Entry tags:
- !event,
- arcane: vander,
- d. gray-man: tyki mikk,
- dragon age: anders,
- elder scrolls (the): voryn dagoth,
- ennead: set,
- expanse (the): amos burton,
- final fantasy xiv: emet-selch,
- final fantasy xiv: hythlodaeus,
- genshin impact: kaeya alberich,
- genshin impact: zhongli,
- mob psycho 100: reigen arataka,
- oc: liem talbott,
- orv: dokja kim,
- orv: sooyoung han,
- until death do us part: mamoru hijikata
⏳ THE SCORCHING ISLE: Oracle Event One ⏳
ARRIVAL
All Bearers have heard whispers of them - the Oracles. Mysterious and unknown entities of an abstract nature, they serve as the heart of each faction’s cause - both as a means to an end and a very real stepping stone in achieving their objectives. To claim an Oracle means growing ever closer to victory: to see your homes restored as they were, or to herald in a new one of your making.
So you go.
A Cornerstone has been set up for each faction; one for the Zenith and one for the Meridian in Yima’s manor and Heliopolis, respectively. They warn you that upon transportation, your safety cannot be guaranteed and there is no telling what waits for you beyond - to be prepared. To make sure you have whatever you deem necessary with you before you go, as there is no telling when - or how - you will be coming back. CONTINUED HERE...
Upon your arrival, you woke up with an HOURGLASS NECKLACE. Please refer to the Time Mechanics on the OOC Summary and bottom of this post for details on its usage.
The COURTYARD is frozen in time. Player Characters and the Great Tree are the only signs of moving, free life in the courtyard. During the intro, time magic does not work.
Characters are free to investigate but cannot move beyond the courtyard if you choose a prompt during the intro. You may mingle among your fellow Bearers or speak with [MR. TIBBS] if you so choose. (Also? LOOK AT HIM HELP)
Iconoclasts and Stargazers will notice Aspect benefits/detriments now.
All characters will be weak for the 24 hours - think like mild flu - and unable to leave until Mr. Tibbs has dispersed them. This is the time in which any threads with the NPC will be carried out.
The INTRO concludes with said dispersal of PC’s once interactions concluded. They will be sent to a location around the castle of your choosing; they are free to move about freely from here. Your prompts can start with you waking alone or in the presence of others - whatever you’d like!
Your character will innately understand how to use time magic from this point forward. It will come naturally to them, like a skill they were born with.
So you go.
A Cornerstone has been set up for each faction; one for the Zenith and one for the Meridian in Yima’s manor and Heliopolis, respectively. They warn you that upon transportation, your safety cannot be guaranteed and there is no telling what waits for you beyond - to be prepared. To make sure you have whatever you deem necessary with you before you go, as there is no telling when - or how - you will be coming back. CONTINUED HERE...
NOTES
CASTLE: OVERVIEW (p a s t)
The Scorching Isles is home to the Atirat, a people of sea-dwellers who have the ability to walk on land. (Think mermaids with the ability to shift back and forth between human and mermaid forms.) As such, much of the Scorching Isles is covered in large bodies of blue water and glistening pieces of ice to accommodate their lifestyle.
THE CASTLE, however, is what dominates the landscape and it's where the Shard-Bearers will be spending their time. The white castle with colorful glass windows is obscured by a thick layer of clouds and fog. Nearly every location on the island has a thin layer of fog that rolls through it, which gives the entire Island an inescapable chill. The castle has artfully built rooms with a CAVALCADE OF DECORATIVE ICE, lavish mirrors, and white plants accented with blue decorations. Several portions of the castle are submerged due to the aquatic nature of the native residents.
And everywhere you go, you find them - STATUESQUE BODIES FROZEN mid-movement. They are haunting reminders of the power in your Hourglass - the very real power to decide their fates.
The castle has many winding paths to explore, as castles often do. There are sleeping quarters, HALLWAYS, a wine cellar, and a few large rooms presumably for diplomatic affairs. Players can use these rooms at their own leisure for whatever purposes they see fit. (Exploration, combat, or supply gathering.)
