Entry tags:
- !event,
- arknights: gavial,
- baroque: koriel xii (dextera),
- bastard!!: dark schneider,
- boy's abyss: gen minegishi,
- expanse (the): amos burton,
- fire emblem: byleth eisner,
- fire emblem: claude von riegan,
- fire emblem: dimitri a. blaiddyd,
- fire emblem: yuri leclerc,
- granblue fantasy: eustace,
- jinba: hayame,
- legend of zelda (the): midna,
- locked tomb (the): john gaius,
- oc: liem talbott,
- star wars: cassian andor,
- star wars: jyn erso,
- vampire hunter d: d
Toxic Love: The Exalt Oracle
NOTHING GOES OFF WITHOUT A HITCH
You feel it, the moment that the Exalt oracle opens its eyes, like something that rips through your body from head to toe, something that feel like fire, wild. It sears into your veins, like acid and fire, something that triggers something that makes you want to run, or perhaps turn and face something head on. Before you can find what sets you off – if you could find it. Bearers know what this sensation is, it is different but the same at its core. The emotions, the feelings it sparks are different – but in the end, you know it for what it is: An Oracle.
Kenos groans from the awakening, like a part of a whole sparks to life, and though you do not know what it is that they want yet, you understand and know their existence down to your core. That feeling to attack or defend, perhaps even flee, does not leave you, but instead it fills your veins, you feel it thrumming, pulsing, like the beat of a heart – if one has one. With the sense of awakening, bearers know the shape of what comes next, they will be asked to act, to do. You do not know how it will happen, or what the Exalt will ask of you, but the knowledge that it will happen is borne from experience, not from the Oracle itself.
As you begin to move, to… look, you are not long for this day, it clouds your mind, a hazy, drowsy feeling takes over, the encroaching dark that threatens to swarm, crowding from the sides, taking over your vision – until… it fully takes over, and Bearers are put into a deep slumber.
When bearers awaken, it’s difficult to make sense of what your sleepy eyes see. Structures begin to swim into view, and they like tall figures looking down upon you. It’s difficult to tell what they are at first, but as you wake up, you begin to see, they are not people, or creatures, but long spore-like stalks. Some have ribbed overgrowths that you can see, and some end in growths that ripple and hang over, but have no “cap”. They tower over the bearers, like towering spires and buildings, on all sides, as if they were trapped in a ring of them. As bearers look around them they will notice tall green spires around them as well, and it takes a moment for things to really settle in. Mushrooms. Blades of grass. The springy moss about them is almost as tall as they are, low to the ground. There are pebbles that appear as boulders, and the thunderous steps nearby indicate an insect or arachnid walking by, far larger than you. There is a stillness to this space, like a held breath, and as the bearers awake, and regard one another, and then to the center of the circle is – a small effigy in the center.
It is here, the Exalt Oracle, and you feel compelled to regard it, before you are given a pang down to your core. It compels you – pleads, asks, begs, and demands, all in one – for what it wishes for. Precious mementos and precious items that they are missing. They have been lost, and they are somewhere within the Liosachán. It beseeches the bearers to return its items, and begs they be returned here to the circle. There are no words, but there is a pleading sensation, a feeling that these items are treasured by this Oracle.
You feel at your sides, your pockets, and find one item on your person, a weapon, a companion, whatever it is you would bring with you to the conflict, shrunk down to a tiny size with you.
Stay steadfast, bearers, and capture theflag Oracle!
Kenos groans from the awakening, like a part of a whole sparks to life, and though you do not know what it is that they want yet, you understand and know their existence down to your core. That feeling to attack or defend, perhaps even flee, does not leave you, but instead it fills your veins, you feel it thrumming, pulsing, like the beat of a heart – if one has one. With the sense of awakening, bearers know the shape of what comes next, they will be asked to act, to do. You do not know how it will happen, or what the Exalt will ask of you, but the knowledge that it will happen is borne from experience, not from the Oracle itself.
