabbing anyone off the street to beg for their help.
"Hey, can you help us out? We can't seem to find the problem."
What can you do about it? Maybe nothing, but maybe you're the type who's just curious enough or kind-hearted enough to agree to check things out. As you enter the concert venue, the darkness makes it harder than ever to navigate where you're going. It's dark and still but as you take another step further a high-pitched, scratching sort of noise can be heard from the rafters. Shining a flashlight or your cell phone light up above will reveal a large leathery wing darting out of sight, claws grazing the wood.
That's not good, is it? Gather around, Retrospecters. Looks like you found the problem. It's a high climb up above, and fighting in the dark isn't ideal, but if you're brave enough you can swing yourself up on the catwalk and come face to face with a skeletal bat-like creature. A crackling, electric sound seems to come from the monster itself, and it's only when someone lands the first hit that a bit of light disperses and returns to one of the bulbs in the ceiling. The creature's fast and crafty and will shock anyone that gets to close. It's hard to keep up and the bat's willing to absorb as much of the light as possible. If you can figure out a way to trap it you can bring it down to ground level and go to town. As the light fades from the creature itself it shrinks smaller and smaller until it's the size of a fruit bat, a tiny spark that can be disposed of in its own way. It'll try to fight back and may even shock you again, but at this size it's not so bad.
…too bad there's more than one of them, a total of five lurking around that continually take over once one bat's been defeated. Looks like you've got your work cut out for you, doesn't it? How enlightening.
Not an art person? Don't sweat it. The Atrium is proud to present the city's Battle of the Bands contest, set for the last weekend in March. Sign-ups are open until the day of the show but the city's hard at work preparing for the big event. New equipment is purchased and tested, the stage is cleaned up and polished, and the lights…
…wait, what happened to the lights? Electricians and employees alike can't seem to figure out why the light source isn't kicking in at the Atrium, and even flipping the breakers doesn't seem to be cutting it. The area's pitch black and the back-up generator seems to be dead. As the date of the contest gets closer, employees grow more desperate and are prone to grabbing anyone off the street to beg for their help.
"Hey, can you help us out? We can't seem to find the problem."
What can you do about it? Maybe nothing, but maybe you're the type who's just curious enough or kind-hearted enough to agree to check things out. As you enter the concert venue, the darkness makes it harder than ever to navigate where you're going. It's dark and still but as you take another step further a high-pitched, scratching sort of noise can be heard from the rafters. Shining a flashlight or your cell phone light up above will reveal a large leathery wing darting out of sight, claws grazing the wood.
That's not good, is it? Gather around, Retrospecters. Looks like you found the problem. It's a high climb up above, and fighting in the dark isn't ideal, but if you're brave enough you can swing yourself up on the catwalk and come face to face with a skeletal bat-like creature. A crackling, electric sound seems to come from the monster itself, and it's only when someone lands the first hit that a bit of light disperses and returns to one of the bulbs in the ceiling. The creature's fast and crafty and will shock anyone that gets to close. It's hard to keep up and the bat's willing to absorb as much of the light as possible. If you can figure out a way to trap it you can bring it down to ground level and go to town. As the light fades from the creature itself it shrinks smaller and smaller until it's the size of a fruit bat, a tiny spark that can be disposed of in its own way. It'll try to fight back and may even shock you again, but at this size it's not so bad.
…too bad there's more than one of them, a total of five lurking around that continually take over once one bat's been defeated. Looks like you've got your work cut out for you, doesn't it? How enlightening.
NOTES.
Welcome to
recolle's March event log!
You can claim four freebies on this log!
-Players may claim one freebie for a thread confronting an art piece. This must be at least 5 comments from you.
-Players may claim one freebie tackling the electricity problem in the concert hall. This must be at least 5 comments from you.
-Players may claim one freebie for a thread on the second log exploring an area in the Mythos layer of Magatus (prompts 1-3). This must be at least 5 comments from you.
-Players may claim one freebie for helping with the evacuation of Magatus.
Please see the mod reporting thread below to report how your character is doing! Did they take out one of the bats? Have they rescued twenty people from Magatus? Are they infected by one of the animals in the mountains? This is for tracking and also to determine how Magatus is doing by the check-in point (3/17) and will help determine the address of the second Retrospec post.
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 four freebies on this log!