However, many of these rooms will require some strategy to access their full potential! Atirat were much more comfortable being underwater than many Kenosians may be. Therefore, rooms of higher importance may be COMPLETELY SUBMERGED or require swimming through an underwater pathway to reach them. Very minimal supplies will be kept out in the open for all to reach. More desirable supplies - such as warm clothing, small weapons, treasure, and the like - will be located past or within one of these flooded areas.
Players may gather supplies within and preserve their Sand or use their Sand to make other rooms accessible and gather whatever lies within! The larger the asset you attempt to unfreeze, the more Sand it costs - and the more drained/vulnerable you will be as a consequence, so choose your path ahead wisely.
Currently, a pervasive fog is preventing you from wandering beyond the Castle's limits. Should you try to venture past it, your Sand will rapidly be stolen and you will find yourself suffering the same fate as the islanders if you don't move back to safety quickly... However, if you ask Mr. Tibbs what lays beyond the mist - he will tell you about the thriving farmland, the once-bustling village surrounding the castle, and the beautiful coral reefs beneath it. Sadly, they're beyond your reach - but maybe if the Bearers decide to unfreeze them when the week is up...
THE CASTLE, however, is what dominates the landscape and it's where the Shard-Bearers will be spending their time. The white castle with colorful glass windows is obscured by a thick layer of clouds and fog. Nearly every location on the island has a thin layer of fog that rolls through it, which gives the entire Island an inescapable chill. The castle has artfully built rooms with a CAVALCADE OF DECORATIVE ICE, lavish mirrors, and white plants accented with blue decorations. Several portions of the castle are submerged due to the aquatic nature of the native residents.
And everywhere you go, you find them - STATUESQUE BODIES FROZEN mid-movement. They are haunting reminders of the power in your Hourglass - the very real power to decide their fates.
The castle has many winding paths to explore, as castles often do. There are sleeping quarters, HALLWAYS, a wine cellar, and a few large rooms presumably for diplomatic affairs. Players can use these rooms at their own leisure for whatever purposes they see fit. (Exploration, combat, or supply gathering.)
However, many of these rooms will require some strategy to access their full potential! Atirat were much more comfortable being underwater than many Kenosians may be. Therefore, rooms of higher importance may be COMPLETELY SUBMERGED or require swimming through an underwater pathway to reach them. Very minimal supplies will be kept out in the open for all to reach. More desirable supplies - such as warm clothing, small weapons, treasure, and the like - will be located past or within one of these flooded areas.
Players may gather supplies within and preserve their Sand or use their Sand to make other rooms accessible and gather whatever lies within! The larger the asset you attempt to unfreeze, the more Sand it costs - and the more drained/vulnerable you will be as a consequence, so choose your path ahead wisely.
Currently, a pervasive fog is preventing you from wandering beyond the Castle's limits. Should you try to venture past it, your Sand will rapidly be stolen and you will find yourself suffering the same fate as the islanders if you don't move back to safety quickly... However, if you ask Mr. Tibbs what lays beyond the mist - he will tell you about the thriving farmland, the once-bustling village surrounding the castle, and the beautiful coral reefs beneath it. Sadly, they're beyond your reach - but maybe if the Bearers decide to unfreeze them when the week is up...
LIBRARY (s a f e z o n e)
The ROYAL LIBRARY - A treasure trove of knowledge, history, and glimpses of a fractured past scattered throughout. The lower floor of the Library is void of much reading material and contains several intricate-looking art pieces on decorative pedestals.
A spiral staircase dominates the center of the room, with its once delicate structure overtaken by sheets of formidable ice; it leads you toward the upper levels where a sea of books awaits. There are isles and isles of books, most perched on intricately carved shelves. Many books lay in piles or are discarded onto the floor, and scattered papers are common throughout.
Curious Kenosians may pick out books from the shelves and read on various topics, but players may also pass through this room on their way elsewhere. This area will function as a safe haven where violence and the taking of others' Sand is not allowed; do not disturb the books or Mr. Tibbs won’t be happy!
Characters who wish to receive a book with lore specific to the island may comment [HERE]. You will be RNGed a book from a pre-written list of topics. The books may give you a deeper look into the island, its inhabitants, and its history! (Only 1 book per player! Please assume all other books they read are about commonly-available topics.)