As you begin to move, to… look, you are not long for this day, it clouds your mind, a hazy, drowsy feeling takes over, the encroaching dark that threatens to swarm, crowding from the sides, taking over your vision – until… it fully takes over, and Bearers are put into a deep slumber.
When bearers awaken, it’s difficult to make sense of what your sleepy eyes see. Structures begin to swim into view, and they like tall figures looking down upon you. It’s difficult to tell what they are at first, but as you wake up, you begin to see, they are not people, or creatures, but long spore-like stalks. Some have ribbed overgrowths that you can see, and some end in growths that ripple and hang over, but have no “cap”. They tower over the bearers, like towering spires and buildings, on all sides, as if they were trapped in a ring of them. As bearers look around them they will notice tall green spires around them as well, and it takes a moment for things to really settle in. Mushrooms. Blades of grass. The springy moss about them is almost as tall as they are, low to the ground. There are pebbles that appear as boulders, and the thunderous steps nearby indicate an insect or arachnid walking by, far larger than you. There is a stillness to this space, like a held breath, and as the bearers awake, and regard one another, and then to the center of the circle is – a small effigy in the center.
It is here, the Exalt Oracle, and you feel compelled to regard it, before you are given a pang down to your core. It compels you – pleads, asks, begs, and demands, all in one – for what it wishes for. Precious mementos and precious items that they are missing. They have been lost, and they are somewhere within the Liosachán. It beseeches the bearers to return its items, and begs they be returned here to the circle. There are no words, but there is a pleading sensation, a feeling that these items are treasured by this Oracle.
You feel at your sides, your pockets, and find one item on your person, a weapon, a companion, whatever it is you would bring with you to the conflict, shrunk down to a tiny size with you.
Stay steadfast, bearers, and capture the
SURVIVAL OF THE SMALLEST ( DAYS 1 - 5 )
Unlike the still, stale apocalypse that had been the setting of the Iconoclast Oracle, the greenhouse is lush and vibrant with activity.
The Effigy present within yearns to be reunited with what belongs to it, fixated upon the five items lost within the greenhouse. The swell of its longing fills all Shardbearers, urging them to take action, claim the items and present all five to it to attain victory for that Faction.
Over a period of ten days, Shardbearers of both factions will have to navigate environmental dangers, and the normal procession of time, as the greenhouse is going about its daily routine. Workers plod around like towering goliaths, weeding and watering and pruning the greenhouse's contents. The Liosachán's native population of fae begin to take notice of the newcomers in their midst, emerging from grassy mounds hidden in the natural landscape to spy and pry about the newness surrounding them.
For Shardbearers demonstrating particular selflessness, favoring the protection and defense of another, the Effigy responds warmly from the third day onward — rewarding them with a sign of their dutiful nature towards others in the form of fairy wings, the form of which are unique to the Shardbearer themselves.
DAY FOUR. The sudden thunderous sound of a storm begins. No, not a storm, the tumble and crash of water pouring down upon the greenhouse — the workers of the Liosachán perform their routines faithfully, after all. In watering the garden, the danger of the environment threatens to overtake Shardbearers and their work alike. Drops of water fall, their size equal or larger than even the tallest of characters, and trickles of water muddy the ground in the form of raging rapids.
The security of Meridian and Zenith's camps is even called into question, because as simple as the act of watering a garden is, it is a nightmarish situation for such itty bitty Bearers to be in!
DAY FIVE. By day five, the fae of the Liosachán no longer lurk and linger in the corner of one's eye. They make themselves known, having prepared a banquet below one of the mushrooms, within sight of the Effigy. A table draped in spider-silk lace awaits any Bearer who comes near enough, the sagging piece of driftwood polished to a gleam with golden sap, leaving it waterproofed and pretty to behold. A handful of corks serve as seating, with most of the fae draping themselves across scraps of cotton as though they are simply at a picnic.