-Players may claim one freebie for a thread confronting an art piece. This must be at least 5 comments from you.
-Players may claim one freebie tackling the electricity problem in the concert hall. This must be at least 5 comments from you.
-Players may claim one freebie for a thread on the second log exploring an area in the Mythos layer of Magatus (prompts 1-3). This must be at least 5 comments from you.
-Players may claim one freebie for helping with the evacuation of Magatus.
Please see the mod reporting thread below to report how your character is doing! Did they take out one of the bats? Have they rescued twenty people from Magatus? Are they infected by one of the animals in the mountains? This is for tracking and also to determine how Magatus is doing by the check-in point (3/17) and will help determine the address of the second Retrospec post.
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!
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[He sighs, frustrated, before turning serious eyes to Crow. The fire that's sparked to life in them now isn't something Crow would find unfamiliar, but has it ever been turned at him like this before?]
"Thinking a little too hard," and that's enough to have you curled up in a corner gripping your bangs like your head's about to explode?
[Yeah, he's having none of this.]
Don't lie to me, Crow. Not now.
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Found out, Crow's eyes try to look away, but it's futile at this point. Fingers cling to that coat a little tighter, biting his lip as the voices in his head scream at him.
All you are to him is a lie.]
You probably don't hear 'em then...
[It's said softly, more to himself as he closes his eyes.]
Memories are fun when they match up with who you are in this life, you know? Elliot and I doing the concert together, you and me doing everything together...seemed like 'fate', you know?
[His smile turns sad, head hanging down a little.]
Then I heard a voice, my voice, say something that changed everything. "Go finish your speech in hell", and a gunshot that shook me so bad I tackled you to the pavement. Remember that?
Since then, a whole other side of my memories kept coming back and..."C" became more and more a person than just a figment.
[He waves his hand. The details of that can be discussed some other time. Wasn't important.]
I know Elliot's right and it doesn't affect me here. I'm not that easily swayed. ...But if Elliot and you align with your past's personalities so closely, ya can't help but wonder if I've got something just as nasty below the surface of mine.
[To match, he implies wordlessly.]
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[Rean hasn't actually connected the way his brain is screaming negativity at him with this place, or considered that Crow might be hearing the same. At this point, with everything that's happened, it's so easy to chalk it up to stress.
But Crow is talking, and Rean goes quiet to listen to him.]
...yeah, I remember. [A shaking breath.] ...more than just that. I remembered the whole thing after talking to Elliot. Couldn't tell you how I saw it, but it was as if we were right up there beside you when you shot Chancellor Osborne through the heart.
[And it's hard to come to grips with that, even now. It's hard to imagine Crow, now or then, the man who's always had a bright smile and friendly advice to share with his precious underclassman, having the resolve to kill a man in cold blood.
Being able to so effortlessly lie to him and string him along.
But the memory is too clear to be something he's imagined. It's hard, but he has to accept it, whether he wants to or not.]
Just... wish I actually remembered why. I know I asked you, back then, but that's where my memory ends.
[And it's hard not to let his own gaze drift at that, nervously. Still...]
...I can't pretend I haven't been wondering the same. [He needs to just be honest with him. It kills him to admit this, but he has to, or they're never going to move forward.] Because even now, I know you want to keep me out. You laugh and lie and push me away from the places you're hurting. And I want to trust you, Crow. I do.
But if you could lie to me so easily then, if you keep pushing me away now... how can I know what else you're hiding from me?
[He looks up at Crow, now, imploring. Tell him there's nothing, Crow. Tell him the past is the past and things are different, now. Tell him that the mocking voices are wrong when they jeer at him that he's doomed to lose you all over again, that this, too, will be for nothing.]
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There's no sense in them being there if they're out in the open, after all.]
There's nothing you don't know that I haven't already told you, as far as this life goes.
It's just...
[He can't even believe he's saying this so easily. But between the machine and Rean's determination, not even the ice around his heart can stand up to it.
Are you going to lie again?
Crow shakes that thought out of his head, his gaze more steady this time.]
Everyone leaves, Rean. My parents, Pops, Astrid... They're just...gone. And when those memories came up, the first thing I thought was--
"If they find out I'm the traitor, they'll leave too"
It's why I hid it. Stupid, when you think about it, cause you'd end up remembering too.
[A puff of frosty smoke escapes his shaky breath.]