A spiral staircase dominates the center of the room, with its once delicate structure overtaken by sheets of formidable ice; it leads you toward the upper levels where a sea of books awaits. There are isles and isles of books, most perched on intricately carved shelves. Many books lay in piles or are discarded onto the floor, and scattered papers are common throughout.
Curious Kenosians may pick out books from the shelves and read on various topics, but players may also pass through this room on their way elsewhere. This area will function as a safe haven where violence and the taking of others' Sand is not allowed; do not disturb the books or Mr. Tibbs won’t be happy!
NOTES
THE EATING PARLOR (p a s t)
There are no basic amenities on the island. No hot water, no warm beds, and no salacious magazines (that you know of. heh heh). That would make the Eating Parlour a wise stop for anyone. After all, this could be the perfect chance to procure some provisions!
The EATING PARLOUR has all the equipment one would need for meal preparation. Dried plants hang from the ceiling, and the walls are lined with mason jars filled with every strange manner of presumably edible thing (Is that a head over there? Hmm… maybe you should check).
The parlour also comes with a garden under a massive windowed dome so that the inhabitants could have fresh produce at hand. Many plants have withered, but there are some salvageable plants if you know how to look for them. But beware… Some of the plants have a strange blue glow. These plants can spell potential disaster.
If someone should make contact with these glowing plants, they will crumble into glass shards - glass that will quickly burrow its way under the skin and curse that person with Blight. Blight will make all resources within that person's vicinity slowly age and eventually crumble to dust. (Which I relate to on a personal level tbh.) Iconoclasts will be immune to its effects.
Please see the "Blight" section below for more information on its effects.
The EATING PARLOUR has all the equipment one would need for meal preparation. Dried plants hang from the ceiling, and the walls are lined with mason jars filled with every strange manner of presumably edible thing (Is that a head over there? Hmm… maybe you should check).
The parlour also comes with a garden under a massive windowed dome so that the inhabitants could have fresh produce at hand. Many plants have withered, but there are some salvageable plants if you know how to look for them. But beware… Some of the plants have a strange blue glow. These plants can spell potential disaster.
If someone should make contact with these glowing plants, they will crumble into glass shards - glass that will quickly burrow its way under the skin and curse that person with Blight. Blight will make all resources within that person's vicinity slowly age and eventually crumble to dust. (Which I relate to on a personal level tbh.) Iconoclasts will be immune to its effects.
NOTES
TREASURE ROOM (f u t u r e)
Faint singing can be heard coming from this room. Once you hear the song, it dulls your senses and leaves you in a haze. There is no stopping your feet from guiding you to it through the doors and into the Treasure room. The door slams shut at your back, sealed with a wall of ice and magic.
Players will find themselves lured to an icy chamber bordered by a ring of cold blue fire. There is a deep pond that surrounds the platform you’ve found yourself standing on. Beyond its glassy surface and crystal clear water, one can glimpse all manner of treasures - from crowns, jewels, ornate statues in various statues of repair, scepters, spears, and books that seem impervious to the water's cold chill.
As you come to your senses, you will find yourself frozen in place and at the mercy of a large statuesque being before you. This beautiful and horrifying figure in a perpetual song is the SIREN, the only Atirat you’ve seen in person. She measures nearly 20 feet (6 meters) from her head to the tip of her long-finned tail. She cradles an icy shard in her arms, singing to it as if it were a child.
She sits serenely in front of a large hourglass filled with white sand, which is bordered by a spear and a lance. Emblazoned in faint text at the base of where she sits reads: “The future lies in our hands.”
Welcome to the Siren’s Chamber! Players must use their wit, charisma, or some good ol' fashioned elbow grease to escape the room or break the Siren’s magic. The Shard that the Siren holds contains dormant time magic that players may activate by using the Sand within their necklace. Players can access the future in 5-second intervals and use whatever they find in that time period to escape their predicament.
For example, if they activate the shard by using their time magic, that shard will begin to glow blue. The room around them will shift, and it could change to a point in the future where there is a sword nearby. If you can grab it, now you have a weapon! When the 5 seconds are up and time returns to the present, you will still have that weapon on your person. You may also try verbal communication if you’d like. If your character is someone who would try and talk their way out of a situation diplomatically, they may give it a try!
