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!!!
tyki mikk | stargazer | zenith
And then, in light of what they soon learn from that little otter, the objective seems simple: They're now entered the game.]
I. CASTLE (PAST)
II. LIBRARY (SAFEZONE)
III. HALL OF MIRRORS (PRESENT)
IV. WILDCARD
[ooc: If there's something you're interested in that doesn't quite fit into the above prompts, feel free to wildcard me a starter here! Or let me know and I can write the starter. My plotting comment is here for reference. You can also contact me through PM, discord, or plurk (
iv. Wildcard!! lmk if you'd like alterations!
He wasn't alone though, was he? Leaning against the railing, a half-unblinking stare took in the other person, trying to figure out whether it was the... lack of supplies, the chill, or something else that affected the other. He very nearly pulled out his cigar, but instead, he just put a hand on his hip and said: ]
This looks harder for you than it does for me. Which might be saying something.
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It's not pleasant, to be here out in the open where just anyone could finish him off. The look he turns on Silco is mild, assessing. They'd met before; he remembers that Silco is affiliated with Zenith.
... Well. That doesn't imply trust.]
I know. Something's affecting me here, and I don't think it's the same for the rest. [How unfair. Tyki reaches up to comb his hair back with fingers; he'd lost his gloves somewhere too. His skin is ice cold against his scalp, not a good sign.] Give me a minute. Just need to rest.
[Yet his tone is drawling, tired. He knows if he falls asleep he may not wake back up. This isn't good.]
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He's just immune to what it is, but he wonders... there had been times in Horos when things felt more... electric, alive. And others where it had felt worse. Was it possible that it was similar? Individually drawn across them through the merit of personality? Or perhaps their aspects? ]
I think rest would be best served in the library, where you will not be stabbed in the back.
[ He said, simply. On the stairs? Like this? He was easy prey.
His smile was... well. It was the smile of a man who knew what he had, and what he could offer. How did one find new people to dole out his power to? Why -- moments like this? When they were weak, and needed power. ]
Do you remember, what I said during our recent communion?
[ He said it idly like it was only an errant thought. ]
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iii, same as jill lmk if any adjustments are needed/preferred 👍
With his right hand on the mirrored wall, Sebastian years Tyki coming a few moments before, but doesn’t expect them to collide. He takes a little step back and withdraws his hand from the wall, an apology already on his lips, but the shadow and Tyki both speak. Sebastian’s attention is drawn towards the shadow, naturally. ]
A demon?
[ He questions that immediately, because its taunt is… not unfamiliar. And indeed, in a mirror behind Sebastian, it flickers with shadow of its own, large, formless, and tossing bodies like they’re dolls until it finds what it’s looking for. Sebastian takes a step back away from Tyki as he’s pushed, as if he’s following the request, but it’s more obscure the picture painted in the glass. ]
i love that icon...
Sweat has gathered on his skin in a sheen, and it is the first time he's truly felt stressed in a while. Not since discovering the Earl with Nea. No — before that. The memory of pain is like an echo, and his scars continue to burn.]
Not exactly. [Sebastian. He knows this one, the fellow Zenith Stargazer.] I'm human, but that part of me... It's more. It may cause me to attack you.
[No point lying. Sebastian will see the black crown of crosses across his brow, scorched into dark skin, unhidden. And if they are allies in this war — it will be an inevitable discovery. Tyki isn't keen on hiding the Noah in him these days.]
We'll have to figure a way out of here. [Amber eyes catch on something over Sebastian's shoulder, but too quickly is it gone. He doesn't know what he saw. He remembers Sebastian had said via Communion that he was a demon, but... this conflicts with his own concept of what those, exactly, are. At least it should mean Sebastian will take the news of Joyd smoothly.] Any ideas?
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I see. Well, for what it is worth, I shall not take it personally if you do. In fact, I am likely one of the better people to have run into if that is the situation.
[ He reaches to the inside of his jacket to pull out a handkerchief, of all things. He may not be wearing the sort of jacket with a pocket square, but of course he would still have one on hand, if only to fit the aesthetic he likes. He offers it to Tyki with a little shrug, though the gesture is clearly in response to the question. ]
Of a sort. I have been making my way through by simply following a wall since that will solve any maze. It is not quick, though.
wildcard for sand hunting
Somewhere in these cold halls, there is a trickle of red blood. Familiar to the eyes for many—who hasn't seen their share of it—and yet... strange. It's difficult to pinpoint with the first small drips, but as the puddles grow in size when closing in on the source the oddity is clear. The crimson color forms letters, words, strung together to be read in disjointed sentences.