You got me, I was scared. Scared shitless, Rean.
1/2
The voices in his own head hiss at that, irritated to see they're losing.
Sure. Maybe that's true. But is HE really the one you two need to worry about? There's so much about YOU you haven't bothered to tell him.
Hypocrite. He'd hate you if he knew. You're just prolonging the inevitable.
...that's a risk he's going to have to take, then, isn't it? He cannot, will not, give in to despair.]
...I've known since December, at least. I've just been denying it to myself. But the more pieces of this puzzle I get, the harder it became to deny.
But I didn't leave when I was questioning it, I didn't leave when I knew. Even in our past lives, I didn't leave you. I forced your secrets out of you, hunted you down to the ends of the earth.
"Crow Armbrust isn't real?" Like hell he isn't. He's right here. He always was. And I knew that then as well as I know it now.
2/2
[He lets his sorrow cut through his conviction, for one wavering moment, before taking one more shaking breath to steel his nerves.]
But I still believe that everything between us has been fate. Whatever motives the people toying with our souls have, so be it— We've been given the chance to do this all again.
And I'm not failing you this time, Crow. This time...
[He lifts a hand to Crow's cheek, brushing some of those silvery bangs out of his face and turning his friend's face toward his.]
This time, you're coming back home with me. Where you belong.
[He leaves Crow no time to argue before he leans in, claiming Crow's lips with his own. It's rougher, more awkward than he intended, but he needs to do this.
Crow needs to know. And if Crow pushes him away now, so be it. He'll accept his failure. But he won't repeat his past life's mistakes.]
1/3
There's something relieving about that, too, his smile turning wider as tears line the corners of his eyes. All this weight that's coming off his chest...it's a little overwhelming.
"Like hell he isn't." Words that Rean's past self had said in a situation much like this, but still as effective now. He hesitates, just like back then, letting the words sink into his mind. He has no argument...not right now.]
2/3
It's no secret to what Rean meant by that, Crow's hand going up to his chest almost automatically. There was time to mourn that, deal with that, later.
That hand brushes against his cheek, surprisingly warm for how cold it is in this godforsaken building. The voices in his head are gone--with no ammo to chip away at Crow's heart, they're just ghosts of previous insecurities. All he can hear is Rean's voice, crystal clear and filled with the confident he'd so often wish he could hear all the time.
He instinctually melts into that palm, red eyes drunk off that touch as he continues to listen.
"You're coming back home with me. Where you belong."
That's enough to catch his attention, tilting his head up away from that touch--]
3/3
Crow's heart leaps up into his throat, feeling his lips brush against Rean's own. It was inexperienced and a little eager, but there was warmth unlike and he'd ever felt before. The ice around his heart melts instantly, blossoming warmth and lightness in it's place as his eyes slowly close, soaking in every part of that kiss.
He gets so lost in it he almost forgets to give back, his head tilting just enough to let Rean know this is wanted. Hell, it's what he's wanted for so long.
Terrorism, Memories, Past lives...none of that seemed to matter anymore. Rean was here and Rean was kissing him.
If Rean need any more obvious clue of reciprocation, Crow's arms snap around Rean's back, pulling him closer into that kiss and pressing back, the flood of emotion he'd been holding back now able to flow freely.
No one would ever steal his heart as much as this man did. And he wanted Rean to know that he's ALWAYS been his.
Past life, this life...and for any ones in the future.]
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He's never been so simultaneously nervous and excited, elated and terrified.
Crow doesn't respond for a moment, and it's almost, almost enough to let the terror take hold. See? You've just been reading things wrong the whole time, it's just like we warned you, why don't you ever listen— but then he does reciprocate, and any ammunition his own voices had left is ripped to shreds.
A small sound rises in the back of his throat as Crow pulls him closer, Rean forced to prop himself up by one hand against the cold wall to prevent himself from just falling over onto Crow. Not that he'd entirely mind, but really, this is awkward enough without the potential of them bumping together uncomfortably. It'll get better with practice, he's sure.
And that's a thought that stirs butterflies in the cavity of his chest. They'll have time to practice. They'll have time to get lost in one another, to make up for an entire lifetime's worth of wasted time. Right now, for the first time, Rean – present and past alike – is complete.
