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(August) 2021 Test Drive Meme
AUGUST 2021 TEST DRIVE MEME
STANDARD ARRIVAL
DIFFERENT TIDES
OVERBOARD
CODING
Welcome to our first-ever live Test Drive Meme! Thank you so much for your interest! While our applications and reserves this upcoming round are for Early Access Members only, this Test Drive Meme is to open to everyone - both brand new players and old!
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: Lego face down on beach shore.]
[Image Two: Melting ice cream cone.]
Prompt Two
[Image One: Person screaming underwater.]
[Image Two: Waves crashing on rocks.]
Prompt Three
[Image One: Woman on a piano in the middle of the ocean.]
[Image Two: Pirate ship on wave during storm.]
Dates to Remember!
Read our Game Open information here.
Early Access is only applicable to those who played in Deerington from Dec2020-June2021. Public Access is applicable to everyone regardless of whether or not you previously played in Deerington.
August 27th: Reserves open for Early Access Members open.
September 1st: Applications for Early Access Members open.
September 26th: Public Access reserves open.
October 1st: Game officially opens. Public Access applications open.
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: Lego face down on beach shore.]
[Image Two: Melting ice cream cone.]
Prompt Two
[Image One: Person screaming underwater.]
[Image Two: Waves crashing on rocks.]
Prompt Three
[Image One: Woman on a piano in the middle of the ocean.]
[Image Two: Pirate ship on wave during storm.]
Read our Game Open information here.
Early Access is only applicable to those who played in Deerington from Dec2020-June2021. Public Access is applicable to everyone regardless of whether or not you previously played in Deerington.
August 27th: Reserves open for Early Access Members open.
September 1st: Applications for Early Access Members open.
September 26th: Public Access reserves open.
October 1st: Game officially opens. Public Access applications open.
WHEN: August
WHERE: The Farther Shores/Boardwalk
CONTENT WARNINGS: N/A
WHERE: The Farther Shores/Boardwalk
CONTENT WARNINGS: N/A
You're one of the lucky ones. Your journey is smooth sailing and you wind up exactly where you're supposed to: on the Farther Shores. You grow out of your squid body without a hitch, either with the help of another Sleeper or one of the Wakers, and you get to discover this new world. All new Sleepers might take some time to find their bearings. It might be tricky to remember how to use your body parts the way you're supposed to. You might stumble around the beach or forget how to talk - but don't worry! It'll come back to you sooner or later.
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
August means colorful streamers and fairy lights twinkling over the Boardwalk, lighting the way. Although Trench is a grim world, there is a distinct summer vacation feeling to the Boardwalk in August. You can smell fried dough and hot dogs being prepared - and no worries! Everything on the Boardwalk is completely free to Sleepers. The workers know it's your first stop and that you, more than most, need a bit of charity right now. Stop by and get a deluxe sundae or ice cream cone at the temporary ice cream booth. Want something besides your welcoming robes to wear? There are a few small shacks selling some solid pirate and sailor-inspired looks. There are also some cute bathing suits for those who think taking a dip in the ocean could possibly ever be fun. Get these summer goods while the going's good. They won't be around in September!
Some people have even set up some crude form of volleyball out on the beach. Join in for a game! The ball is a little leathery and strange to the touch, but it's probably for the best if you just ignore that. Hit the ball around enough and you'll notice that if it gets away from your court, it seems to roll itself towards the ocean. Pick it up again and it's just a ball again! Weird...Just play with the ball and don't ask questions.
The Boardwalk really is a gentle introduction to Trench. It's easy to forget that you just woke up to a hellscape dominated by blood. But hey. The corruption here is low and maybe that's the point. Take it easy while you can, Sleepers. The tide is coming soon enough.
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.
August means colorful streamers and fairy lights twinkling over the Boardwalk, lighting the way. Although Trench is a grim world, there is a distinct summer vacation feeling to the Boardwalk in August. You can smell fried dough and hot dogs being prepared - and no worries! Everything on the Boardwalk is completely free to Sleepers. The workers know it's your first stop and that you, more than most, need a bit of charity right now. Stop by and get a deluxe sundae or ice cream cone at the temporary ice cream booth. Want something besides your welcoming robes to wear? There are a few small shacks selling some solid pirate and sailor-inspired looks. There are also some cute bathing suits for those who think taking a dip in the ocean could possibly ever be fun. Get these summer goods while the going's good. They won't be around in September!
