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August Test Drive Meme!
AUGUST 2022 TDM
STANDARD ARRIVAL
LOST BETWEEN STEPS
ABSOLUTE IMMERSION
CODING
Another month, another test drive meme! Our test drive memes are open to anyone interested - regardless of whether or not you join our game!
All Test Drive Memes are game canon. Players can choose to keep their TDM threads canon or not. TDM threads can be used for AC and can be used as your writing sample for your application.
Our TDMs serve as a way to build into the actual lore and worldbuilding of Deer Country and we strongly encourage everyone to enjoy and participate! Current players are always welcome to pull prompts from the TDM to reference on the Network or bring into logs as well as tag out to new characters top-leveling on the TDM itself.
Characters will always be able to actively die during TDMs as this is an extremely dangerous world. You can still have this be game canon! Check out how character death in Deer Country works here.
If you have any questions about the TDM, please ask down below!
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Hands making a fish net]
[Image Two: A Skyrim Mudcrab staring menacingly]
Prompt Two
[Image One: Dingy, empty and creepy old backroom]
[Image Two: Cryptic, Creepy words scribbled on yellow wallpaper]
Prompt Three
[Image One: Skull on top of book]
[Image Two: Book with pages shaped like a whirlpool]
All Test Drive Memes are game canon. Players can choose to keep their TDM threads canon or not. TDM threads can be used for AC and can be used as your writing sample for your application.
Our TDMs serve as a way to build into the actual lore and worldbuilding of Deer Country and we strongly encourage everyone to enjoy and participate! Current players are always welcome to pull prompts from the TDM to reference on the Network or bring into logs as well as tag out to new characters top-leveling on the TDM itself.
Characters will always be able to actively die during TDMs as this is an extremely dangerous world. You can still have this be game canon! Check out how character death in Deer Country works here.
If you have any questions about the TDM, please ask down below!
Prompt One
[Image One: Hands making a fish net]
[Image Two: A Skyrim Mudcrab staring menacingly]
Prompt Two
[Image One: Dingy, empty and creepy old backroom]
[Image Two: Cryptic, Creepy words scribbled on yellow wallpaper]
Prompt Three
[Image One: Skull on top of book]
[Image Two: Book with pages shaped like a whirlpool]
WHEN: First Week of September
WHERE: The Farther Shores/The Boardwalk
CONTENT WARNINGS: Monstrous Crabs, Environmental Threat
WHERE: The Farther Shores/The Boardwalk
CONTENT WARNINGS: Monstrous Crabs, Environmental Threat
Normally, the people of Trench would say that September is a fortunate time for sleepers to arrive at it's shores. However, the aftermath of the violent and inconsistent storms in the last month continue to batter the city. The waters are choppy, though they are beginning to calm. The swim is difficult and unsafe, waves threatening to crash unwitting squids into the rocks. It is unlikely to be fatal, but many arrive battered and bruised, gasping as they awaken from their squid form.
Hopefully, you've found something to wear, either in your Welcoming Bag or otherwise, and can start familiarizing yourself with your surroundings. Maybe you help some other squids out on the beach. Waking up sucks! You feel for the little guys. And hey, maybe you're hoping one of those squids is a good friend...Stranger things have happened.
SEASONAL DETAILS ON THE BOARDWALK
With theme music!
The weather is awful, and so the mood of the beach is a bit more subdued than on other occasions. Food is hearty and dry, easily packaged in oilcloth, and containing mostly hard tack, mushrooms and dried, cured fish. Bottles of water are included with the food, enough to ensure that the sleepers are well fed, and enough packets are offered for a few days in case they need them, but they are certainly not the most flavorful or exotic, reflecting much more the day to day food of Trench.
