Entry tags:
- !event,
- athena | borderlands,
- benedict dearborn | original,
- carver hawke | dragon age,
- daenerys targaryen | game of thrones,
- eliot waugh | the magicians,
- ellie | the last of us,
- ivar ragnarsson | vikings,
- lee sung-hoon | duel,
- logan | marvel,
- octavia blake | the 100,
- robbie reyes | marvel,
- ruth aldine | marvel,
- vin venture | mistborn,
- will graham | hannibal,
- william | westworld
BONFIRE LIGHTS IN THE MIRROR OF SKY.
WHO: Everyone in game.
WHAT: Our first event log!
WHERE: Anywhere in the world core.
WHEN: After the storms begin.
NOTES: Expect surreal horror and possible violence. Please use common sense when warning for other content.
WHAT: Our first event log!
WHERE: Anywhere in the world core.
WHEN: After the storms begin.
NOTES: Expect surreal horror and possible violence. Please use common sense when warning for other content.
Photo by drainrat
PREVIOUSLY, ON THE WASTEYARD.
The world remains divided into a land where either a hazy sun shines muted light above or a full moon casts silvery shadows below. They hang fixed, as if nailed in place, more like theatrical props than far-off heavenly bodies. And you can still see only one of them, depending on which side you arrived.
Meanwhile, the storm rages.
On both sides of the world, the rain starts and doesn't stop. The temperature drops, transforming torrential rain into icy snow. Gusts of wind become gales and spin detritus into shrapnel, man-made disasters turned natural. Shadows spin wildly—almost comically—in cyclones, before bursting into nothingness; if you aren't careful, the winds will snatch you, too. Out here, the only protection you might have is cooperating with each other.
Indoors, it's certainly warmer, but that just means water doesn't freeze. Buildings flood with chilly water that rises no matter how many stairs you climb. Architecture groans under the pressure of earthquakes, sending more water cascading through the ceiling before it disappears into cracks below. Is anywhere safe?
Well, yes. One place, splintered into many. The mirrors in ash-gray frames stand sentinel, scattered throughout the world. They emit warm light from the other side; sunlight spills moonside and moonlight reflects sunside. Water impossibly flows around and away from them, leaving behind untouched earth that stays still and silent. Standing in front of them gives you a respite, a tiny bubble of safety to wait out the worst.
Meanwhile, the storm rages.
On both sides of the world, the rain starts and doesn't stop. The temperature drops, transforming torrential rain into icy snow. Gusts of wind become gales and spin detritus into shrapnel, man-made disasters turned natural. Shadows spin wildly—almost comically—in cyclones, before bursting into nothingness; if you aren't careful, the winds will snatch you, too. Out here, the only protection you might have is cooperating with each other.
Indoors, it's certainly warmer, but that just means water doesn't freeze. Buildings flood with chilly water that rises no matter how many stairs you climb. Architecture groans under the pressure of earthquakes, sending more water cascading through the ceiling before it disappears into cracks below. Is anywhere safe?
Well, yes. One place, splintered into many. The mirrors in ash-gray frames stand sentinel, scattered throughout the world. They emit warm light from the other side; sunlight spills moonside and moonlight reflects sunside. Water impossibly flows around and away from them, leaving behind untouched earth that stays still and silent. Standing in front of them gives you a respite, a tiny bubble of safety to wait out the worst.
INTO THE LABYRINTH.
Once you plunge indoors—unless you're really that determined to take your chances in the storm—you'll find every building with electricity experiencing a brownout. The overhead lights flicker and radios crackle with static, warbling broken news reports and tunes. They eavesdrop on strings of Morse code and private confessions on ham radio. If it's ever been broadcast on the airwaves, public or personal, you might hear it if you tune to the right station; you might even hear yourself, replaying a conversation you've had or will have. And sometimes the audio seems pointed, preternaturally so, as if tuned to your own thoughts and words.
Meanwhile, the waters continue to rise. The halls stretch long, seemingly infinite and twisted into knots. In some of them, no matter how far you walk, it seems like you never get any closer to the end; in others, you hit one dead end and can't stop hitting dead ends, no matter how many times you retrace your steps. None of that's unusual.
But if you delve deep into dark enough recesses (whether accidentally or intentionally), the world calms. The water recedes. Mirrors materialize in the dead ends, scratching out an "X" in the frame before your eyes. If you touch one, the glass falls away in ribbons, flowing like quicksilver and fleeing farther into the darkness. It reveals a hole on the other side, so deep a black it looks flat. Wherever it goes, it's so dark you can't see the other side.