Some people have even set up some crude form of volleyball out on the beach. Join in for a game! The ball is a little leathery and strange to the touch, but it's probably for the best if you just ignore that. Hit the ball around enough and you'll notice that if it gets away from your court, it seems to roll itself towards the ocean. Pick it up again and it's just a ball again! Weird...Just play with the ball and don't ask questions.
The Boardwalk really is a gentle introduction to Trench. It's easy to forget that you just woke up to a hellscape dominated by blood. But hey. The corruption here is low and maybe that's the point. Take it easy while you can, Sleepers. The tide is coming soon enough.
WHEN: WHEN EVENT
WHERE: Among the Rocks in small crevices and caves.
CONTENT WARNINGS: Drowning, crushing bones, intense claustrophobia, flesh eating crabs, possible animal death via burning, possible hallucinations via toxins.
WHERE: Among the Rocks in small crevices and caves.
CONTENT WARNINGS: Drowning, crushing bones, intense claustrophobia, flesh eating crabs, possible animal death via burning, possible hallucinations via toxins.
While most Sleepers are lucky enough to wash up on the Farther Shores, not all are so fortunate. The ocean is unpredictable and in this world, the ocean also happens to be a temperamental living creature. Come in at the exactly wrong time and the Pthumerian Mariana might decide to send you on a harrowing course towards The Rocks. Having to wake up while being slammed up against slippery slopes of stone is no one's idea of a good time, and if you're not a strong swimmer, you might die before you even have a chance to realize where you are. Even if you are a strong swimmer, it's exhausting and brutal being slammed against slate again and again. But you're not the only one suffering. There are other Sleepers crashing against the Rocks with you. Maybe you can help each other out before it's too late.
If you have the ability, you can possibly grab hold on the side of the Rocks and cling for dear life. You might even discover the advantages of your newly reborn body and blood sooner than intended. Not too many can clash against the Rocks without spilling a little sacred blood but you might just be able to use that in your favor. Sometimes shedding blood in this world means getting a hell of an adrenaline kick - and you might need it right about now. Maybe you can climb to the top and back to safety?
Not everyone has to take a beating against the Rocks. Some are sucked into the undertide and carried directly inside of the Rocks. There are dozens of small caves and channels. If you're having a genuinely terrible day, you might break the surface of the water in a pitch-black space, with rock above you, rock all around you. There may be very little space between the water and the rocks surrounding you, making it harder to breathe and concentrate and easier to panic in. Cry out and you may get some help. Find your way to one of the open caves inside.
As you try to find your way in the dark, you hear a constant clicking noise all around you. It sounds like rocks bouncing together, clacking, clicking, some plopping into the water near you. You can feel them moving around you and eventually, one drops down onto your shoulder. It's a crab! The little guy is no bigger than a golf ball and he mostly just seems curious. Another little buddy joins him on your other shoulder. Looks like you have some friends! Maybe they are here to help you.
Then you feel a little sharp jab of pain. And another. And nope- these guys are not your friends. They use their small claws to take chunks out of your flesh and eat it. They are easy enough to brush off your shoulder, but the problem isn't their size, it's their quantity. As soon as you get one off, another is falling down. And some are a lot bigger than golf balls. They get as large as basketballs and when those land on you, brace yourself, because they are dense. You'll discover that the crabs seem completely impervious too. They have rock-hard shells and are resistant to blood magic - probably because they eat nothing but blood-and-flesh creatures. But like all living creatures, they do have a weakness or two: fire and light. You can completely stun and paralyze these creatures with a flash of light. The brighter the light, the longer they will be stunned. If you have a light source to carry around, the crabs won't come near you at all. Fire won't stun the crabs, but it does terrify them and will send them fleeing. If you set a crab on fire, you'll see why: it's the only way to kill them.
So congratulations, you have Trench Crabs. Not the best experience, but it's an easier experience for some than others. Unfortunately for Warmbloods, Palebloods, and Vilebloods there's a certain toxin in the crab's flaws that can cause mild hallucinations and confusion in response to your specific blood type. Hopefully, you're stuck with another blood type who isn't affected by the crab toxins. To get rid of the side effects, you will need to thoroughly clean out all of your wounds with warm salt-water.