Life, death, life, death. The gist of the bloody parable is this cycle.
And at the end of this trail is Joonghyuk in the middle of dressing a wound or two, inconvenienced by all means. The injuries are not fatal, but signs of fatigue show on his disgruntled expression. Upon his neck his hourglass shows that he still owns a considerably amount of sand.
It's only the sound of incoming footsteps that draw his attention away. Yeah, he isn't going to greet. He's going to stare, much like a feral cat. ]
strokes yjh's face
When blood becomes a scrawled series of words, his brow arches. He's careful on the placement of each footstep forward, heels of dress shoes remaining unsoiled, not because he minds the mess but for how it would skew the message. Life, death, life... he thinks the Earl would probably enjoy something as macabre as this. Though the same is true for himself, too.
Tyki's smile is loose and easy once he finds the wounded prize, undeterred by that expression. If anything it's encouragement, reminding him of one Exorcist in particular, whose expressions could be just as terse and baleful in their silence. Joonghyuk = Kanda I guess.]
You shouldn't really be alone right now, by the look of it. [Deftly, Tyki kneels a short distance away, arms draped over knees and head cocked.] Something about you feels familiar... What's your name?
no subject
The loose smile doesn't coax him to slacken. The perpetual frown stays and it may deepen when he hears Tyki speak. His features stay leveled in his attempts to snuff any signs of recognition. In his thoughts, he's thinking Tyki is that one Jehovah's witness hitting people up via communion earlier in the month.
Ugh. ]
It's rude not to introduce yourself first. [ Says the infinitely rude one, but he gives himself a permit for everything. ] What do you want?
[ This question is more important than knowing someone's name. In a faction clash over resources, whether it be sand or rations, he is less keen on unfamiliar encounters. ]
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i
[ He did purposely step into the water that he was told to avoid. It's a second later that he realizes how stupid that was -- it soaks into the bottom of his pants and leaves his ankle feeling quite cold.
Flamebringer stares down at his foot and lets out a sigh. Sometimes, his disagreeable nature can cause him problems. He pulls his foot free and steps closer to the man. His head tilts slightly as he looks at him. ]
I suppose I'm now looking for the same thing you are. [ With confidence that he should not have, he says: ] Some warmer clothes.
no subject
Easy enough. I think we can both get what we want.
[Gold eyes briefly lower, searching for the hourglass full of sand that must be somewhere on his person. There's no antagonism in the look – whether they are allies or enemies is yet to be determined. Or they could be neither. Neutrality isn't something he'll count out.]
What's your style? Looks like we're about the same height. [He lifts a coat of silken blue color, as if stitched out of scales, with some white fur around the neck.] Hm. Not really your color.
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Library - A
Until a small sound cuts through the quiet. It begins to get louder and louder as the moments pass until he could bear it no more - Snoring. Ugh.
He looks up from his book and in the direction of the noise. ]
This is a Library. Would you keep it down.
no subject
The snore is interrupted only briefly by a disgruntled, half-awake growl:] Be quiet, you two.
[It's pretty clear he does not mean Emet-Selch and some mysterious second 'other'.
A momentary silence is followed by continued snoring. Louder, now.]
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library a!
Hey, what gives? I just wanna w-warm up for a second.
[ Her teeth are chattering, but she makes a point to sound firm regardless, plopping down and hugging her knees near his fire despite the protests. In her mind, he'll have to physically move her if he really wants her to leave - that's how stubborn she feels in the moment. At least she had the foresight to take off her coat before she went swimming in there, which she's hurriedly shrugging around her shoulders now that she's found some warmth. ]
no subject
... Eh? Who are you?
[With a sigh, he passes one gloved hand through his hair in an effort to smooth it down.]
You know, I wouldn't normally want to share this warmth; it's a small fire and it took ages just to get it started, but... [Gold eyes survey the girl more thoroughly.] You're soaking wet. What happened to you?
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wildcard, sand hunting, lmk if this needs any fixes!
It's during one of those excusions of his that he maybe catches the attention of another passerby.