The people leading the waking are gathered and huddled around makeshift structures and lean-tos to deal with the awful weather along the coast during this period. Sleepers are brought here, to fires to warm. Among those who are present are the fishermen and women who work at the docks. They, along with several of the Architects from in town, have set up booths. Though they do not demand it of anyone, they politely hint that in the season of change, it is good to learn new trades and to find a place in this strange world the sleepers have been brought to. As part of this, they are willing to offer a chance for the sleepers to help craft fishing nets and other gear for those who will brave the waters to bring back food in the season.
The task is arduous and taxing, but it is not without reward. To those who choose to participate, one of the fishermen will approach them and wordlessly drop a waterlogged box into their lap. It looks dilapidated and in poor condition, but they will say nothing more, staring off into the sea from which it was dredged. When the sleeper opens it, they will find that there is one additional item within the box, which might have been included in their welcome bag normally. If pressed, the fisherman will only say that they found it dredged up along the shores in the midst of their work.
For those who brave the coasts or the waters, there is an increased threat of monstrous presence, though nothing compared to the prior month. Poisonous crabs lurk along the edges of the waterways. Much larger versions of small crabs known to live in caves along the shore, these beastly adult versions stand about three feet tall, and have particularly strong pincers which secrete a hallucinogenic venom. Victims of it are prone to paranoid delusions of danger around every corner, and known for mistaking those around them as threats. The crabs are themselves carnivorous to boot, so they are certainly a threat on their own, though they are very much killable, and supposedly very good eating. Bring in some crab meat, and it should be good to trade for additional food and supplies this month, if you dare! As with their lesser cousins, the venom of these crabs is particularly dangerous to the psychically sensitive, Palebloods and Darkbloods.
Hopefully, you've found something to wear, either in your Welcoming Bag or otherwise, and can start familiarizing yourself with your surroundings. Maybe you help some other squids out on the beach. Waking up sucks! You feel for the little guys. And hey, maybe you're hoping one of those squids is a good friend...Stranger things have happened.
The people leading the waking are gathered and huddled around makeshift structures and lean-tos to deal with the awful weather along the coast during this period. Sleepers are brought here, to fires to warm. Among those who are present are the fishermen and women who work at the docks. They, along with several of the Architects from in town, have set up booths. Though they do not demand it of anyone, they politely hint that in the season of change, it is good to learn new trades and to find a place in this strange world the sleepers have been brought to. As part of this, they are willing to offer a chance for the sleepers to help craft fishing nets and other gear for those who will brave the waters to bring back food in the season.
The task is arduous and taxing, but it is not without reward. To those who choose to participate, one of the fishermen will approach them and wordlessly drop a waterlogged box into their lap. It looks dilapidated and in poor condition, but they will say nothing more, staring off into the sea from which it was dredged. When the sleeper opens it, they will find that there is one additional item within the box, which might have been included in their welcome bag normally. If pressed, the fisherman will only say that they found it dredged up along the shores in the midst of their work.
For those who brave the coasts or the waters, there is an increased threat of monstrous presence, though nothing compared to the prior month. Poisonous crabs lurk along the edges of the waterways. Much larger versions of small crabs known to live in caves along the shore, these beastly adult versions stand about three feet tall, and have particularly strong pincers which secrete a hallucinogenic venom. Victims of it are prone to paranoid delusions of danger around every corner, and known for mistaking those around them as threats. The crabs are themselves carnivorous to boot, so they are certainly a threat on their own, though they are very much killable, and supposedly very good eating. Bring in some crab meat, and it should be good to trade for additional food and supplies this month, if you dare! As with their lesser cousins, the venom of these crabs is particularly dangerous to the psychically sensitive, Palebloods and Darkbloods.