And that's when you hear a sound like someone inhaling and then exhaling, steadily breathing around you. No...you feel it. A presence that has no form no matter how hard you look, but follows you in creaks and groans. It feels like being stalked by a monster in a maze.
Running from it only intensifies the feeling. Attacking makes it even worse. Calm acceptance is the only way to lessen or even neutralize it, but that's something you'll have to discover for yourself. In the end, there's no way to defeat it. You have to trust your instincts and believe it's there, despite the fact that you can't see or touch it.
Meanwhile, the waters continue to rise. The halls stretch long, seemingly infinite and twisted into knots. In some of them, no matter how far you walk, it seems like you never get any closer to the end; in others, you hit one dead end and can't stop hitting dead ends, no matter how many times you retrace your steps. None of that's unusual.
But if you delve deep into dark enough recesses (whether accidentally or intentionally), the world calms. The water recedes. Mirrors materialize in the dead ends, scratching out an "X" in the frame before your eyes. If you touch one, the glass falls away in ribbons, flowing like quicksilver and fleeing farther into the darkness. It reveals a hole on the other side, so deep a black it looks flat. Wherever it goes, it's so dark you can't see the other side.
And that's when you hear a sound like someone inhaling and then exhaling, steadily breathing around you. No...you feel it. A presence that has no form no matter how hard you look, but follows you in creaks and groans. It feels like being stalked by a monster in a maze.
Running from it only intensifies the feeling. Attacking makes it even worse. Calm acceptance is the only way to lessen or even neutralize it, but that's something you'll have to discover for yourself. In the end, there's no way to defeat it. You have to trust your instincts and believe it's there, despite the fact that you can't see or touch it.
CHANGING SIDES.
Elsewhere, it starts as a smell.
As the ground shudders and cracks, the stench of rot comes from the fissures. Mirrors and windows melt off walls, and a strong sense of vertigo comes and goes, like cresting waves. Looking out a window shows buildings and bridges breaking off of the labyrinth and drifting—or plummeting—away. They dissolve into nothingness as they vanish into the abyss, like they were bathed in acid. The already fragile world is falling apart.
It comes with a pervasive sense of wrongness, perhaps ironic in a world where everything is already wrong. But that's when it happens: You look up and realize you're no longer where you started. The sun or the moon, whichever you expected, is no longer in the sky. Instead, on the horizon lies its opposite.
It's a phenomenon unique to areas with high concentrations of ash mirrors and hallways, particularly when there's someone else on the other side. Sometimes the instability flips your positions, so one of you is now in the dimension where the other previously stood, while other times it drags you both together into the light of the sun or moon. It's like you resonate, magnets attracting or repelling each other in little pockets of peace.
As the ground shudders and cracks, the stench of rot comes from the fissures. Mirrors and windows melt off walls, and a strong sense of vertigo comes and goes, like cresting waves. Looking out a window shows buildings and bridges breaking off of the labyrinth and drifting—or plummeting—away. They dissolve into nothingness as they vanish into the abyss, like they were bathed in acid. The already fragile world is falling apart.
It comes with a pervasive sense of wrongness, perhaps ironic in a world where everything is already wrong. But that's when it happens: You look up and realize you're no longer where you started. The sun or the moon, whichever you expected, is no longer in the sky. Instead, on the horizon lies its opposite.
It's a phenomenon unique to areas with high concentrations of ash mirrors and hallways, particularly when there's someone else on the other side. Sometimes the instability flips your positions, so one of you is now in the dimension where the other previously stood, while other times it drags you both together into the light of the sun or moon. It's like you resonate, magnets attracting or repelling each other in little pockets of peace.
THE LOCKED ROOM.
Amidst the chaos, as the world shifts and there's no telling where or when you are, you slip through a crack. Or maybe you're a weirdo who climbed through the hole left behind a mirror.
In either case, the fissure is both literal and metaphorical, influenced by the unstable world and your actions. Maybe you step through a door, crawl through a crevice, close your eyes, or do something else to take you between here and there. Whatever the case, you find yourself in a room unlike any others you've seen in this distorted world. Well...once you look closer, anyway. On the surface, it may just be another kitchen, ballroom, or cellar.
