wastemods: (Default)
wasteyard mods ([personal profile] wastemods) wrote in [community profile] wasteyard2019-06-05 02:10 pm

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.



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.


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.


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.


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.


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.



swordliest: (so one man has and another has not)

[personal profile] swordliest 2019-06-24 02:34 am (UTC)(link)
His hand snaps back from the frame of the mirror. He says, "No," with a thread of kneejerk panic, and then, firmly and more insistently, "No."

He doesn't know what William would see. From the story he just told, the closest analogue Carver can think of is the corruption: blackness spidering through his veins, stark beneath his skin. The Joining wiped away the visible marks, but that doesn't mean the effects aren't still there.

The mirror seeing that would be the best case scenario. Worst case— he doesn't know, and doesn't want to find out.

He sets it on the floor, more carefully than he might have any other time before this. Then he steps away, deeper into the room, and his hand goes to the side of his neck, an unconscious defensive motion. "I didn't— It was an accident. What I saw." It has the cadence of an apology. "I won't look anymore."
omniavincit: (pic#12264172)

[personal profile] omniavincit 2019-06-24 06:28 pm (UTC)(link)
William flinches—unease crawls over his face. When Carver moves for the mirror he gets halfway to his feet, sits down again. Thinking please don't break it, thinking the other man's seen something else he won't or can't articulate. That panicked note in his voice ringing over and over.

He sighs with relief as the mirror's placed on the floor. Realizes belatedly it's not about him—Carver doesn't want it turned on himself. Of course. The reprieve is short lived: as Carver retreats into the cellar, William tenses, squints into his own mirror. “Come back. Please. It's okay, it's fine,” he says, clipped urgency teetering on the edge of desperation. Carver's boots are swallowed in shadow—who knows where he's stepping.

“There's shit I can't see back there. Like a, I don't know, like a hole.”
swordliest: (there was no one in the town)

[personal profile] swordliest 2019-06-25 01:41 am (UTC)(link)
He does stop, at the very least, shifting only enough to let his feet settle into a defensive stance. He looks back at the mirror, and then at the room again, at where a staircase or exit is conspicuously missing from the back of the cellar.

"I don't see anything." It's more an acknowledgement than an argument. He's starting to understand that whatever magic is in the mirror, it's bigger than both of them. He takes one careful step back, and then another, as if worried something might leap out of the nothing at him.

(It doesn't feel like that unreasonable a concern.)

He waits a few, tense seconds, and then he returns to the mirror properly, crouched down in front of it. "Let's just break them." Its the only solution that's worked for him so far. "Better that than wait for," he doesn't even know, "whatever to come out of wherever."
omniavincit: (the world was a steed for thy rein)

god I'm sorry this took actual years

[personal profile] omniavincit 2019-07-06 10:50 pm (UTC)(link)
In his consternation William forgets himself, forgets the laws of space, reaching as if to clutch at Carver through the mirror. His knuckles graze the glass and stick. There's a moment of pure bemusement—all the fear startled out of him—as finger by finger he starts to work himself free. Tries to catch Carver's eye, as though to say, you're seeing this too, right?

“No,” he says to the suggestion of breaking the mirrors. It's immediate, yanked out of him. Then he's left to grope for a reason, gripping the mirror's battered frame with his hand, glancing at the room around him. No holes. The walls unalterable. He thinks about his finger, there and gone.

“They're not trying to scare us.” William nods a few times to himself. His expression trembles into realization—he looks down and just as quickly to Carver's eyes. “They show what's really there.”