It is up to player discretion/creativity to think of a scenario you’d like. Each “future" does not have to be the same across player encounters! What one group experiences may be tailored to the player wants (because branching timelines exist). Let your imagination run free!
Players will find themselves lured to an icy chamber bordered by a ring of cold blue fire. There is a deep pond that surrounds the platform you’ve found yourself standing on. Beyond its glassy surface and crystal clear water, one can glimpse all manner of treasures - from crowns, jewels, ornate statues in various statues of repair, scepters, spears, and books that seem impervious to the water's cold chill.
As you come to your senses, you will find yourself frozen in place and at the mercy of a large statuesque being before you. This beautiful and horrifying figure in a perpetual song is the SIREN, the only Atirat you’ve seen in person. She measures nearly 20 feet (6 meters) from her head to the tip of her long-finned tail. She cradles an icy shard in her arms, singing to it as if it were a child.
She sits serenely in front of a large hourglass filled with white sand, which is bordered by a spear and a lance. Emblazoned in faint text at the base of where she sits reads: “The future lies in our hands.”
NOTES
Welcome to the Siren’s Chamber! Players must use their wit, charisma, or some good ol' fashioned elbow grease to escape the room or break the Siren’s magic. The Shard that the Siren holds contains dormant time magic that players may activate by using the Sand within their necklace. Players can access the future in 5-second intervals and use whatever they find in that time period to escape their predicament.
For example, if they activate the shard by using their time magic, that shard will begin to glow blue. The room around them will shift, and it could change to a point in the future where there is a sword nearby. If you can grab it, now you have a weapon! When the 5 seconds are up and time returns to the present, you will still have that weapon on your person. You may also try verbal communication if you’d like. If your character is someone who would try and talk their way out of a situation diplomatically, they may give it a try!
It is up to player discretion/creativity to think of a scenario you’d like. Each “future" does not have to be the same across player encounters! What one group experiences may be tailored to the player wants (because branching timelines exist). Let your imagination run free!
HALL OF MIRRORS (p r e s e n t)
Should you reach the rightmost wing of the massive castle Library, you will find a door hidden in the very back of one aisle against a wall; it looks as though the door used to be concealed by magicks that have since dissolved.
The stairwell leads down and into darkness. Once you reach the bottom, shimmering light cast from an unknown source beneath sheets of glistening ice will illuminate your new surroundings; you are in a maze of mirror-like ice. This labyrinth is silent save for the quiet creaking of shifting ice that may disquiet you and leave you uneasy regarding the stability of this area… but it holds beneath your feet.
Mr. Tibbs had told you that the “Kaleidoscope” - where your Sand is counted - rests through here, so eventually, you must brave the journey. Is it a trick of the light? Maybe the product of an especially active imagination…?
Did you just see one of your reflections move without you?
Please refer to the OOC Summary for details on the Hall of Mirrors!
The stairwell leads down and into darkness. Once you reach the bottom, shimmering light cast from an unknown source beneath sheets of glistening ice will illuminate your new surroundings; you are in a maze of mirror-like ice. This labyrinth is silent save for the quiet creaking of shifting ice that may disquiet you and leave you uneasy regarding the stability of this area… but it holds beneath your feet.
Mr. Tibbs had told you that the “Kaleidoscope” - where your Sand is counted - rests through here, so eventually, you must brave the journey. Is it a trick of the light? Maybe the product of an especially active imagination…?
Did you just see one of your reflections move without you?
NOTES
THE BLIGHT and TIME MECHANICS
BLIGHT
TIME
NOTES
- An OOC POST will be coming shortly explaining how Sand is going to be tallied and the Oracle claimed.
- Should your character attempt to unfreeze any NPC's, please respond [HERE]. NOTE: unfreezing NPC's may result in physical violence with CW's for severe mental instability/illness and a potential reference to self-harm.
- HAVE FUN!!!