WHEN: August 31st-September 29, January 2, February 4, March 6, April 8, June 10, July 12, October 20, November 1, December 24
WHERE: Somewhere, you're not certain where
CONTENT WARNINGS: Labyrinth, Liminal Horror, Severe Disorientation, Autophobia, Monster Horror, Fear of Falling
WHERE: Somewhere, you're not certain where
CONTENT WARNINGS: Labyrinth, Liminal Horror, Severe Disorientation, Autophobia, Monster Horror, Fear of Falling
You just took one step back. That's all. A step backwards while you weren't paying attention, and the sensation of falling assailed you. With a grunt, you found yourelf landing hard, but not hard enough to actually break or turn anything. Around you is a carpeted space. There are old, stained wallpaper walls on every side, set up in variable sized cubicle spaces that look like they should be occupied by an office of some sort. Everything smells like mold, stale and sharp. The carpet is a little bit moist and the wallpapers all seem to be hiding hints of mildew. It feels familiar, but even if you have been in this "place" before it is not quite the same. The wallpaper shades are not exactly right. It always feels like you should know it, but you cannot quite place it.
You are not alone in this place. Another seems to have fallen in this place, thank god because the muffled sounds of these halls are already getting oppressive. The electric hum of fluorescent are buzzing in your ears like a plague of locusts and you can practically feel the migraine coming from the unremitting light, but you dare not take shelter to let your eyes rest in the gaps in the lighting. It feels like there is something there. You should probably be leaving, though that's where the problem really begins. No method seems to clearly work. There are no identifiable features to pick out. After several turns, you might find yourself facing impossibly thin hallways or a dead end. Attempts to keep track of your passage with writing, torn wallpaper and balls of twine fail, as it becomes increasingly and inconsistently disorientating, inevitably causing the lead to be lost, or worse? It might seem to be going the wrong direction. Did someone move it? Magic compasses, even those given by the Pthumerians do not work in this "place" This should not be possible, but it is true.
An hour in, because it always takes longer than that, or does it? Time can be hard to keep track of and omnis don't tell time properly here. Whatever, an hour in, and the need to get out of this place will be getting to those trapped within. They do not belong here, and must escape. The harder you run, the more that the dank odor gets under the skin, worsening even if you should not be able to smell it. Occasional items can be found, but all are useless. If you are fortunate, perhaps you will eventually find a hole in the floor. But, looking down it, you cannot see the bottom. Do you dare leap down, not knowing the end? If you do, the passage seems to go far too long to be healthy. The rush of air and the feel of fraying wallpaper comes until you find yourself deposited on the ground of Trench, in front of the statue of the Tower, or in front of the gates of Gaze.
The less fortunate may finally find writing on the walls. Someone else has been in this place. But, as the cryptic words proclaim the need to S̵̨̡̟̗̰̝͚̲̦̗͔̥̞̈͂̆̿̐́̅̓͐͝T̸̠̥̰̭͎͙̮̬͋̀͛̓̽̚Ā̷̧̮̣̪̤̠̫̤͔̩̥̾̊̍̊̀̇͋̍̚͜͝͝Y̶͓̟̍̆̍ ̴̭̲̀͘͝S̵̨͖̩̻̰͇͎̠̻͚͓̱͇̭͖͒̋͆̀͐͋̾̆͝͝T̴̮̹̫̞̘̈́̏̐̒̋̎͛̂̽̅Ĩ̵͙̖̟̥̤̲̆̈́́͘ͅͅL̵͖̣̫̙̹̊͜L̷̫̠̒̽͌͘͠. A ghastly sound erupts from behind you, complete with unnatural, horrid breathing. Steps come towards you unnaturally fast. If you move, look to turn, there is a vision of something black moving into your field of vision, just before a bone-crushing force claims life and in the next moment you wake, screaming at the feet of the gates to Gaze, or the Tower's statue. Remain absolutely still, and the puff of a breath, the smell of cow hair and breath grazes over the shoulder before eventually storming away behind, until the sound is gone, and the unlucky are left to continue searching until they find a hole leading out.
NOTES:
1. Any step backwards can cause someone to end up between places, participating in this event. Exiting requires either falling through one of the holes in the floor or being killed by the unnamed creatures residing between spaces.