Let's just hope you can all make it out of the Rocks alive. Good luck.
QUICK FAQ
1. Those whose Patron Pthumerian is Mariana will be much luckier in the waves. Some may even discover that the water urges them towards safer passages. If they ask for direct help, the water might directly respond with immediate help. In the most extreme cases, the water might heal flesh wounds, but it will burn a little. Never a good idea to put salt (water) on an open wound, but hey, better than bleeding out!
This applies to the third prompt as well. 2. Characters can either find their way across the Rocks and climb to the area around the Sanguine Station or wind up at the Farther Shores. Wakers would be quick to help any mangled Sleepers.
3. Other characters can go to the Rocks and try to help save the Sleepers being brutalized. Maybe throw someone a rope or if you have the power of flight you can try and get them to safety.
If you have the ability, you can possibly grab hold on the side of the Rocks and cling for dear life. You might even discover the advantages of your newly reborn body and blood sooner than intended. Not too many can clash against the Rocks without spilling a little sacred blood but you might just be able to use that in your favor. Sometimes shedding blood in this world means getting a hell of an adrenaline kick - and you might need it right about now. Maybe you can climb to the top and back to safety?
Not everyone has to take a beating against the Rocks. Some are sucked into the undertide and carried directly inside of the Rocks. There are dozens of small caves and channels. If you're having a genuinely terrible day, you might break the surface of the water in a pitch-black space, with rock above you, rock all around you. There may be very little space between the water and the rocks surrounding you, making it harder to breathe and concentrate and easier to panic in. Cry out and you may get some help. Find your way to one of the open caves inside.
As you try to find your way in the dark, you hear a constant clicking noise all around you. It sounds like rocks bouncing together, clacking, clicking, some plopping into the water near you. You can feel them moving around you and eventually, one drops down onto your shoulder. It's a crab! The little guy is no bigger than a golf ball and he mostly just seems curious. Another little buddy joins him on your other shoulder. Looks like you have some friends! Maybe they are here to help you.
Then you feel a little sharp jab of pain. And another. And nope- these guys are not your friends. They use their small claws to take chunks out of your flesh and eat it. They are easy enough to brush off your shoulder, but the problem isn't their size, it's their quantity. As soon as you get one off, another is falling down. And some are a lot bigger than golf balls. They get as large as basketballs and when those land on you, brace yourself, because they are dense. You'll discover that the crabs seem completely impervious too. They have rock-hard shells and are resistant to blood magic - probably because they eat nothing but blood-and-flesh creatures. But like all living creatures, they do have a weakness or two: fire and light. You can completely stun and paralyze these creatures with a flash of light. The brighter the light, the longer they will be stunned. If you have a light source to carry around, the crabs won't come near you at all. Fire won't stun the crabs, but it does terrify them and will send them fleeing. If you set a crab on fire, you'll see why: it's the only way to kill them.
So congratulations, you have Trench Crabs. Not the best experience, but it's an easier experience for some than others. Unfortunately for Warmbloods, Palebloods, and Vilebloods there's a certain toxin in the crab's flaws that can cause mild hallucinations and confusion in response to your specific blood type. Hopefully, you're stuck with another blood type who isn't affected by the crab toxins. To get rid of the side effects, you will need to thoroughly clean out all of your wounds with warm salt-water.
Let's just hope you can all make it out of the Rocks alive. Good luck.
QUICK FAQ
1. Those whose Patron Pthumerian is Mariana will be much luckier in the waves. Some may even discover that the water urges them towards safer passages. If they ask for direct help, the water might directly respond with immediate help. In the most extreme cases, the water might heal flesh wounds, but it will burn a little. Never a good idea to put salt (water) on an open wound, but hey, better than bleeding out!
This applies to the third prompt as well. 2. Characters can either find their way across the Rocks and climb to the area around the Sanguine Station or wind up at the Farther Shores. Wakers would be quick to help any mangled Sleepers.
3. Other characters can go to the Rocks and try to help save the Sleepers being brutalized. Maybe throw someone a rope or if you have the power of flight you can try and get them to safety.
WHEN: Pirates continually sail the Pthumerian Ocean therefore this event could take place at any time.
