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!!!
minkel in time
And this time, it's not like he can just take a few more jobs with that courier company to bulk up his paycheck in hopes of earning enough to scrounge up a good meal.
Gen resentfully mulls over that thought as he stares across a flooded passageway from where he's crouched at its edge, brow furrowed as he stares sullenly into the tranquil surface. And while there's certainly a lot on his mind -- this time, he isn't easily caught off-guard. As Silco approaches Gen where he's contemplating the water's surface, he might notice a tiny flicker of movement. The flick of a pointed canine ear, twitching in time with each quiet footstep that approaches, and Gen looks back in his direction before before those words are spoken out loud. ]
... yeah, no shit. [ The tail peeking out from the hem of his jacket gives an agitated little jerk, the tip whapping against the ground just once. ] There's enough shit going on around here as is. Pain in the ass that we couldn't at least have an easy time just staying fed and well-rested at the same time.
[ He turns to look back into the water, though Gen knows better than to completely let his guard down around Silco; one pointed ear remains angled in Silco's direction, listening carefully for any movement from him. Still, after a quiet moment, he deadpans: ]
What, is it another hit of that same shit you're offering? The same thing from before?
[ He's obviously considering it. ]
Re: minkel in time
With his hands in his pockets, he slowed near him, to look at the water he was paying attention to as if he could see into the depths, and find out what he was paying attention to. Supplies, perhaps? Something to eat? Silco, thankfully, had his demon to worry about the whole food thing, which left him to relentlessly pursue sand and slash at the Meridian types as he wished.
That Gen didn't seem to be of one side or another yet meant, that he should have lashed out to take his sand, but... well. He had a deeper interest in Gen, in pushing him in the right direction eventually. ]
Mm, yes. I was lucky enough to come with it. [ Or rather, Yima had infused him with it. His lip curled into a small smile. ] I suppose it makes sense, given how much I used it before, hm? It is available, to be used. Makes a lot of... [ He gestured at the water. ] That sort of thing easier, wouldn't it?
no subject
Case in point: Gen scowls in response to what Silco says, but maintains his flat stare on the water's surface, lips pursed in thought. And then he speaks up abruptly: ]
What d'you want in return.
[ He knows (thinks he knows) men like Silco. Everything is about give and take. The thought of Silco offering him help out of goodwill feels laughable, but when it comes to bargaining, that feels more plausible.
His bootsoles scuff against the dirt as he shifts once more to properly face Silco and rise to his feet. Standing at his full height, he looms easily over Silco. It's deliberate, of course. He knows better than to let himself be seen in any weak state when trying to bargain. ]
How long would one hit of that stuff last, and what's your price.
no subject
At least at first. He stared for a moment, considering. Like gears in motion behind an unblinking stare, as he considered. Well, there was something he would take for the "gift", but more importantly than that... ]
It lasts around ten minutes.
[ He answered, first. ]
Before I decide what I would ask in return, tell me this. What will you do with your sand, in the end? When we have to turn this all in?
[ Would he want to save your average... dweller? With their blighted bodies and minds? Would he bother with resources? What was his goal? Or was it simply to survive? Which while admirable most of the time, would be in Silco's way. What he wanted right now were those oracles -- to take them. Use them to rip and tear it apart. Single-minded though he was, it wasn't without purpose, although it's not apparent from the calm, nearly disinterested look on his face. If only it weren't for that unblinking, burning eye. ]
no subject
-- so it's really too bad Silco decides to throw a wrench in those plans.
Gen's focus snaps back to fix on Silco almost immediately as that question is raised. And while he remains standing right where he is, the faint, hostile tension that takes over his posture is a perfect mirror to that intensity in Silco's unblinking eye. He's pointedly silent for a moment before deadpanning: ]
... I'm not giving any of it to you. [ That feels worth clarifying immediately. Like hell he's going to be giving any part of himself to anyone.
At least he's not a complete idiot (or is he?), and he studies Silco for a moment, trying to gauge what the other man must be thinking, before speaking again. He's endeavoring to keep his voice as flat and controlled as possible. ]
I don't give a shit about the people here. Otherwise -- if you wanna try to persuade me one way or another, I'm open to hearing you out.
[ But as he speaks, his hand creeps slightly back to rest against his belt -- closer to where his mace hangs, ready to be snatched up at a moment's notice. The message is clear: if Silco tries to 'persuade' him through force, then he won't be going down easy. ]
no subject
[ He said it, bluntly. It was expected, he knew. Silco didn't care about anyone here. Not here, not Horos, and presumably, nobody back home, either, given his inclination. It wasn't... Quite true, but true enough for those who he would encounter. The truth was rawer, and contained secrets that Silco had so carefully held back, to keep others from finding out anything about him. The lack of knowledge, at least, meant that he could surprise people -- like now.