There are other problems they'll have to unravel, he knows. One kiss can't erase their memories, can't erase Retrospec and Vanderwheele, can't erase the problems the current Crow Armbrust and Rean Schwarzer have to work through just to live their ordinary lives. But right now, in the heat of this moment, he feels like he has everything he's ever been searching for.
Eventually, they have to part for air, as much as Rean doesn't want to. When he does reluctantly pull away, though, he doesn't move far, just far enough back that he can speak and look into those red eyes.]
...let's... Let's finish combing this place for survivors, okay? Finish looking through this place, find whatever we were meant to, and go home.
Together. Like we were always meant to.
Okay?
no subject
It's a long road from here.
But Crow doesn't mind. It's something they can work towards in the future. Rean's kiss wasn't the end...it was the beginning, and for the first time since he'd chosen a career, he'd found something he wants to work towards.
He'd do right by Rean, that's for certain.
Crow comes up for air when Rean parts lips with him, the smile all but plastered across his face. Tears stain his cheeks, and his red eyes glitter with a light they've never shown before.]
Of all the places to get our first kiss...ironic that it had to be in some creepy old building in the dead ass cold...
[That's how they met.]
Then again, guess it's not our first.
[Crow nods, patting Rean's shoulders to signal him to stand up, so that he can get to his feet. There's new strength in those legs, like Rean had given him the kiss of life, and he was ready to take on this whole damn building if he had to.
He had to go home, after all.]
Sounds like a plan. I'll back you up.
no subject
Listen... this place isn't ideal, but I tried to make it romantic, okay? Give me a pass, here.
[His own eyes are glassy when he looks back at Crow, but with the flush to his cheeks and the way his smile splits his face, there's no question of how he's feeling right now.
He nods and pushes himself to his feet at Crow's prompting, offering a hand to his... boyfriend? Partner? God, that's another thing they're going to have to figure out, isn't it – in case he needs the assistance.]
You'll just have to make up for it later.
[A teasing little dare, a bit of proof that everything is as it should be once more. Better than that, even.]
Come on. Something tells me we're near something big.
no subject
Well, past life Rean deserved to claim that prize too, didn't he.]
Alright, alright, you worked with what you had.
[Crow's jokester side is back, but there's something more...genuine to it now. Light.
There's a small glance at that hand being offered to him, and for a split second, Crow almost brushes it off. He wasn't incapacitated, he didn't NEED the help getting up...
But his hand reaches out anyway, gripping it tight to let Rean help hoist him to his feet. If he were going to atone for his past...and do better in this one...he might as well start here.]
It sounds mechanical. And if the people who came up here had the same thing happen to them...it's gotta be some kind of thing for psychological warfare.
no subject
[He thinks he deserves an award for that impassioned speech, thanks!! But he'll take this.
Really, he only offered his hand in case Crow needed it, but it does make him oddly happy to have Crow holding his hand like this, however briefly.
...Right. Big, whirring machine somewhere. He needs to focus on that. All these fluttery, happy feelings can be – will be – handled later.]
...the same thing... wait. You mean, you were having your thoughts scream at you, too? [Guess who JUST figured it out.] I'm so used to that sort of thing I didn't even think...
[tfw the machine can't break you because you already spend all day breaking yourself]
You probably have a point, though. All right. [A breath to steel himself.] Our objective is to comb the area for anyone else that might be trapped up here, destroy whatever that machine is, and get out of here unscathed.
no subject
...You're telling me you didn't even notice? I swear between you and your sister...
[That is an oddly specific immunity, Rean!]
Right. I've check all the corridors leading up to where you found me, so we don't have to backtrack.
Think you can lead while I cover you from behind?
no subject
["What's having superpowers like?" "Oh, you know. Anxiety."]
All right. Stay close.
[Rean nods back towards Crow before heading forward, ready to draw his sword at a moment's notice if he has to. The corridors get narrower and tighter, but they press on.
They fail to find anyone else, but Rean gets the creeping feeling the two of them aren't alone, and not in a good way. The voices at the backs of their minds will try to speak up again, try to sink their claws into the two of them once more, growing louder and louder the closer they get to... whatever it is they're seeking.
They'll stumble onto it soon enough, or at least, one of the smaller ones. The minute they enter the room, the machine whirs to life, all of its grotesque eyes opening at once to fix upon the two of them.]
Wh–what the...
no subject
[Guess who discovered the wonderful world of having a chiropractor, Rean. HE DID.]