Miya Atsumu (Harbinger+Zenith)
[ There's something tragically ironic about the fact that after spending the first day of this mission feeling sickly (just like everyone else), Atsumu is right back here again, so soon into their stay in this castle. While he's played a number of video games in his life, he's trended towards games like FIFA, and less rpgs that reward resource saving. He understands the concept of unlocking things for exploration just fine, but damn if he doesn't have a clue how to properly dole things out.
So he's sitting there curled up, cold and miserable in the library, though the shivering isn't just from the frigid air. He feels awful, and could really use a pep talk, or maybe someone to kindly explain to him that he needs to be a bit more careful with how freely he uses that Sand. Though he might have already learned that particular lesson. ]
II. COLD
A. WATER
[ So here's the thing...
They've all been here long enough to know that you want the good stuff? You dive into the cold water and you risk a little hypothermia for it. No big, right?
A little big... Kinda big... Actually very big.
Atsumu is standing beside a pristine pool, jumping up and down as he tries to hype himself up to leap down into the glassy water. It's easy to see the soft glow of light from the other side of the watery tunnel just beyond, so the swim won't be that long.
But getting out of water into that cold, cold air, and freezing as you grab your pilfered supplies?
Nightmarish.
As he keeps at it, trying to get the blood pumping and his body warmer, he'll glance over at whoever is about to take this particular plunge with him. ]
Most of 'em got feet, right? I don't see why they had to go and fill the whole place up like this.
B. WARMTH
[ Whether it's from his recent water based resource gathering, or just the general cold of this place really starting to get to him, Atsumu is freezing. He couldn't care less if someone is a friend, an enemy, or an entirely neutral party, Atsumu is sidling up to them quickly. There's enough time to push him away if they don't like their space being invaded, but if they don't do it fast he's going to start to press closer in a desperate bid to steal some body heat.
That's right. This is a Body Heat Meme Prompt, bay-bee.
At least there's the nice bonus of nullifying a little Discord. Unless, of course, the other individual is an Exalt at which point... eeeeeeesh.... oh boy... well, that's unfortunate. ]
III. THEFT (Meridian or Unharmonized Only)
[ Towards the end of their time here, tensions seem to be running high. Atsumu is hungry, he's constantly cold, and he's running low on Sand. All of this is the perfect recipe for someone desperate enough to do something stupid. Not that it's ever been particularly difficult for Atsumu to make stupid choices.
So despite the fact that he's had minimal amounts of magical training, and even smaller amounts of combat training, he's blocking the path of someone he does not recognize as a fellow member of Zenith right now, eyeing whatever they're holding that hourglass of theirs. ]
Any chance I could talk you into lettin' me borrow some of that?
[ Because if not, he will try to get it, regardless of how poorly that turns out for him. ]
iib -- with a twist!!
He looked over at him, when he was near, and pulled a cigar out of a fine leather case, along with a snipper, before he snipped the end off. Sure, it might be a library, but the books were all frozen, right? It wasn't like they were going to catch on fire.
He lit his cigar with a press of his finger to the end, and a burst of flame came to light. ]
How has... being normal served you, so far?
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So Silco's little display with the fire? It's having the intended effect of grabbing Atsumu's attention, though he is narrowing his eyes at irritation realizing what Silco is silently saying here.
Not even that silently, considering the question he just asked. ]
I ain't dead yet, so it's not goin' that badly.
[ But he sure feels like he's perilously inching closer and closer to that, so as much as he'd love to let his stubbornness win out here, his need for preservation breaks through. ]
If your power you went and took lets you start fires, how about lightin' some things up so the rest of us can warm up a little?
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[ He said, with a touch of mockery. He was referring, of course, to Mr. Tibbs. In addition, he was pretty sure people would get mad if he started burning books. ]
Have you considered finding some firewood? Then, perhaps, I could be a little more useful, hm?
[ It wasn't like he could just make fire happen without a goal, after all. He'd tried, when these powers were made manifest, but it immediately died out. He'd had to have something to light. ]
It would have been nice, if we'd known exactly how cold it was going to be here. [ He did add, after a moment, a touch sourly. Silco, in his layers, was at least making it better than Atsumu, but he was a tiny, small man. He was still cold. ]
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[ Not that Atsumu has deep issues with Mr. Tibbs himself, but he's cold and miserable, and if he's being dragged out here to help deal with this problem, he should be allowed to burn whatever he needs to in order to warm up. ]
It ain't like there's a buncha firewood lyin' around easy to find either.