2. If a character dies in this event, they do not undergo normal death effects. They awaken in one of the locations indicated, gasping for breath. While harrowing, and possibly a source of nightmares for the next few days, not to mention chills for an hour or two, there is no further apparent harm.
3. It is possible to encounter this prompt throughout the year. At one random, unpredictable day each month (listed above), the space between spaces is accessible. A person could theoretically fall in on that day, following the rules as above.
4. Mapping the space between spaces is difficult, but not impossible. Perhaps there are other locations within the labyrinthian mass, but for now at least they are not findable.
5. If the natives are asked about this place, they will make a warding sign and refuse to speak of them. At most, they will say something about the "veins of the tower."
You are not alone in this place. Another seems to have fallen in this place, thank god because the muffled sounds of these halls are already getting oppressive. The electric hum of fluorescent are buzzing in your ears like a plague of locusts and you can practically feel the migraine coming from the unremitting light, but you dare not take shelter to let your eyes rest in the gaps in the lighting. It feels like there is something there. You should probably be leaving, though that's where the problem really begins. No method seems to clearly work. There are no identifiable features to pick out. After several turns, you might find yourself facing impossibly thin hallways or a dead end. Attempts to keep track of your passage with writing, torn wallpaper and balls of twine fail, as it becomes increasingly and inconsistently disorientating, inevitably causing the lead to be lost, or worse? It might seem to be going the wrong direction. Did someone move it? Magic compasses, even those given by the Pthumerians do not work in this "place" This should not be possible, but it is true.
An hour in, because it always takes longer than that, or does it? Time can be hard to keep track of and omnis don't tell time properly here. Whatever, an hour in, and the need to get out of this place will be getting to those trapped within. They do not belong here, and must escape. The harder you run, the more that the dank odor gets under the skin, worsening even if you should not be able to smell it. Occasional items can be found, but all are useless. If you are fortunate, perhaps you will eventually find a hole in the floor. But, looking down it, you cannot see the bottom. Do you dare leap down, not knowing the end? If you do, the passage seems to go far too long to be healthy. The rush of air and the feel of fraying wallpaper comes until you find yourself deposited on the ground of Trench, in front of the statue of the Tower, or in front of the gates of Gaze.
The less fortunate may finally find writing on the walls. Someone else has been in this place. But, as the cryptic words proclaim the need to S̵̨̡̟̗̰̝͚̲̦̗͔̥̞̈͂̆̿̐́̅̓͐͝T̸̠̥̰̭͎͙̮̬͋̀͛̓̽̚Ā̷̧̮̣̪̤̠̫̤͔̩̥̾̊̍̊̀̇͋̍̚͜͝͝Y̶͓̟̍̆̍ ̴̭̲̀͘͝S̵̨͖̩̻̰͇͎̠̻͚͓̱͇̭͖͒̋͆̀͐͋̾̆͝͝T̴̮̹̫̞̘̈́̏̐̒̋̎͛̂̽̅Ĩ̵͙̖̟̥̤̲̆̈́́͘ͅͅL̵͖̣̫̙̹̊͜L̷̫̠̒̽͌͘͠. A ghastly sound erupts from behind you, complete with unnatural, horrid breathing. Steps come towards you unnaturally fast. If you move, look to turn, there is a vision of something black moving into your field of vision, just before a bone-crushing force claims life and in the next moment you wake, screaming at the feet of the gates to Gaze, or the Tower's statue. Remain absolutely still, and the puff of a breath, the smell of cow hair and breath grazes over the shoulder before eventually storming away behind, until the sound is gone, and the unlucky are left to continue searching until they find a hole leading out.
NOTES:
1. Any step backwards can cause someone to end up between places, participating in this event. Exiting requires either falling through one of the holes in the floor or being killed by the unnamed creatures residing between spaces.
2. If a character dies in this event, they do not undergo normal death effects. They awaken in one of the locations indicated, gasping for breath. While harrowing, and possibly a source of nightmares for the next few days, not to mention chills for an hour or two, there is no further apparent harm.