But in these rooms, it doesn't matter which side of the divide you were on. Not only because you can't see whatever lights the sky, but because they lie between dimensions. There are no windows and no doors; you'll only find walls the same mottled gray as everything else in this place. Attacking them gets you nowhere. Any damage is there and gone, like the erased moments between flashes of a strobe light. There is no easy way out.
But there is a mirror. Hairline cracks run through its surface, shattering a single reflection into multitudes. Set in an ash-gray frame like so many others, it's left somewhere in the room, whether hanging on a wall, haphazard on the floor, or leaning against some furniture. It emanates the skin-prickling sensation of being watched. Turning away doesn't help; you can feel it gazing at your back.
The haunted feeling only subsides when you stare back. And you should stare back, because these mirrors are your escape route. Staring into them will reveal someone on the other side with the same predicament. Surprisingly, you can hear each other when you speak. It even comes translated if you don't speak the same language, although your mouths still sync to your native tongues. It's like a poorly dubbed movie.
Touching the mirror gives you the impression it's somehow leeching off you, trying to fill those cracks. Try to pull your hand away and you'll find it's a little difficult, like unsticking your tongue from a cold pole. Moreover, you'll feel a compulsion to tell the truth, to do something real.
In either case, the fissure is both literal and metaphorical, influenced by the unstable world and your actions. Maybe you step through a door, crawl through a crevice, close your eyes, or do something else to take you between here and there. Whatever the case, you find yourself in a room unlike any others you've seen in this distorted world. Well...once you look closer, anyway. On the surface, it may just be another kitchen, ballroom, or cellar.
But in these rooms, it doesn't matter which side of the divide you were on. Not only because you can't see whatever lights the sky, but because they lie between dimensions. There are no windows and no doors; you'll only find walls the same mottled gray as everything else in this place. Attacking them gets you nowhere. Any damage is there and gone, like the erased moments between flashes of a strobe light. There is no easy way out.
But there is a mirror. Hairline cracks run through its surface, shattering a single reflection into multitudes. Set in an ash-gray frame like so many others, it's left somewhere in the room, whether hanging on a wall, haphazard on the floor, or leaning against some furniture. It emanates the skin-prickling sensation of being watched. Turning away doesn't help; you can feel it gazing at your back.
The haunted feeling only subsides when you stare back. And you should stare back, because these mirrors are your escape route. Staring into them will reveal someone on the other side with the same predicament. Surprisingly, you can hear each other when you speak. It even comes translated if you don't speak the same language, although your mouths still sync to your native tongues. It's like a poorly dubbed movie.
Touching the mirror gives you the impression it's somehow leeching off you, trying to fill those cracks. Try to pull your hand away and you'll find it's a little difficult, like unsticking your tongue from a cold pole. Moreover, you'll feel a compulsion to tell the truth, to do something real.
THE GREAT ESCAPE.
For those of you left behind where the sun and moon still shine, keep an eye on your own mirrors, especially broken ones that seem to be influenced by something invisible. They display a room that most decidedly isn't your own, acting more like a window than a mirror. And whoever's inside, trapped, might call on you for help. You won't be able to hear them, though, so how are you with body language?
Meanwhile, for escapees...
No matter how you escape the rooms, you might notice something a little strange once you get back to the labyrinth. Well, stranger. For a brief window of time (one that grows longer with each room you escape), you'll discover the sun and moon occupy the same sky. The area you've entered is a temporary nexus of sorts, one that fuses the dimensions into something that almost seems stable.
It feels right, but the world isn't strong enough to hold itself together for long.
Meanwhile, for escapees...
No matter how you escape the rooms, you might notice something a little strange once you get back to the labyrinth. Well, stranger. For a brief window of time (one that grows longer with each room you escape), you'll discover the sun and moon occupy the same sky. The area you've entered is a temporary nexus of sorts, one that fuses the dimensions into something that almost seems stable.
It feels right, but the world isn't strong enough to hold itself together for long.
ellie | tlou | ota.
d.
No doors. Neither food nor water. And nothing she can actually make use of besides herself and the junk she's tossed into an old backpack she found. Nothing until that voice.
"We aren't dead yet. Pardon, yes--" As she says it, she's still listening, running the tip of her makeshift cane (actually a yardstick) over the bare floorboards like she might hit a pair of shoes. The voice doesn't seem to have a body, though it sounds like it's here--not the crackle of her walkie-talkie, where everyone's voice gets compressed into tin. "Where sorry are you?"