They invitingly wave to Shardbearers, chattering brightly in their foreign, lilting tongue, waving tiny sandwiches and little clay pots full of jams and honeys, brandishing sugared berries that they bite into with gusto, staining their arms and faces in swathes of blue and red. They clearly are welcoming to whomever comes upon them, urging them to avail themselves to the bounty they have prepared. Perhaps some characters know better than to eat the food of the fae, recalling legends and lore about the mystical properties and implicit bargains made in becoming a guest. Perhaps some have no idea, and are simply hungry enough to dig in!
The Effigy present within yearns to be reunited with what belongs to it, fixated upon the five items lost within the greenhouse. The swell of its longing fills all Shardbearers, urging them to take action, claim the items and present all five to it to attain victory for that Faction.
Over a period of ten days, Shardbearers of both factions will have to navigate environmental dangers, and the normal procession of time, as the greenhouse is going about its daily routine. Workers plod around like towering goliaths, weeding and watering and pruning the greenhouse's contents. The Liosachán's native population of fae begin to take notice of the newcomers in their midst, emerging from grassy mounds hidden in the natural landscape to spy and pry about the newness surrounding them.
Naturally curious, and equally dangerous, the fae of the Liosachán are Highstorm natives. They range in cool coloration, from soft violet-greys to deep stormy blues, and wear clothes fashioned from of goods pilfered from the pockets of workers, dropped on the ground or handcrafted from the environment itself. Wielding bits of copper tightly wound into blades and spears, they are a ferocious and cunning little people who seek to trick, trap and toy with Shardbearers. Direct violence is anathema to them, but violence that happens as a result of falling to one of their ploys is a badge of honor.DAY ONE - THREE. The Effigy initially urges Shardbearers to build bases of operation for defense and practicality, as surviving ten days without supporting one another is a surefire way to meet a grisly, tiny little end. Resources must be gathered: gather food and water, prepare shelter, establish unity and organization and prepare to set off into the wilds soon.
For Shardbearers demonstrating particular selflessness, favoring the protection and defense of another, the Effigy responds warmly from the third day onward — rewarding them with a sign of their dutiful nature towards others in the form of fairy wings, the form of which are unique to the Shardbearer themselves.
DAY FOUR. The sudden thunderous sound of a storm begins. No, not a storm, the tumble and crash of water pouring down upon the greenhouse — the workers of the Liosachán perform their routines faithfully, after all. In watering the garden, the danger of the environment threatens to overtake Shardbearers and their work alike. Drops of water fall, their size equal or larger than even the tallest of characters, and trickles of water muddy the ground in the form of raging rapids.
The security of Meridian and Zenith's camps is even called into question, because as simple as the act of watering a garden is, it is a nightmarish situation for such itty bitty Bearers to be in!
DAY FIVE. By day five, the fae of the Liosachán no longer lurk and linger in the corner of one's eye. They make themselves known, having prepared a banquet below one of the mushrooms, within sight of the Effigy. A table draped in spider-silk lace awaits any Bearer who comes near enough, the sagging piece of driftwood polished to a gleam with golden sap, leaving it waterproofed and pretty to behold. A handful of corks serve as seating, with most of the fae draping themselves across scraps of cotton as though they are simply at a picnic.
They invitingly wave to Shardbearers, chattering brightly in their foreign, lilting tongue, waving tiny sandwiches and little clay pots full of jams and honeys, brandishing sugared berries that they bite into with gusto, staining their arms and faces in swathes of blue and red. They clearly are welcoming to whomever comes upon them, urging them to avail themselves to the bounty they have prepared. Perhaps some characters know better than to eat the food of the fae, recalling legends and lore about the mystical properties and implicit bargains made in becoming a guest. Perhaps some have no idea, and are simply hungry enough to dig in!
UNWILLING TEN-ANTS ( DAYS SIX - EIGHT )
The scuttling, scrabbling feet of ants crawling over surfaces, winding their way through this grassy playground, has become normal. Their feet thunder as they go about their business, and it seems to be a normal cadence to life here in the underbrush, in the greenhouse. It is normal, and it is has become nothing to really concern oneself with. They are ants, after all, what do they do, but work? Endlessly, continuously.