3. It is possible to encounter this prompt throughout the year. At one random, unpredictable day each month (listed above), the space between spaces is accessible. A person could theoretically fall in on that day, following the rules as above.
4. Mapping the space between spaces is difficult, but not impossible. Perhaps there are other locations within the labyrinthian mass, but for now at least they are not findable.
5. If the natives are asked about this place, they will make a warding sign and refuse to speak of them. At most, they will say something about the "veins of the tower."
WHEN: Last Week of August through all of September
WHERE: Gaze, and somewhere else
CONTENT WARNINGS: Possible Life-threatening experiences, Distorted Realities, Fourth Walling, Content Depending upon the Canon Referenced
WHERE: Gaze, and somewhere else
CONTENT WARNINGS: Possible Life-threatening experiences, Distorted Realities, Fourth Walling, Content Depending upon the Canon Referenced
As the month of September approaches, and Mariana shows signs of having cooled in her wrath, the people of Trench begin to relax once again. Hoping to keep level heads and to promote learning, the Arcane Scholars of Gaze have opened the private stores of more rare texts from the Archaic Archives. Trundling carts of books are being brought out by roped and masked individuals who kindly offer one to anyone who wishes to partake. They limit each guest to three, though they seem happy to trade a book for a book, so it's always possible to get more. They ask only that the books be returned by the end of the month for cleaning and maintenance. Whispers among the Disciples still with ruffled feathers at Mariana's wrath are that this is Never Mind's way of reasserting himself after strange magical books have been found around town. No Arcane Scholar will acknowledge such gossip, however.
The books seem harmless enough. What is wrong with a little light reading? The fiction within is quite enthralling, though after a page or two, a creepy familiarity to the book's contents comes to whoever reads. There is a sense of deja vu, and only when it is too late do they realize that it feels like they are reading the memories and recollections of someone else, perhaps someone that they know! In that moment, they will feel an inexorable pull as the book seems to literally suck them into it, along with anyone unlucky enough to be next to them!
Those who read these magical books will find themselves trapped in an event within another canon reality. The intent, of course, is to broaden their horizons and experiences, to teach moral lessons through new memories, but as always Never Mind seems not to understand the possible perils. The scenario that they find themselves in, which may be of any canon, is always one of immediate and very real peril, a time in which the character's life is put into immediate and very real peril. They have to prevail or flee successfully to escape the chapter and end the book, though for their troubles it is quite possible that they might bring something back with them. Hopefully it's nothing dangerous!
NOTES:
1. Any Canon may be used, including canons not present in the game. Players are encouraged to use their imaginations, though it is worth being aware that the entirety of the Cthuluh Mythos may be found among these collections, should one wish to utilize these books.
2. There is an actual physical threat that is present in whatever scene is viewed. If it is necessary, a threat is fabricated from the fringes of the memory, even if this changes the canonical scene. It is a real threat and can cause death or harm. However, these threats are killable through all normal fashions, and can be escaped by clever captives. Once escaped or defeated, the sleeper is deposited out of the book.
3. The books are absolutely indestructible, and even if the sleeper does not return them, ravens will break into their home (ruining a window and making a mess) to retrieve all books by the end of September. Multiple books can be enjoyed throughout the month.
4. Items retrieved may be anything from any canon which does not count as a significant power acquisition. Weapons can be brought, though they will be mundane once they emerge in Trench. Players are limited to retrieving one item from another canon per character during the month.
The books seem harmless enough. What is wrong with a little light reading? The fiction within is quite enthralling, though after a page or two, a creepy familiarity to the book's contents comes to whoever reads. There is a sense of deja vu, and only when it is too late do they realize that it feels like they are reading the memories and recollections of someone else, perhaps someone that they know! In that moment, they will feel an inexorable pull as the book seems to literally suck them into it, along with anyone unlucky enough to be next to them!