WHERE: Somewhere beyond the Fishing Zone of the Pthumerian Ocean
CONTENT WARNINGS: Drowning, kidnapping, imprisonment, "human" trafficking, cannibalism.
WHERE: Somewhere beyond the Fishing Zone of the Pthumerian Ocean
CONTENT WARNINGS: Drowning, kidnapping, imprisonment, "human" trafficking, cannibalism.
Some Sleepers don't make it to the Farther Shores or the Rocks. Your body might regenerate in the middle of the Pthumerian Ocean and the only thing in your favor is at least you're not reborn naked here (unless maybe you are - dealer's choice). You're cloaked in some long, white garment - not that it does much against the crashing waves all around you. This is not a great place to wake up! And it looks like you woke up in the middle of the storm only it's not really a storm...This is just the natural state of the Pthumerian Ocean: violent and unpredictable.
Waves crash and pull all around you, thundering through the air, the wind and skies above just as hostile and aggressive. You can't tell if it's raining or if you're just being constantly splattered by the mist and water of waves nearby. Whirlpools spin in gurgling clusters and it's easy to get sucked into them. Thankfully, you're not completely alone in this terrible situations. You can see other Sleepers nearby...And furniture?
Chunks of furniture float by. Couches, mattresses, pianos, bookcases. There is the debris of ruined ships too: flanks of wood, doors that could probably hold two people if you actually tried, masts, barrels, and the like. Might not be a bad idea to try and hold onto some of that stuff. Better than the alternative! Another thing going in your favor is that you showed up in August. The Pthumerian Ocean is a brutal place, but you won't be freezing to death in these waters. At least not this month. But what about where you are? Where you need to go? Well. That's answered for you.
There are few things tougher in Deer Country than the pirates who live by the law of the ocean. Their ships have been coated in blood magic, cutting through waves, navigating the tidal waves and the whirlpools with abnormal grace normal sailors could only ever dream of. But the people aboard are not human. Not anymore. Most have become completely corrupt by the violence of the ocean and they're more than happy to scoop up poor, disoriented Sleepers they find along the way. You'll find no mercy from these pirates. Instead, it's off to the brig with you! The people on the ship have disoriented appearances, looking more like sea creatures than humans, and they have the manners you'd expect from pufferfish and tiger sharks. They cannot be reasoned with - after all, they aren't just rude. They are blood corrupted and some of them are borderline on their way to full beasthood.
Pirates will value Sleepers for their blood and plan to either eat the Sleepers, use their blood for blood magic, or sell them to other pirates and most won't immediately try to kill a Sleeper. They might be violent, but they aren't stupid. Pirates may simply throw you in a cell or chain you up. They may put Sleepers in a cell together or separate them into cages. If Sleepers are especially mouthy, they may make you walk the plank, tied up with heavy chains that will surely bring you to the bottom (if there even is a bottom) of the ocean. Players can choose the severity of the imprisonment of Sleepers and how Sleepers may escape their situation. Maybe they sneak out of bond and steal a lifeboat. Maybe they overpower their captors and kill most of them or throw them overboard and steal their ship. Either way, once they have met some kind of escape, the Pthumerian Mariana will be impressed enough by their hardiness to help guide them through the currents all the way to the Farther Shores.
Waves crash and pull all around you, thundering through the air, the wind and skies above just as hostile and aggressive. You can't tell if it's raining or if you're just being constantly splattered by the mist and water of waves nearby. Whirlpools spin in gurgling clusters and it's easy to get sucked into them. Thankfully, you're not completely alone in this terrible situations. You can see other Sleepers nearby...And furniture?
Chunks of furniture float by. Couches, mattresses, pianos, bookcases. There is the debris of ruined ships too: flanks of wood, doors that could probably hold two people if you actually tried, masts, barrels, and the like. Might not be a bad idea to try and hold onto some of that stuff. Better than the alternative! Another thing going in your favor is that you showed up in August. The Pthumerian Ocean is a brutal place, but you won't be freezing to death in these waters. At least not this month. But what about where you are? Where you need to go? Well. That's answered for you.