That is, until the heavy, loud sounds of their feet draw closer to whatever place that the bearers have found to camp in. Whether solitary or as a group, these workers are no longer content to simply ignore the bearers, but they are a curiosity, perhaps even a bother. You have disrupted their lifestyle. The sleepy pattern of obtain food, return ot the hive, and back out again now has obstacles. Now there are not simply the fairies, who live their own lives and existences, a part of the ecosystem, but now there are these tiny bearers. Fighting, working together, arguing and disagreeing.
You are disruptive to their way of life.
The ants have come to collect on this due, and some bearers that are vulnerable, or perhaps merely caught, are taken away, your weight so light compared to the rest of their burdens that they carry. The strength of these ants is overwhelming, incredible at this size, and try as you might, if you are caught in their strong mandibles, you cannot escape. An ant, after all, carries 1000 times their weight with those powerful jaws. You, bearer, are nothing to them.
They squirrel away the bearers within their hill, a complicated network of tunnels, junctions, and large spaces. Down within, where the air becomes stifling, and stale. The ants guard their pray, and you get the distinct sense that they see you not as people, not even as enemies, but as prey. You will be food – perhaps to the eggs that are gathered within this room, where you can see the stirring of new life, just beneath the surface. You may not have very long to live, if these little larvae get their mouths on you.
Or perhaps, your friends will save you? Once it is discovered that bearers are missing, the trail of ant prints on the ground is apparent – they are not stealthy creatures – and the feet lead from the locations of several kidnapped bearers toward the grainy ant hill that lies not far away. The hill itself swarms with life, with worker ants all over the surface, scuttling about, looking for the next meal for te colony. Or perhaps for more bearers to bring back for their young.
It will be dangerous, bearers, to save your friends. Should you choose to do so, you will be kicking the anthill, and the ants will protect what is theirs. Even if they just took it. Those bearers belong to them, now! Rescuers will find not only your average worker ant, ready to defend, but winged male ants will attack from above, and deeper, within the nest, near where the bearers are kept, lies the strongest ant in the colony: The Queen. Staggeringly large, strong, and vicious, when her subjects begin dying. She will do everything in her power to protect her colony, and that includes killing bearers, if need be. Or trying, at least.
Good luck rescuing your friends, bearers!
That is, until the heavy, loud sounds of their feet draw closer to whatever place that the bearers have found to camp in. Whether solitary or as a group, these workers are no longer content to simply ignore the bearers, but they are a curiosity, perhaps even a bother. You have disrupted their lifestyle. The sleepy pattern of obtain food, return ot the hive, and back out again now has obstacles. Now there are not simply the fairies, who live their own lives and existences, a part of the ecosystem, but now there are these tiny bearers. Fighting, working together, arguing and disagreeing.
You are disruptive to their way of life.
The ants have come to collect on this due, and some bearers that are vulnerable, or perhaps merely caught, are taken away, your weight so light compared to the rest of their burdens that they carry. The strength of these ants is overwhelming, incredible at this size, and try as you might, if you are caught in their strong mandibles, you cannot escape. An ant, after all, carries 1000 times their weight with those powerful jaws. You, bearer, are nothing to them.
They squirrel away the bearers within their hill, a complicated network of tunnels, junctions, and large spaces. Down within, where the air becomes stifling, and stale. The ants guard their pray, and you get the distinct sense that they see you not as people, not even as enemies, but as prey. You will be food – perhaps to the eggs that are gathered within this room, where you can see the stirring of new life, just beneath the surface. You may not have very long to live, if these little larvae get their mouths on you.
Or perhaps, your friends will save you? Once it is discovered that bearers are missing, the trail of ant prints on the ground is apparent – they are not stealthy creatures – and the feet lead from the locations of several kidnapped bearers toward the grainy ant hill that lies not far away. The hill itself swarms with life, with worker ants all over the surface, scuttling about, looking for the next meal for te colony. Or perhaps for more bearers to bring back for their young.