Those who read these magical books will find themselves trapped in an event within another canon reality. The intent, of course, is to broaden their horizons and experiences, to teach moral lessons through new memories, but as always Never Mind seems not to understand the possible perils. The scenario that they find themselves in, which may be of any canon, is always one of immediate and very real peril, a time in which the character's life is put into immediate and very real peril. They have to prevail or flee successfully to escape the chapter and end the book, though for their troubles it is quite possible that they might bring something back with them. Hopefully it's nothing dangerous!
NOTES:
1. Any Canon may be used, including canons not present in the game. Players are encouraged to use their imaginations, though it is worth being aware that the entirety of the Cthuluh Mythos may be found among these collections, should one wish to utilize these books.
2. There is an actual physical threat that is present in whatever scene is viewed. If it is necessary, a threat is fabricated from the fringes of the memory, even if this changes the canonical scene. It is a real threat and can cause death or harm. However, these threats are killable through all normal fashions, and can be escaped by clever captives. Once escaped or defeated, the sleeper is deposited out of the book.
3. The books are absolutely indestructible, and even if the sleeper does not return them, ravens will break into their home (ruining a window and making a mess) to retrieve all books by the end of September. Multiple books can be enjoyed throughout the month.
4. Items retrieved may be anything from any canon which does not count as a significant power acquisition. Weapons can be brought, though they will be mundane once they emerge in Trench. Players are limited to retrieving one item from another canon per character during the month.
cho hakkai | saiyuki | paleblood(?)
Sand is unexpected. The desert had been left behind. It should have been forest floor, at worst. A blanket, or a sleeping pad. Or even the driver's seat. It's strange, how chill things feel as well. As if there isn't even clothing -
Oh.
Well. There isn't. There's sand. The sea. Scattered bits of shell and stone. The overwhelming smell of fish and salt. Figures in white roaming up and down the sand. And... a very naked young man suddenly realizing the indecency of the moment and drawing his knees immediately to his chest. One hand flies up to his ear, only relaxing when the metal cuffs there meet his fingers.
Eventually, and with many murmured apologies, he'll allow himself to be ushered by the Wakers, or one of the other Sleepers, to one of the fires, accepting the robes. For the most part, he's fairly quiet, offering up the token question here and there. Once feeling returns to his legs, however -
"Please excuse me." With a plastered-on smile, he'll exit the space. There are other fires to investigate, after all. And maybe the others to find?
(2) CRAB... BATTLE?
"That is rather large for a crustacean."
Alarmingly so, even. While lost in a new city, why not pitch in and help with the locals? Catch fish, mend nets. Extremely doable! Mending especially is nothing new - just different knots, different material, than usual. Gathering shellfish was supposed to be simpler.
Emphasis on 'supposed to'.
Then the crab appeared. It would probably be overkill to blast it away - probably. Maybe if he shoos it off? Crabs are skittish, aren't they? Even when they're enormous.
"Go on. Back to the sea with you!"
Yeah that'll work.
(3) IN THE BACKROOM(s)
"Are you all right?"
You've fallen. And there's a man leaning over you, looking genuinely concerned. Where the hell are you - But, yes, of course, that's the important question here, not where exactly this musty, slightly damp place is. Not how you got here.
The man seems unconcerned by the surroundings, for the moment. Seems. "You landed quite hard a moment ago. Is anything hurt?"
(( ooc: please excuse the dust, haven't busted out this account in a long time! canonpoint is end of Reload, for the moment. ))
Crab...Battle?
A large black she wolf with an unusual red marking on her forehead, prances down the coastline. Tilting her head upward, she uses the wind to detect various scents, and proceeds forward. She's confident and knows this territory inside and out.
Stopping abruptly and shooting her companion a look indicates something is up. Just a few meters down a person comes into view. Seeing someone on the beach is quite normal especially as new arrivals wash up. That's no cause for alarm, however the bulbous alien creature he's shooing, that might be a red flag.