The sounds of movement and objects clanging around echoes from the depths of an isolated suite, the noise amplified by the narrow walls of the hallway and the knee-deep pool of water keeping it half-flooded. And if one were to investigate, they'd eventually come upon a series of storage rooms. One carries cooking supplies, another one only silverware, but a third ... well, this one holds some promise.
Gen's dropped his guard as he rifles around this room, careless of the noise as he digs through a shelf full of jars in search of one that looks like it might contain something edible and not-too-gross. Even those pointed canine ears of his he'd acquired last month don't help him much in staying aware of his surroundings, and it's not until approaching footsteps are right at the room's entrance that he finally whips around to face his 'guest.' ]
-- fuck off.
[ Immediately, aggression. How delightful! Gen doesn't hesitate a second in bristling at whoever the newcomer is; the mounting exhaustion is clear in the pallor of his face and in the slight sway to his balance as he shifts to a more defensive stance. ]
I got here first, find your own.
looks good!
He's in a bad mood, and he knows it. Perhaps his endurance wouldn't have been so challenged if not for the drain of simply existing here, but there's only so long he can spend in the Library before motivation pushes him onward. Motivation, and the weight of his own spirit, intertwined with something more than human. Something ravenous for satiation after too many close-calls without success.
The noise is a racket, loud enough to draw Tyki's attention immediately as if it's asking to be found. So he walks in, expression stony, tall and lean in formalwear, surveying the boy in front of him. (Are those... dog ears? Well, he's seen stranger.)]
Don't worry, I'm not looking for supplies. All yours.
[Gold eyes lower to the hourglass hanging around the boy's throat.]
I'll just be taking a bit of your Sand. It'll be quick; I have a delicate touch.
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iia
And then his other foot ends up getting caught behind the first, and a surprised squawk is quickly followed up by a pained grunt as Dokja lands forward on his knees. Fortunately, he manages to catch himself with his hands to stop from landing face first on the ground. As for his books, they go tumbling away.
Dumbfounded, it takes a moment for him to pick himself back up, and then when he does, he's immediately rounding on the owner of that offending leg. ]
What are you doing there?
no subject
What sort of question is that? Sleeping. [Stated like the most obvious, factual thing in the world.] I'm not about to find my bed in a frigid room somewhere else in the Castle. Why are you here?
[Give him a few minutes for the crankiness to wear away. It would be better if he had some coffee or tea to assuage it... but that may be asking too much from this place.]
Looks like you dropped some books. You should be more careful with your things. Or make them actually useful as tinder for the fire.
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ii b
which is why Sooyoung slides into the chair opposite, arms crossed on top of the table.]
You drool in your sleep.
[this is a lie, or maybe it isn't?]
no subject
Oh, do I? That's how you know the sleep was good.
[Shuffling the cards with a practice that betrays experience, he leans back in his chair, one long leg crossed over the other.]
So what are you interested in betting? Since we can't really play the traditional way.
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ii-b.
He tips his head, curious. Cards, not for divination but for recreation: he knows of them, but he can't say he's ever partaken. ]
Mm, mm... I suppose this is where I should ask something along the lines of... [ Tapping his chin in idle contemplation, ] ...ah, "what's the catch"?
[ good work grandpa ]
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That depends on what you're willing to bet. No catch, though, otherwise.
[Poker is a simple game, in Tyki's mind. What makes it complex are the odds, and whether his opponent is willing to cheat. As he himself intends to do.]
Have you ever played?
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ish but wildcard, make it the same room but later in the week!!
That is, after all, his goal in this Oracle war. At least in the beginning, he wants to come to know who is who and what they are capable of, to better know how to crush them when the time comes at the end. Tyki, and his self-Noah, Joyd, are among those he'd meant to located, and never could find himself crossing paths with him. Woe. Now, it is near the week's end, and Set has finally sniffed him out. Like a sleek, hunting beast that knows the sleek, smiling darkness and how to track it.
He finds him where a battle could break out without the need for justification; the library is the agreed-upon zone of neutrality, and Set has not rested in it save to catch up with his fellow Meridian. Instead, he stays in the Castle. Inviting and awaiting. Except with Tyki, whom he finds now -- Stargazer-sickly and winsome as ever. ]
Tyki.
[ And Joyd, he calls through their Communion link. Never one to deny the man's Noah its proper attention either. ]
You should have found me sooner. How am I to be satisfied if you are not at your best?