It will be dangerous, bearers, to save your friends. Should you choose to do so, you will be kicking the anthill, and the ants will protect what is theirs. Even if they just took it. Those bearers belong to them, now! Rescuers will find not only your average worker ant, ready to defend, but winged male ants will attack from above, and deeper, within the nest, near where the bearers are kept, lies the strongest ant in the colony: The Queen. Staggeringly large, strong, and vicious, when her subjects begin dying. She will do everything in her power to protect her colony, and that includes killing bearers, if need be. Or trying, at least.
Good luck rescuing your friends, bearers!
IN SMALL PACKAGES ( DAYS NINE - TEN )
The day after the ant-pocalypse brings with it the brush of recognition — the Effigy has foreseen the likely victors, and calls to them to approach it once they have suitably recovered. It judges them the ones whom are most devoted to what binds them, loyal to memory and remembrance, and begins to clamor for them to restore to it what belongs rightfully. Thus begins a full day of resting, locating last-minute items, shoring up defenses and preparing for the sprint to the finish line.
Certainly your rivals will not allow you to simply walk to the Effigy unassailed and unchallenged.
Eat, rest, ensure your fellows are close and bolstered, for tomorrow begins the final rally.
On the morning of the tenth day, Meridian Shardbearers approach the Effigy with its five items in hand. In the midst of the mushroom ring, the Effigy stands as it had in the beginning — arms outstretched and back bowed skyward, gnarled fingers seeking contact with that which has been lost to it. It awaits, it strains, and even as it does, it requires one last test of ability. From the shadows of the towering mushrooms, the rasp of scale and soft hiss of a great beast descends upon the fae ring.
A gleaming garden snake, with glossy black and green stripes, blocks the way between approaching Shardbearers and the Effigy.
Between its bright eyes, pressed upon its brow is a scattering of brighter scales that appear to be in the shape of a delicate, three-leafed plant with spiraling patterns for leaves. It braces itself against the approach, and there is no doubt that to claim victory, the serpent must be subdued. Though Meridian approaches with victory in hand, they have not yet attained it — their rival faction and this beast remain in their way.
Certainly your rivals will not allow you to simply walk to the Effigy unassailed and unchallenged.
Eat, rest, ensure your fellows are close and bolstered, for tomorrow begins the final rally.
On the morning of the tenth day, Meridian Shardbearers approach the Effigy with its five items in hand. In the midst of the mushroom ring, the Effigy stands as it had in the beginning — arms outstretched and back bowed skyward, gnarled fingers seeking contact with that which has been lost to it. It awaits, it strains, and even as it does, it requires one last test of ability. From the shadows of the towering mushrooms, the rasp of scale and soft hiss of a great beast descends upon the fae ring.
A gleaming garden snake, with glossy black and green stripes, blocks the way between approaching Shardbearers and the Effigy.
Between its bright eyes, pressed upon its brow is a scattering of brighter scales that appear to be in the shape of a delicate, three-leafed plant with spiraling patterns for leaves. It braces itself against the approach, and there is no doubt that to claim victory, the serpent must be subdued. Though Meridian approaches with victory in hand, they have not yet attained it — their rival faction and this beast remain in their way.
MISSING LINKS ( THROUGHOUT )
As the Effigy desires to be reunited with what belongs to it, the swell of its longing stirs something more within all present Shardbearers.
With that foreign longing arrives knowledge: beyond the five items prized by the Effigy itself, there are other lost things within the greenhouse. Like a compass, each Shardbearer's mind points them in direction after direction, urging them to seek and explore. Implicitly, the thrum of comprehension fills your mind: these are things that do not belong to you, per se, but seek to have your hands ferry them home.
Amidst tangled brush, hidden under doffed acorn cap, tucked away in the belly of a fae's glittering den, lost in the depths of a puddle of spilled water that seems an insurmountable lake now, folded secretly into the petals of a towering, skyscraper-like flower, there are three additional items hidden within the tumultuous landscape that each Shardbearer feels a draw towards. Things that belong to someone else, eager to be reunited with them, but subject to whim.