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"I dunno," she murmurs, squinting to see a shadowed shape on the other side. "Where're you?"
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"In a room. Yes." Standing up, she takes a few steps closer to the voice. If the girl's in the same room, she's doing an astonishingly good job of being undetectable. If she isn't...then Ruth's not sure where the voice is coming from. "We talked pardon. Didn't we?"
rip me.
"Holy shit, you're Eye Girl." Did she get her name? Ellie can't remember. She's not actually great with them. "Hold a sec."
Ellie wanders back into the darkness of her room, and a crashing sound can be heard. A few minutes later, Ellie comes back to the mirror, holding up a chair leg. She stuck the unvarnished half in the fireplace, so it's now acting as an impromptu torch.
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e.
It takes her a second of squinting to read the backwards text, and she makes a derisive noise once she deciphers it. She doesn't really want to get too close to it, so she can't write a response (luckily she's already familiar with how this whole thing works); instead, she shrugs exaggeratedly as if to ask what she wants, unaware that she'd be able to hear her from her side.
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She doesn't really get what the gestures are supposed to mean until the girl starts punching the mirror, and she blurts, "You want me to break it?" without remembering that she won't be able to hear her. Sighing, she starts to try and make her incredulity known through gestures, because she's not really keen on touching the mirrors again. Even with her sword.
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wildcard option, as discussed (holdingoutforahero.mp3)
more than just rain or freezing sleet — everything rapidly flooded. Ben clamors for high ground, trapped in the unwanted ride of icy water, because believe that it caught him well off-guard. god bless adrenaline, for being the main thing keeping Ben alive as he was swept up in a hard current. he'd come so close to crawling out to safety, only to get smacked in the face with a surge of water coming down overhead.
at some point, Ben's aching, numb hands manage to grasp onto a stair banister, ornate and old, polished wood. his hands can only grip so hard — he isn't really sure how hard he's holding on at all, for he can't feel a thing aside from a bone-deep, cold pain. water cuts over his shoulder and spills in his face, but if he can just get a footing, if he can just pull himself up, he can make it up out of the water.
it's just that — Ben isn't feeling very connected to his body at the moment, his hands are slipping down this sleek-lacquered banister, which by the way is now beginning to whine lowly under the weight of being pulled, and Ben is aspirating water as he goes. it doesn't look good for him at the moment. )
coolio.
[She's gathering chairs that she'll soon make into firewood when she hears the slouching stumble of someone approaching. Stuffing the spool in her pocket, she takes out her switchblade, unsheathing it with an instinctive flick. Creeping low, she stalks over to the source of the noise...]
[And it's that Ben idiot again.] Oh, jeez. [She rushes over to him.] You got your ass kicked again, huh. [It's not a question.]
c
It's the fire that attracted him, having gotten the idea in his head that whatever's following him might have stopped to get its bearings, but once she's close enough to recognize, he stops. She says something, and... right, out here it's garbled.
He holds up one hand, a hopefully universal signal for one second, and stoops to dig through his travel pack. He's yet to meet anyone he's been able to understand or who's been able to understand him, and so he's started hoarding anything that might help: an old moleskine journal with only the front cover, the unprotected back pages wrinkled and damp, which he shoves under his arm; the beepy little rectangle that won't stop beeping at him, which he unceremoniously drops on the ground beside him; and finally, what he's looking for— tiny, chunky plastic walkie talkies clearly made for children, painted in too-bright camo.
He holds one out to her, miming a low underhand toss so that she knows what he's about to do before he, yes, tosses it to her.
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The walkie-talkie makes a satisfying krshh noise, and Ellie looks up, momentarily cheered, waiting for Carver's answer.
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"They work, that's something. Could've gone fifty-fifty on that one." Or worse. He's got backups for a reason. He squints at her a little, incredulous. "What's the numbers mean?"
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She laughs, cradles the device between her knees, and gets back to wrapping up her arm, pulling up the sleeve very carefully. The gash is shallow but bleeding, and needs to be attended to. Really, the bad thing is it's inches away from her bite scar, and she is deeply hesitant to let anyone see that. She gets back to bandaging the cut.