Right behind you.
[And stay close he does. Crow's got his guns on him, not entirely confident in using that double blade just yet, and good thing too as the pathway narrows to where it'd be almost impossible to wield something of that size.
While Crow doesn't have the sensing ability that Rean has, his natural sixth sense does find something off about this place. He DIDN'T feel alone, and it wasn't Rean's presence that was setting it off. The voices try and start up again, screeching at the edges of his mind, but Crow's too focused to care.
Rean proved more than enough that those words mean nothing. He's not falling back against that silent promise to get out of this together.
Upon seeing that machine, it's eyes all fixating on them and amplifying the nerves that had been tugging at them the whole way here, Crow gets out his guns, aiming both at one eye each.
A warning.]
Whatever it is, doesn't look too friendly.
no subject
Rean's thrown by that, at first, looking at the walls and what he can make out of the data with widened eyes, but they're quick to harden.]
...This is what's causing it, I'm sure of it. Let's take it down!
[And with that, it takes no time at all for him to pull out his sword, charging at the machine and taking aim for one of its eyes.
The eye cracks under the first swing, more under the second. Rean will be able to take these out with enough effort, but all of this is definitely putting some strain on his blade.]
no subject
When Rean gives that order, though, Crow's quick to open fire on the two eyes he had targets on, hammering them with perfect accuracy. Even if those eyes closed, there was no way they were going to be able to hold out against he peppering of bullets Crow's got against them.
And thanks to his guns being Orbal, ammo was never an issue.]
Tough little bastards, aren't they???
no subject
[Rean's shattered one and has moved on to the next. The machine makes some agonized screeching, metal grinding against metal, but doesn't stop spewing data about the two of them.
And so it goes, shattering one eye, then the next. Severing important-looking connective "tissue," until the machine starts shuddering to an end.
The room is a cacophony of sounds - gunshots and the striking of bullets, the clash of a blade against metal and glass, the howling of the dying data machine.
And eventually, on the last eye Rean's working to take out, one more sound gets added to the mix – an awful clang as he brings down one final swing.
It's enough to take out the eye, but it's also enough to break the tip of Rean's blade, the shard of metal going flying and clattering into the corner.]
Tch—!
no subject
Rean manages to grab the last eye, slicing through it and ending the machine's data dump of their histories...but not without a price. The tip of Rean's sword breaks right there, flying off into the corner with a soft 'clink!', marking the end of that blade's use.
Crow's guns keep on the machine, in case it might have ANOTHER FORM, moving in front of Rean just in case.]
Is it dead?
[Machines aren't necessarily alive, but...you know.]
no subject
Rean brings a hand to his chest, sighing deeply with relief.]
...Yeah. I think so.
[He lifts his sword to look at the broken tip of it, sighing heavily before re-sheathing what's left of it.]
Don't think I'm going to be able to fix this even if I bring the other piece back...
no subject
[Crow walks up, watching as Rean sheathes that (now broken) blade.]
We'll figure something out. Probably wasn't made to take on actual mechanical terrors. Grab that piece anyway, there might be a metalsmith at RU who wants some extra credit in class.
no subject
[Sigh!]
Yeah, fair enough.
[Rean glances back at Crow before heading over to gingerly pick up the broken tip of his sword. It's not exactly fun digging it out of the cold, dusty corner, but here it is.
He looks at it for a second, unsure of what to do with it, before unsheathing the other part of his sword, dropping the broken piece inside, and re-sheathing it.
With that handled, he walks back over to Crow.]
...I'm not sensing anyone else here anymore. I think we've done all we can up here, for now. [He glances over at the wreckage of the machine, nervously.] Whatever that was, it had data on us...
[He shakes his head a little, as if to dismiss it even to himself.]
Ugh, whatever. The less I think about that thing, the smaller of a headache I'm going to have later, I'm sure. For now... I think you and I have a pretty long walk ahead of us. [A quirk of a smile.] Just hope it's easier going down than it was coming up.
no subject
[But Rean has a point. No use trying to solve a mystery when you don't have all the pieces. Less of a headache, that way.]
Right, right.
[He smiles back, putting a hand on Rean's back to start guiding him towards the entrance. That part, at least, he remembers.]
Good thing I marked a path, makes it easier to find our way back down.
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