There are few things tougher in Deer Country than the pirates who live by the law of the ocean. Their ships have been coated in blood magic, cutting through waves, navigating the tidal waves and the whirlpools with abnormal grace normal sailors could only ever dream of. But the people aboard are not human. Not anymore. Most have become completely corrupt by the violence of the ocean and they're more than happy to scoop up poor, disoriented Sleepers they find along the way. You'll find no mercy from these pirates. Instead, it's off to the brig with you! The people on the ship have disoriented appearances, looking more like sea creatures than humans, and they have the manners you'd expect from pufferfish and tiger sharks. They cannot be reasoned with - after all, they aren't just rude. They are blood corrupted and some of them are borderline on their way to full beasthood.
Pirates will value Sleepers for their blood and plan to either eat the Sleepers, use their blood for blood magic, or sell them to other pirates and most won't immediately try to kill a Sleeper. They might be violent, but they aren't stupid. Pirates may simply throw you in a cell or chain you up. They may put Sleepers in a cell together or separate them into cages. If Sleepers are especially mouthy, they may make you walk the plank, tied up with heavy chains that will surely bring you to the bottom (if there even is a bottom) of the ocean. Players can choose the severity of the imprisonment of Sleepers and how Sleepers may escape their situation. Maybe they sneak out of bond and steal a lifeboat. Maybe they overpower their captors and kill most of them or throw them overboard and steal their ship. Either way, once they have met some kind of escape, the Pthumerian Mariana will be impressed enough by their hardiness to help guide them through the currents all the way to the Farther Shores.
no subject
[ She pauses for a moment mid-sentence there, because she would really like to give Shiro an accurate assessment. If not just so he has an idea of how long he's going to be stumbling like that.
But it's hard. ]
Everything feels like a blur, almost. I have absolutely no idea how long it took me to even get back on my feet, let alone walk. But.. I'm pretty sure it can't have been longer than a few hours, at worst.
[ Surely she would have noticed the changing of the day otherwise. ]
Probably quicker than that. You're a strong guy, you'll have it down again in no time.
no subject
Thanks.
[For trying to reassure him. For offering what she can - both in physical support, and with her words. He really does appreciate it.]
It's - weird. Waking up in Deerington wasn't this bad. It didn't feel that much different, in the beginning.
[So why is this so much different? Just because it's 'the waking world'?]
no subject
But she isn't entirely sure of it either, with how fuzzy her memories are. It's like it's all slowly coming back to her, but she certainly isn't sure how to feel about it. It's why she's a little hesitant to already present the idea to him, when he might not have realised it yet himself.
After a moment though.. she tries. Especially when there's that supportive squeeze. Shiro has always been so kind to her - isn't this the least she can do in return? ]
Do you.. remember anything? From before you woke up on the beach?
no subject
[If she's talking about before that, no, not yet. There's a hazy blur between Eddie's bonfire party and the pirate ship. But maybe she means before the end.]
[Before the dream fractured around them.]
And Deerington. Mostly. [Another careful squeeze to her shoulder.] There's a lot of holes, but hey. That's kind of what you get with my memory.
[I remember you.]
no subject
[ Though in a lesser way. Ange is pretty sure she's remembered all important things by now, at least. It's just the smaller details that still feel fuzzy, unless she really tries to focus on recalling them.
But it's not the main issue she wanted to talk about here..
.. though the question of how to talk about it became a little less clear with the realisation that Shiro doesn't know yet. Can she break something like this to him, even though she's not too sure how to feel about it herself? She doesn't even remember much of it in the first place..! ]
But I.. um.
[ It's why she starts, and then stops. It feels hard, having to break something like this to someone she thinks so highly of for being such a good person. ]
I.. actually remember something else. Between Deerington and this place. But I'm-- I'm struggling with whether I should tell you or not. [ Ange knows it sounds omnious. And weird.
But she's trying to be honest with Shiro here, at the very least. ]
no subject
[The hand on her shoulder stays put.]
I'm not going anywhere.
[That feels important to state, too. Before he continues. His voice is as steady as usual, as even-toned as always. Waiting to keep speaking until she's really stopped. Interrupting someone when they have some kind of heavy news helps nothing.]
[A steadying exhale.]
If you're not sure now, think about it. I'll listen whenever you're ready.
It's the least I can do.