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c
Dark. Cold enough that his breath clouds in front of him. At least he avoided the flood, although hanging from a telephone pole in a blizzard wasn't exactly a day at the park. He closes his fists on the red burn of frostbite that's refusing to fade away on his palms. It itches the deep unsettling itch of slowly healing skin, eating away at his ability to cope. He thought he was used to that feeling. Turns out, not so much.
He's at least got something else to wear besides his uniform: a hoodie that smells like peanuts and has pockets of bits of them, shells crunching under his fingers as he shoves his hands into them. Better than nothing.
The smell of wood smoke guides him through the building he's found himself in. It's undercut with the sharp copper tang of blood and a familiar scent. Teenage hormones and gutsy resolve.
He doesn't bother trying to hide from her. Admires the woodchips as he steps through them, scuffing them back into place as he passes.
She looks up and tells him what he already knows.
"You ain't exactly lookin' so good yourself, kid." He shrugs out of his hoodie, warm from his body heat -- one benefit of running too warm -- and holds it out to her.
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"You're the sick guy, doofus. Keep it. This isn't the worst winter I've seen." Though the thought gives her a little shiver.
The shiver, of course, brings on that sensation of being watched, of a creature behind her. She stills, forgetting her bandage, blood seeping slowly through the inside of her sleeve. Fighting to keep her breathing even, she says, voice quiet, "i-is there something behind me...?"
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Two can play at that stubborn game.
Then fear and blood deep through her bravado, showing a glimpse of the scared kid within.
He's about to open his mouth to let her know there ain't nothin' there besides more darkness when he feels it himself. Something running up his spine, making his psychic hackles bristle.
Being watched. No, worse. Being hunted.
He pops both sets of claws without thinking about it. Sniffs. Nothing there except Ellie herself, plus dust and dirt and the rising water.
But still, that feeling, almost a breath on the back of his neck --
Logan bares his teeth at the shadows, slowly turning his head to peer into the chill gloom.
"Come here, kid. Stick close to me."
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She knows how to fight clickers, stalker, bloaters, all of them. This is something different, but that doesn't mean it doesn't have rules.
The blood on her arm starts to drip. Through the adrenaline, she barely notices.
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don't die squirtle :c
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btw feel free to fade to black/close it out ~<3
a.
Looking out, he can see Ellie about to go under in the current. As she goes by, a hand grabs a hold of her wrist in a grip so tight it might have broken it under different circumstances. Whoever is holding onto her is really strong. No surprise there considering he's used his arms to get around most of his life. She nearly tears out of his grasp with how strong the water is flowing, but for once, those cumbersome leg braces work in his favor. They give Ivar a solid center of gravity that allows him to pull on her until she's finally out of the flood.
He stumbles back until he's hauled them both in front of the mirror. He's panting a little from the effort. "Eru yðr allt í lagi?" 'Are you alright?' He asks in a concerned tone.
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She slouches back against the wall, clutching her backpack and shivering with the cold of it. She's alive, she's alive, she thought she'd finally die. It's moments like these she's reminded she wants to live. She's not suicidal, not really, just... sometimes her life seems so pointless.
She looks over to the other guy. The man who just saved her life. "Thanks," she says slowly. "Say- say that again? I didn't get it. S-sorry."
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He goes for a guess on who it is. "Ellie?" That's about the only recognizable thing he'll be able to say unless they pull out their walkie-talkies.
riffin on a
The second door is glass. Revolving. He sighs when he sees it but plunges in anyway, too tired to say anything when he emerges right where he started.
The third is metal. A trapdoor with a rusty ring he pulls at desperately. It stays stubbornly shut until all at once it yields, water geysering straight into the air. “Fuck this, fuck this, fuck this.” William backpedals. Remembers the shadows and skids around the spray, hoping it'll at least slow them down.
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She sees someone's head bobbing in the water, and it's fucking sad her first thought is decapitated. But it blinks and coughs and Ellie yells, "watch the fuck out, man!"
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Her voice rings down the hallway that's now a waterway, and before he makes sense of the words he recognizes it—turns toward it. He ducks underwater as the skiff skims overhead, pops up behind it and starts splashing toward her. “Ellie!” Her name's half cough. “Don't—don't—break the mirrors.”
He rolls on his back, struggling to undo his belt. His hands are numb. “Here, I'm gonna...” A wave sloshes over him and he dips back under, clinging to the belt, pulling at it until it's free. When he comes up again he's too tired to do anything but yell “Catch!” and hurl one end of the belt toward her, clinging to the other.
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