His eyes flicked to Gen's hand on his mace, and he smiled, the ghost of one to be certain, but it was there. He casually flicked a hand against his jacket, to reveal that there was the flash of a knife, holstered, but present. he did not reach for it, only a reminder that he, too held a weapon if needed. ]
However, I wasn't going to ask you to give me any. First of all, you're reasonable, aren't you? I don't have to strong-arm a pinch of your sand away from you. [ Implying, of course, that he thought Gen could be moved to his side. That he didn't care about the people was not a surprise. Gen hadn't ever really been... a kind-hearted boy for those he didn't know, or at least those he didn't hold some sort of kinship with, as far as Silco knew. ]
You and I both know resources are going to be the key to the future here. That Alenroux is not... a sustainable solution requires us to be more... cutthroat with our decisions.
If you direct your sand toward resources for Zenith... [ He waved his fingers in the air. ] I might have more than one, to offer.
no subject
Not that he really likes the way this bargaining is going.
The comment about him being 'reasonable' is brushed aside -- he knows better than to let flattery get to his head -- and Gen instead contemplates Silco's offer for a moment with brow lowered and eyes narrowed. Truth be told, he's never been that good with this sort of maneuvering; he's always been the type to rely more on intimidation and strength, to wield his reputation like a cudgel and eliminate the ncessity for such finicky bargaining. But it's not like he has a choice right now, so. ]
-- that's awfully in your favor, isn't it.
[ It's less accusatory, more cautious when Gen finally answers, giving Silco a suspicious stare. Those canine ears of his are canted slightly back. ]
It's a gamble if I'll even find anything useful [ a tilt of the head towards the icy water's surface ] down there. Meanwhile, you want a guarantee of a bounty in the end. [ He huffs, but he's also quick to clarify that that doesn't mean he's rejecting Silco's request wholesale. ] Something more. Not like I have any other use for my sand, so I can put it towards Zenith's side, or whatever. But you gotta offer me something more for it.
no subject
[ He says, as if the end goal that Zenith offered wasn't exactly what Silco wanted these days. He smiled, instead of letting that seething, bubbling well of anger at days of continued existence show, and he spread his hands, as if he were being perfectly accommodating.
And really, Gen, he's here to help, isn't he? Silco looked at him for a moment, head tipped, as if he were trying to figure out what Gen was getting at, or even what he would want. His control over one of his other powers wasn't quite as controlled as his shimmer power, and his lips twitched, slightly. ]
I see your point, however.
Is there something you want in particular, Gen? Another dose when you get out? Or is there something in particular you're asking for?
no subject
Then it's immediately squelched when Gen realizes he actually doesn't know what to demand of Silco.
Here, it's doubly evident that Gen has yet to fully acclimate to those canine features of his; even if he manages to keep his expression largely controlled, brow furrowed in what only looks to be consideration, the backwards cant of his ears and the uneasy swish of his tail makes it obvious he's not exactly on top of this negotiation. Because what the hell can he ask of a man like Silco? An IOU would be pointless, he thinks; he sure as hell doesn't expect someone as shrewd as Silco to honor something like that. Money? Useless at the moment. And it doesn't look like Silco is carrying any useful resources he can immediately demand, so ... ]
... yeah, you owe me one when we're out of here. One extra shot.
[ It feels like a lame deal -- because why the hell would he even want another hit of that stuff except under dire circumstances? -- but it's better than nothing. ]
You gonna give me your word you'll keep your end of the deal?
[ There's no masking the doubt in his voice. He trusts Silco about as far as he could throw him, and he's partly just testing the waters to see how Silco responds to that blatant doubt. ]
no subject
He resisted the urge to say: Oh is that all? when Silco very clearly didn't mind spreading the resource out to others, but Gen didn't know that, since he wasn't a part of Zenith at this time. It was something he had endless supply of, or as close as a night's rest could give him.
He couldn't make an army of them like his factories could have, but... ]
You have my word. An extra shot is an acceptable trade.
[ He even held out his right hand -- the ungloved one now. To shake. ]
no subject
But at the same time, there's something grimly comforting about knowing what to expect from someone. Especially if that 'what' is a purely give-and-take relationship. ]
... fine.
[ Without further ado, Gen takes that offered hand. He deliberately grips it just a little too tight as he gives it a single, firm shake, trying to ensure some control over this situation. ]
no subject
Silco had never proclaimed that he didn't get a second thing out of his deal, had he? ]
Deal.
[ He says, and when their hands touch, even though Gen will shake it, trying to exert control...
It will be tailed by the electric-neon shock of shimmer, laden under skin and spreading through his fingers and toes. Like electric, polluted power. He does not, however, give Gen the brainless, berserker push of shimmer, separating it from the others, to allow him the clarity of mind, to move forward. The high... not much. Just enough to make it feel good, and right, to take shimmer. ]
Have fun, Gen. [ He said, and pulled his hand away, to vanish, unless he was stopped. ]