[ He finishes his short tirade with a small grunt as he crosses his arms firmly in front of him, trying in vain to warm himself up. There will be no disagreements from him about wishing he'd come better prepared for this. ]
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[ Silco said, and gestured at the books. ]
Be my guest. As far as I've understood it, to pull these books free, we must... invest our sand. Pull as many as you would like, and I'll even light you a fire.
[ Silco, obviously, wasn't going to spend his sand on that, regardless of whether he was going to piss off Mr. Tibbs. He also didn't want to deal with anyone else throwing a fit about it, but he figured if Atsumu would invest the sand, he could perhaps sneak a little fire. Although it might set more on fire without control.
Oh well. Not his problem. ]
Alternatively, we could light a piece of furniture on fire.
[ He said, looking at the finer pieces in here. He didn't have much care for the finery, it all reminded him of Piltover with the fine, high backed and plush chairs. Clearly, these people had not wanted for anything, and now they were all frozen, and suffering. Go figure. Money couldn't solve every problem. ]
Personally, I would rather we use our sand in the end, and save what we can otherwise. [ Take, even, if necessary. ]
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Still, he wishes he hadn't visibly balked at the suggestion literally the second after he does it. Silco has proven himself time and time again happy to poke at Atsumu, and he feels like he doesn't need to give the man more ammo to use again him.
He tries to change tactics by approaching the closest chair. It's ornate looking, but small enough that it's not like someone could sleep on it anyway, and if one really needed to sit, they could just park themselves on the floor.
The cold, cold floor, but it'd work still.
He's tugging the chair over, hoping that Silco will let it go that Atsumu did not respond to his suggestion Atsumu use his Sand to unfreeze the books. ]
Ain't it harder to set something like this on fire?
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Or the fact that he'd drug over a Whole ass chair.
Silco, though, was a ratty little man from the undercity, and he knew that sometimes, one had to do what one did to survive. He could have lit the chair on fire, but since he was Trying to not catch the eye of anyone that might come into the library -- he wanted to keep a low profile unless he was reaching out to strike -- ]
Let's try a new trick, hm?
[ He touched the cushion of the chair with his hand, and stepped back. Because Prestidigitation, beyond just lighting fires, can apparently warm 1 cubic foot of non-living material.
So enjoy your heated chair, Atsumu. ]
Go on, sit.
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God a bonfire would be nice right now, but he'll have to settle for whatever it was Silco just did to that chair. Which he will give a suspicious look to, before giving an equally suspicious look to Silco. ]
You didn't do anything weird to it, didja? It ain't gonna light on fire as soon as I sit on it or something, right?
[ You know, he's asking those questions, but he's doing it while simultaneously moving to sit down in the chair. He probably should have waited for an answer first if he was really concerned.
Instead, he'll be treated to a warm seat that doesn't seem to be lighting him up, and his brow raises as he wiggles in the seat to adjust and get comfortable.
Huh... ]
Not bad.
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iia
[ Amos is mimicking Atsumu's movements, trying to stay light on his feet, get the reps in, get the blood flowing. Hell, Amos can more than hold his own, but there's an athleticism to Atsumu's body that indicates that he knows what he's doing better than Amos does — part of it's probably from the youth. And the fact that he actually played a competitive sport. That too — that he figures it's best to follow his lead.
That, and he doesn't want the kid to go it alone. Amos had said over communion that he could help him, right? So here he is. Helping him by accompanying him. An extra pair of eyes, a pair of fighting hands, just in case. ]
Though you'd think if they liked the water so much they'd put all the stuff worth grabbing on dry land. Make them have to work for it, not us.
[ Maybe these fish guys do deserve to be stuck like this forever, is a totally normal and not at all petty thought to have — and surely not one that's going to intensify the second he hits the icy water. ]
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But if he knew what was happening in Amos' head right now, he'd be more focused on vindictively agreeing on that frozen fishsticks thought he has. Considering how miserable the living conditions are here, it really is difficult not to feel a little resentful, huh?