Sure it's just a single three foot crab now, but where there's one there's... well you know how the story usually goes. And this particular crustacean looks sorta familiar.
Approaching from behind the large canine at a steady pace, is a thin dark haired teen. In a dry serious tone he calls out:
"Stay back, they're poisonous."
Well probably venomous to be exactor at least the small ones are. He's not too sure about this newer larger species, but he's not taking any chances, have you seen he size of that thing?! If they're anything like the killer coconut crabs he's read about- this could soon be a problem.Being well versed on the wild life near and around the black sand beaches of the farther shore, this is the first time Megumi has seen these crabs grow to this size.
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It's stupid to just stand there and continue to poke the crustacean, especially with nothing incredibly important at risk here. No lives at stake. No dire need of crab meat. There's absolutely no reason to risk himself.
So. Hakkai steps back.
Several long steps. Enough to stoop and grab a bit of driftwood. "Well, that certainly won't make collecting shellfish easy..."
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Finally someone with common sense, it's quite refreshing to see around here. [His tone sarcastic but he couldn't be any more serious and honestly relieved. ] This species looks like it may wield a healthy amount of meat, but the ocean is a rough place to fish- the docks over that way [motioning behind him to a few piers that jut into the stormy dark waves] may have better equipment for catching shellfish.
[ An astute eye may notice that he never let his guard down while speaking. Megumi keeps a close eye on the scuttling crabs that seem to be maintaining their distance for now. Kage strategically positions herself in between the few outliers and her sleeper, just in case. ]
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[It's probably not meant to be a compliment as much as a statement. But no sense in pointing that out, and starting a confrontation.] Are they common in this area?
[The crab scuttles forward a bit, only to be warded off by a pointed jab from the stick in Hakkai's hand.]
I'm newly arrived, I apologize.
no subject
A hearty crab continues towards Kage and is met with a deep warning growl to which it pauses. ]
They seem territorial and curious. [The young man reaches down towards his shadow.
If Hakkai is sensitive to spiritual energy, he would notice Megumi's shadow has a reflective quality much like a dark pool of water. Reaching into the umbra he pulls out a charcoal blade that appears to have been steeped in an inky black aura.
If not it will appear as if the blade has been pulled out of thin air just above the ground. No aura will be present.]
We should give them their space.
[Not keen on killing animals with the exception of for food or safety- Megumi motions over to the boardwalk. If they decide to follow, now that's a different story. ]
no subject
[The crabs, naturally. However, it could also mean what's going on with the individual and his shadow. The sudden feeling of energy in the air. It has him looking over his new companion carefully. To see if he can pick out a mark. Or any other sort of identifying features.]
[If not, well. It's not as if he's unfamiliar with people who can pull weaponry out of nowhere.]
I agree. It rarely pays to taunt the wildlife.
[His expression is endlessly mild, agreeable, as he follows the gesture towards the boardwalk. Why argue? If there are easier ways to earn his keep here, fine with him.]
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Adam's lips twitch into something that's half grimace, half smile as he rubs at the back of his head. He hasn't noticed the musty smell yet, but the damp seeping into his clothes, his hair, his palms -- not exactly pleasant.
He starts to sit up, gingerly inspecting himself for any wounds or soreness. His neck's a bit stiff but honestly that's just his life.
"Hopefully your landing was a bit softer than mine."
no subject
The smile here may as well be a grimace. It's sort of hard to tell. But the outstretched hand doesn't retract. He still holds it out, in case the stranger wishes or needs it. Though while he keeps his eyes roaming the halls.
Extremely blank... similar halls. Worrying.
"I'm afraid not." But moving right along - "I'm also afraid I've yet to locate a way out."
no subject
He seems remarkably unruffled by all this.
"Unfortunately the Trench is like this sometimes. What's the last thing you remember?"