[For a friend. For someone who even now is doing their best to help.]
no subject
Even in a moment like this, he's still so considerate. So kind. Even though he has absolutely no idea of what Ange might be telling him in a moment - though she hopes that her own hesitation about it betrays the fact that the news is practically earth-shattering. ]
No, I.. can tell you. I just don't want you to freak out.
[ But then again, even if she doesn't tell him now, she's sure someone will tell him sooner or later. A lot of people must be thinking about it. ]
Because I don't-- I don't think we're exactly human anymore.
no subject
[Again with the earnest sincerity. Although, there's a slightly wry twist to his expression. Resignation.]
If I haven't freaked out before now... I think I'll be okay.
[For whenever she wants to tell him. Whenever she feels like she can do so. Which... seems like now, actually. He blinks. Whatever he'd been braced for, that sure wasn't it.]
[He ends up glancing down at his right arm. Staring at it for a heartbeat too long before answering her. His tone concerned, curious. Anything to set his mind away from dwelling on the idea of I don't know if I've been human for a while Like a worst fear slowly clawing its way into confirmation.]
What makes you say so?
no subject
[ .. sure how to explain, she wants to say. Ange thinks maybe an actual demonstration would be better, but she has no idea how to do that. It's like she turned into this human form at some point, and now has no idea how to turn back.
Not to mention that she doesn't know if she even wants to try turning back. What if she gets stuck? That's a terrifying thought. ]
I just-- remember. [ There's a pause, just a beat, and then she quickly adds: ]
I know it sounds dumb.
[ It's like saying 'just trust me' as a source for anything. ]
It's why our bodies feel so weird at first too. I don't know how long we weren't human, but apparently long enough that we need to get used to it again.
no subject
[He's quick to say so, but it's sincere as anything he'd have had to think over. Like he said, three years in Deerington. Nothing sounds dumb at this point. Not after everything they've been through.]
[So he's quiet, while she finds the words. Honestly, if she said "just trust me", he'd respond with "okay". She's more than earned that kind of automatic acceptance, far as he's concerned.]
[But then his expression clouds, in thought.]
Do you mean while we were in the water? Or... something else?
no subject
Yeah. I don't remember anything.. super vividly. [ She figures she might as well add that disclaimer. After all, there's still a chance Ange is wrong about all of this. ]
But I think we were squids.
[ There's a slight pause, as if to let it sink in, and then she gestures at more squids in the distance, also lying on the sand after being washed up on the shore. ]
Like them. Those might be people too.
no subject
[It really should shock him.]
[Maybe there's something wrong with him that he can't muster up more than an exhausted "oh" internally. Maybe the cracks will show later, or maybe... maybe he'd just expected they wouldn't come out the other side the same.]
[Heck if he knows.]
Then. We should get them back in the water?
[On the other hand, maybe this is just how he deals with shock. Figure out a plan. Help someone else. Maybe... that's not a bad sign after all.]
no subject
But then again, it's Shiro. If she should have expected that from anyone, it should have been from him, right? Immediately thinking in terms of helping others, rather than what it might mean for himself.
So she shakes her head, trying to snap herself back to reality enough to answer him. ]
No, I-- I think they'll be fine like this? I mean, I imagine we were lying on the sand like that too, before we turned back to our human forms. Maybe it takes a while to regain yourself like that..?
[ Look, this is all speculation on her end too. There's still a lot to be learned about this new world, apparently. ]
no subject
[It might. When no one is around to see.]
I - it feels wrong to just leave them. [What if they die before they turn back? Squid have gills, right? Just gills. They don't have the ability to breathe air?]
Maybe a bucket? Or something.
[This is how he copes. Focusing on the one thing they can possibly solve.]
no subject
[ The way she says his name almost sounds like a plea. Because Ange feels like it's an even worse idea to just move these squids around. What if that's exactly the sort of thing that messes up something about the process of turning them back into people? Ange doesn't want to be responsible for that - nor does she want Shiro to be.
So after glancing between the creatures and the man for a moment, trying to find a compromise, she just lets out a sigh. ]
How about we just.. sit here and watch them for a while then? To make sure nothing happens?
[ Would that make him feel better? She's not too sure. ]
no subject
[Trying... to set right some beached mollusks seems doable, though. A single thing to be done. A step.]
Okay. That's - I can do that too.
[It doesn't feel like much. Not for someone used to acting, to doing physical things.]
[But it has to be enough for now.]