With one last stretch of his arms, Atsumu uncertainly steps to the edge of the pool of water, nose wrinkling as he looks down at it. ]
Woulda saved us a lot of trouble at least.
[ One last deep breath as he steels himself for this. ]
Guess there ain't any use puttin' it off any longer.
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[ There's no use putting it off any longer.
So Amos just dives right in, and yeah, the people who lived here can all die and stay dead. He'd already removed his heavier articles of clothing, of course, not wanting them to get weighed down with water; he'll just have to get them when they come back.
But in the meantime, this sucks. Amos is a pretty decent swimmer, so at least he's able to swim through the tunnel pretty quickly. He emerges on the other side with a gasp, the frigid air hitting his skin as he hauls himself up and back onto ground. Ice. Whatever.
And shivers; fuck, it's cold. But he'll wait for Atsumu to emerge before picking through the room; last thing he wants is to be treasure hunting while unaware his young companion didn't make it up with him. ]
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But he hates it even more once he finally emerges from the water, and his teeth immediately start chattering. It's funny, but right now he kind of wishes he was a worse swimmer than he was, because it would mean a few seconds longer before having to deal with this.
Shit fuck shit!!
As he speaks his voice stutters and shakes in a way that his player refuses to type out on top of his already existing accent. ]
Let's grab whatever's in this room, and figure out if it's any good after we get back to some dry clothin'.
[ He's scrambling through the blessedly mid-sized chamber, trying to find things that he doesn't have to use Sand to unfreeze. ]
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Don't gotta tell me twice.
[ Satisfied that they're both as alright as they're gonna be, Amos turns to the opposite side of the chamber from Atsumu and starts digging around there.
He's got a decent pile of jewels forming off to his side — they've gotta be worth something eventually, right? Not here where everything is survival mode, but maybe after — when Amos comes across a thick, soft blanket. It feels like heaven against his fingertips; within seconds he's got it draped over his frame. Sure, it's getting a little damp now, but at least he's a lot more comfortable. And besides... ]
These bags're waterpoof, right? 'cause otherwise I feel like this thing is gonna take days to dry out, if ever.
[ Called over his shoulder, and completely unabashed about the fact that he's managed to find some source of warmth. Shit, he knows he shouldn't, but he could really just curl up in this thing right about now. ]
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But that blanket that Amos just found? That's worth its weight in literal gold right now. Atsumu has a slightly busted looking candlestick in his hand right now (more interested in the candle that comes with it if he's being honest), and almost drops it when he turns around to see Amos bundled up all warm looking.
He feels like he's dying here, and the big guy managed to find himself a cozy blanket stash?! ]
Where'd you get that?
[ He's quickly moving to the side of the chamber that Amos is on, seeing if there are more linens or blankets lying around, and dropping his candle on the jewel pile. ]
And yeah, just seal 'em up tight enough.
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Arright. [ He can't help but pull the blanket a little tighter around himself, trying to soak up every bit of warmth he can get here, but the fact that Atsumu has abandoned his side of the room and is scrambling his way over to him...
Amos opens up one side of the blanket, letting the cold air blast his damp skin again, but also creating an opening for Atsumu if he wants in. Kid looks like he could use it. (Shit, if Amos needs it, then so does anyone else with him.) ]
Gonna have to roll this thing up real fucking tight to squeeze it in, but should be able to manage. [ A beat. ] After we're done going through everything else here first.
[ Look, when they're packing up it'll be one of the first things he does to make sure they'll still have room for all of the other stuff, but until then... ]
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Just for a very, very brief moment, before he's quickly crowding Amos' space and pressing in close. Look he's tried to cuddle up to worse people
(Silco), so this really isn't so bad in comparison.It is going to kind of get in the way of the treasure hunting, but it's nice to escape some of the immediate intense chill on his skin for a few seconds. He'll at least lift his head, and scrutinize what Amos was digging through to see if he can spot anything else that seems useful. ]
Just use something else in here to make a shitty bag for the stuff we can get wet.