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To this specific place, he means. Wherever the hell they are. If this city is just "like this", then maybe they can locate a way out again.
"On the beach, I believe. I'd turned around to answer a question, and here I found myself."
no subject
What did he have on him that might be useful? Not a lot. His device of course, a pocket knife. He sighed.
"We probably ought to explore a bit then. Be careful though, this place likes to spring nasty surprises on us."
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Nasty surprises. Why does that not even remotely surprise him at this point. Unlike the other man, all he's got are the clothes he's wearing, and the lovely set of jewelry on one ear. The ocean hadn't even seen fit to give him his eyewear, so rude.
"Dare I ask what sort of nasty surprises might await us?"
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Re: cho hakkai | saiyuki | paleblood(?)
The old man rises to his feet. He rubs his bum. He looks to the stranger with a curious gleam.
"I'm fine," he smiles. "Thank you for the concern. Do you...know where we are?"
Perhaps introductions are not as necessary at the moment. The old man is more interested in the strange room.
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Senior citizens being more fragile and all! But, if the man insists, there's no reason to harass him. This isn't one of his companions he needs to badger.
A shake of his head. "No, unfortunately. I woke in a manner similar to yourself."
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He takes a moment to soak in the response. It appears being lost isn't so bad, especially with a companion. The old man gives a nod.
"I see," he remarks with enthusiasm. "It looks like we just have to push forward to figure out where we are. I'm Sato, by the way."
The old man introduces himself. His nose twitches.
"It smells odd here," he chuckles. "I work with fish so the smell isn't to horrendous. How are you taking in the surroundings? Were you here well long before I came?"
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He'd say it was a pleasure to meet someone else, but? Given the situation, no. Not so much. More of a situation of allies in a dangerous land. If this even counts as a land.
And he must admit, it is strange here. It's musty, moldy. A building that has seen disuse and been left to its own devices for far too long. Not promising.
"It smells old, to me," he admits. Not the worst thing in the world, but not the best, either. "I'm not sure, I'm afraid. Time feels - odd, here."
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"It seems there is no other way but forward," he says with a smile. "Ready to navigate?"
He takes a step onward then pauses. Although Sato seems to take kindly to strangers, he still prefers to be observant.
As corridors twist and wind the two come across a hall of doors along each side. Now let the guessing games begin!
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Wobbling his way naked from the beach to the area with weirdos wearing robes didn't even make it on the "walks of shame" list. He pulled the thing on gratefully, shuddering as the cold hit his bones in a sudden rush. Sometimes you didn't realize you needed a thing until you had it.
When his brain defogged he thought to glance around. Get a feel for the place, see if he spotted anyone familiar. Big mouthed monkey, smartass priest, or--
"What, you just gonna leave your buddy behind like that? That's cold, man."
He grinned, dropping a familiar hand on Hakkai's shoulder.
"Whaddya think of the duds they gave me?" He spun around for a second, trying to make a show of the robe fluttering around his hairy, bony knees. "Nice, huh?"
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So when he tilts his head back to look at the man behind him, the smile is real -
"You were taking such a long time, I thought it best to rejoin civilization until you made up your mind. The fires make a decent landmark."
...
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Speaking of decent.
"I see you've already lost the tie to your robe. How fortunate for the poisonous crustaceans populating the shoreline."
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Whatever "work out" means for lives like theirs, anyway.
"Dunno if you'd call this civilization, but--"
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"Hey, wait a-- hey!!"
Gojyo half turned to yell over his shoulder.
"You assholes were gonna feed me poison crabs ?!"
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"Poisonous if they pinch you, Gojyo. They're perfectly safe to eat."
Like that was painfully obvious. And not just a close your robe please in disguise.
"I'm sure someone can locate you a new sash, if you need."
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His body has always been smarter than his brain anyhow.
"Heh. Sorry. But hey, crab sounds tasty. Maybe we oughta rustle some up? You and me makin' it together like old times."
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