Upon locating and retrieving one, the Shardbearer is filled with a sense of information — they know who this item belongs to, and they will know that they have a choice. Bonds are fragile things after all, and they exist to be enforced or abused, in order to advance a goal or to deepen a connection. How will you treat someone's precious bond? How will they treat yours?
With that foreign longing arrives knowledge: beyond the five items prized by the Effigy itself, there are other lost things within the greenhouse. Like a compass, each Shardbearer's mind points them in direction after direction, urging them to seek and explore. Implicitly, the thrum of comprehension fills your mind: these are things that do not belong to you, per se, but seek to have your hands ferry them home.
Amidst tangled brush, hidden under doffed acorn cap, tucked away in the belly of a fae's glittering den, lost in the depths of a puddle of spilled water that seems an insurmountable lake now, folded secretly into the petals of a towering, skyscraper-like flower, there are three additional items hidden within the tumultuous landscape that each Shardbearer feels a draw towards. Things that belong to someone else, eager to be reunited with them, but subject to whim.
Upon locating and retrieving one, the Shardbearer is filled with a sense of information — they know who this item belongs to, and they will know that they have a choice. Bonds are fragile things after all, and they exist to be enforced or abused, in order to advance a goal or to deepen a connection. How will you treat someone's precious bond? How will they treat yours?
NOTES
Here are some prompts to set the scene and foundation of the Exalt Oracle!
— The theme of this Oracle is a loose edition of capture the flag, where the Effigy's items can pass through multiple hands within the ten day allotment.
— For additional ideas and fun, it is known that several Shardbearers have concluded their efforts to fulfill the Greenwood Yards' sidequest request.
— All details of the Exalt Oracle can be found here, and questions for the mods can be submitted here.
— For additional ideas and fun, it is known that several Shardbearers have concluded their efforts to fulfill the Greenwood Yards' sidequest request.
— All details of the Exalt Oracle can be found here, and questions for the mods can be submitted here.
no subject
Amos, right? Your reputation precedes you and all that good stuff, but unfortunately I can't let you do that.
Shame on me for assuming some acute trauma and blood loss might help you stay put, right? [ he laughs out loud. ] Liem apparently drank you like a Capri Sun, and you'll just walk that off, I suppose?
[ john likes letting people feel like they have the illusion of choice. it's better when you get to maintain the moral high ground and claim retaliation only happened because someone forced your hand. ]
Don't push it. [ said in a way that sounds suspiciously like a warning. ] You aren't fit to go rushing off into more trouble right now.
no subject
What the fuck is a Capri Sun?
It's not like he needs to actually know, though. He can guess based off of context clues. (Capri Suns are possibly evil now?) Instead his eyes flatten out at John's warning, stare empty and dead and just that little bit pissed off. ]
I know I'm not. [ His voice is low, taking on its own dangerous edge — even as he admits to probably being useless. ] But someone's gotta — [ and there's an accusatory bite to that word — ] so if nobody else is going to take the initiative, then it'll have to be me.
[ A beat, before he growls out: ] Let's go.
[ If Amos dies trying, then fuck it. At least, at the eleventh hour, he fucking tried. ]
no subject
Oh, fine. [ he sighs like amos has made him reveal the punchline and spoiled the joke
and not that he's been intentionally weird and dodgy. ] Let me make this easier for you to understand: Meridian is taking this one.[ john still has his same casual tone, but something else creeps in alongside it. the unspoken warning if the skeleton shifting more directly into amos' path isn't warning enough on its own. ]
Nothing personal; this is bigger than you or I.
no subject
The fucking audacity— His lip curls up slightly in the hint of a snarl; his eyes flick over to the skeleton at the sound of it moving, assessing. Alright. Despite its lack of muscles, that's the muscle here, apparently. ]
Of course it's bigger than us. That's why we need to get the win for Zenith.