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aaand that's a wrap
shoves this wildcard onto your plate
However, his pursuit for answers breaks off for an unwanted detour... Upon the notes of a song, he's drawn to a chamber. Only when he enters, then finds his feet frozen in place, does he snap back to reality with a start. In the corner of his eye, he catches sight of another—of all people... ]
Run.
[ But it's too late. On that command, the dungeon's doors close shut and lock them into the treasure room. ]
holds it close 😌
But really, all Atsumu has been doing this entire time is snagging every remotely useful or important looking thing he can find that isn't nailed down, or more aptly, isn't frozen.
So it's really not surprising that something big and fancy looking like this chamber was going to beckoning to him eventually, luring him in like-- well, like a siren's call ironically enough. It's just a damn shame that shortly after carefully edging into the room, the doors are slamming shut behind him. ]
What--
[ And it doesn't matter how fast he spins around to try and grab at one, those suckers are sealed up nice and tight now.
Ah shit. ]
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The siren rests upon the center of the deep pond, rocking the shard in her arms... No maternal display quiets his dread. He shakes his feet, breaking off the magic that pinned him in place. ]
She won't be letting us leave so easily. [ The siren lifts her gaze as she uncoils from her spot. ] Have you learned anything useful?
[ Joonghyuk reaches into his coat, pulling out two daggers to wield in each hand. They aren't the highest quality, but they are acceptable for their intended purpose. In response, the siren hisses and shields her shard. ]
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But this giant lady is a different matter, and he looks suitably nervous about this upcoming battle. ]
Did I learn how to skewer a huge fish, you mean?! 'Cause of course I haven't!
[ He is edging his way over to Joonghyuk though, keeping behind him for now. Let the man who has apparently done the end of world scenario semi-successfully deal with this one. ]
Any chance you're good at fightin' outta your weight class?
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His brandished blades are brought closer into a defensive stance. ]
I have experience.
[ Granted, he had abilities when he fought gods and titans. It isn't a lot of confidence, but enough for him. His eyes dart to the shard, then to the hourglass. The words engraved upon the large monument: “the future lies in our hands.” What does this even mean? ]
What about a weapon?
[ At the very least, Atsumu can shield himself, maybe. Slowly, a thin stream of sand flows out of his hourglass, winding up magic of the scorch isle. ]
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He's a tenacious student and a quick study, but he's not that quick. ]
Yeah, I got one.
[ Though there's an edge to his voice that suggests he'd really rather not be the one to have to use it.
And maybe, just maybe he won't have to... ]
Hey, what kinda fighter are you? Like how they talk about 'em in video games. Are you the sort to focus on speed, or strength, or what?
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[ He isn't going to PRETEND he can solo her, as much as he thinks he can—actually, he may be able to. The issue is he cannot guarantee Atsumu's safety... The sand coils around a mirror fragment he picks off from his hidden shard. Much like the gem that cradles his soul, the piece is a beautiful obsidian marbled with gold. A faint silhouette shows on it, someone as dour as himself. It's shrouded in darkness, rising from screams, and the realm that reflects in the splinter is one that emanates death and judgment.
The fragment shatters into sand right as the siren comes to strike him, leaving her shard with her tail so her claws can be bared. Clouds of water and ice disperse into the air from the impact, obscuring sight, but what emerges is a tall figure holding a large scythe that parries the siren's blow. ]
Focus on yourself.
[ With that, he's off. It takes few strides with his speed to close the distance between himself and the siren. His blade scrapes her underbelly, doing minor damage if any at all with her size and defense, before scaling her. If his blades have to be used as ice picks to climb, then it is what it is.
Unfortunately, as cool as this could be, the siren writhes and thrashes about to try to shake him off leaving him to hang on like he's on an amusement park ride. The summon swings its sickle again, but she evades it with finesse despite her size. ]
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Though he's still someone with memories that are going to be much more helpful than any of Atsumu's own when it comes to this fight.
He yelps loudly at the sudden appearance of the figure, and somehow louder still as the Siren moves to attack, scrambling sideways out of the main part of the fray. It actually takes a few seconds to realize what this absolute madman is trying to do right now, and his eyes go wide as he skids to a stop, just out of immediate swiping range. ]
What the hell're you doin'?!
[ He is about to witness someone die, and boy is he not excited for that... ]
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