[ But it's become clear that John isn't going to cooperate, so. Though Amos isn't anywhere close to full strength — pale from blood loss, a fractured wing hanging off of his back, thoroughly bruised under blood-soaked clothes — he goes for it. Slower than he'd like, but a little bit of being near death isn't going to stop him from reaching for the skeleton, looking to rip its nearest arm clean from its socket... ]
no subject
[
never mind that he's overlooked the fact that he hasn't entirely healed amos yet, but whatever.john says this with a deliberately mocking tone (one can assume a very poor imitation of amos in a kiwi accent), not bothering to intervene even when amos tries to tear the skeleton apart. the entire arm comes loose with a pop, still moving, even separated from the rest of its body. the skeleton watches, eyeless aside from a red glow burning within each empty socket, but doesn't retaliate. ]Sit. I'm all out of patience and who wins isn't up for debate.
[ something changes when he gives that command, but it's subtle. it's probably easy to think the weird pins and needles feeling that starts at the base of his skull and radiates outward has something to do with his prior injuries and not a bit of necromantic tampering.
the good news is that amos won't feel so achey when he can't feel anything below the neck. the bad news is—... well, that. it comes on gradually, at least. ]
Zenith can't win this one. There is much more going on in Kenos than simply us against them. Giving one faction too much power when we don't know what's really going on is foolish, at best.
Don't you ever ask questions? Or do you truly believe the magic plant that wants its jewellery back will solve all your problems?
no subject
Subconsciously Amos starts to bring his free hand up to the back of his neck — until he can no longer feel it, no longer feel his arm, no longer feel anything. He limply drops the skeleton's arm that he'd been holding, all feeling in his fingers gone. He crumples to the ground, all feeling in his legs gone. He lies there, useless, eyes wild as they try to latch on to John, as he can't so much as twist and turn his body for a better look— ]
What the fuck— [ His voice comes out as a rasp, but at least he can still speak — for all the good that's doing him right now. John's words mostly go over his head, unimportant considering the way his body has rebelled against him, how the one thing he needs to count on has suddenly become unreliable—
Zenith can't win this one. That's what John had said. That's what he latches on to, anger creeping in his voice, because it's better than thinking about what else is going on with him right now. (It is impossible to ignore the state of his body; he is desperate, he is panicked, and his anger is wild and impotent for it.) ]
You fucking traitor. That shit's not important. What's important is us winning, now.
[ Let me go let me go I'll fucking kill you if you don't let me go please let me go. ]
no subject
[ a convenient excuse to absolve himself of any blame; he's gotten very good at that in as many years as he's been around. ]
Don't worry; there will be more Oracles yet. Which—... [ a huff of a sigh. ] honestly, do you even know what you're fighting for? What does she tell you that has you so convinced you're on the right path, sight unseen?
[ john understands why people would follow cyrus and the promise of returning to their homes, but everything about yima had been off-putting to him from the start, so following her had never been a consideration.
he doesn't need the skeleton as a distraction or a deterrent anymore, so it collapses into dust with a clatter. ]
For the record, what's been done to you isn't permanent. You're looking at the worst case of pins and needles you've ever had when all's said and done, but that's how you know it's working.
no subject
For the record, you'll be fine means very little to a desperate mind — desperate to move again, to throw John into the wall, to claw his way out and take on Meridian singlehandedly if that's what it'll take to get the Oracle—
None of it is happening, and he's reduced to gritted teeth and angry glares. ]
You're here; you're a Zenite. You're a traitor. [ Because why else would John be harmonized to Zenith if not to fight for its goals? The idea of holding neutral ground here, in this conflict, is nonsensical to him. Either you fight or you get left behind, so he fights. ] We shouldn't be giving up. We're fighting for a new world. What, you want those assholes to claim the Oracles and waste them trying to bring back dead worlds? Shit that can't be brought back? Why are you helping them— [ his voice is strained, he can't feel his arms, can't feel his legs, it's starting to get to him— ] Why are you wasting everyone's time with this shit—
[ He can't even flex his hands. This is hell. His voice grows more desperate. ]
Fucking let me go—
[ So he can go after the Oracle, or so he doesn't completely lose his mind and fall back into himself? He wants the former. It might just have to be the latter. ]