propulsion: (Default)
tony stark. ([personal profile] propulsion) wrote in [community profile] faderift2023-04-10 11:01 am

war table: strangers in the mirror.

WHO: Closed to the gang
WHAT: Delving into the temple of Dirthamen in search of artifacts, Riftwatch finds that the temple demands more than they seek. But what else is new?
WHEN: Cloudreach
WHERE: Arlathan Forest, within the temple of Dirthamen, Elven God of Secrets and Knowledge
NOTES: OOC post.

You stand before it, a glow emanating from its smooth surface, a perfectly round sphere whose warmth bathes your face and hands in light. Around you are veiled faces in hoods, heads bowed in reverence, and a murmur of chanting echoes, overlapping, like the clashing of tides. Your hovered hands drift apart in a slow and elegant motion, and you can only faintly see it, the lines of magic you draw between your fingers, like faint golden cobwebs of shivering power.

They tremble between your fingers, they shiver, and they bend towards the orb. You must master it so it does not, in its wisdom and hunger, take from you what you're not willing to give, but you are well trained, you are beyond compare, and you will give only what you will.

The chanting rises, and the orb pulses with light. You focus, and the magic drawn between your fingers pulls away from it, arcs around in loops. It feels akin to reining a wild horse or mastering the lines affixed to the sails of a ship in a storm or pulling taut a bowstring.

And your control slips. Or you set something free. Either way, your hands come down on the surface of the orb, and it burns you alive.


...

The fading impression of this memory glimmers in your mind.

And nothing else. Where are you? What are you doing? Why do you wield this blade in your hand, or lay here with your bare throat offered to another's? You don't so much awake; you become aware of yourself, cold and aching and tired, and as you try to assess the situation and evaluate the motivations of the weary, filthy strangers that surround you, you wait for context to return, but it never does. You reach backwards for memory, for anything, encountering only the image of the glowing orb before you, and the way it had burned you with the things it knows when you touch it.

But there are more pressing matters to resolve.

After the initial confusion and chaos, all that is left to do is assess the place you are in, and decide what next to do. To escape, perhaps, or, some niggling part of you wonders, find the location of the glowing orb, which you know, deep down, is somewhere in this place.


The Temple of Dirthamen

Not that you know its name.

This place feels like an underground palace, sunken deep inside the earth, grand chambers that connect to one another with various passageways, tunnels, and staircases. Light sources come from your flaming torches or travel-sized lanterns hanging off your belt, or the occasional luminescence from green-glowing runic engravings on tiled walls, or the faint glow of a green miasma that lingers in hallways and chambers. There are walls set with elaborate mosaics, and great statues depicting twin figures, one of them cloaked in shadow and the other more detailed, and creatures such as ravens, always a pair, or the arching legs of a giant spider.

As intentionally built as it is, it is also half-wild. There are chambers that seemed carved directly into rock, and floors of rough natural stone. It is not, however, all intentional. You will find the frames of stone archways set directly into rough rock, or stairwells that lead nowhere but directly into cave wall, as if the earth had grown around it.

Despite this oddity, it is a beautiful and grand place, but clearly one steeped in ancient neglect, with flooded chambers, moss-riddled stairwells, crumbled stone, and the smell of rot and dust.

Traversing this place, however, is a challenge in and of itself, hostile to the strangers that crawl through its catacombs. Not only will you find whole pathways blocked with crumbled stone, or rooms that require you to swim through them to get to the other side, or a strangely angled corridor that forces you to climb up its craggy surface, the building itself is intentionally guarded against intruders in a myriad of passive ways. Traps trigger when a previously unnoticed puzzle is left ignored or incomplete, or doors refuse to open without the presence of a key in spite of there being no discernible lock. Some of these you may be able to solve, some will force you to double back.

You are also not alone. Out the corner of your eye, the presence of spirits dart in and out of the catacombs, and occasionally, you hear the ominous chittering sound of many-legged beasts that put you to mind of all those giant spider statues.

Some places you may encounter in your blind journey forwards:
  • THE QUEEN'S LAIR: You don't know how it happened, but the ground gives beneath you and whoever you are with, sliding without dignity down the abruptly steep angle of not-quite-smooth-enough rock. You land with a violent tumble upon surprisingly soft, spongy ground—fungus, moss, mud, deep puddles. As you look around, you see the large stone chamber you are in is lit with a sort of ambient bioluminescence of green miasma, showing up the sight of thick patches of cobweb strung between pillars, statues, hanging from loops from the ceiling. You see bundles blanketed in web, tellingly humanoid in size and general shape and, thankfully, perfectly still. The smell of dust and old decay in the air makes you hopeful that perhaps this place is more tomb than nest, until you see the way the giant cobwebs around you begin to sway. Looking up, through the miasma, the shadowy shapes of dog-sized spiders begin to pluck their way down. And you think you see, far above, the unmoving shape of a truly colossal spider resting high above. At least, you hope it's unmoving. You have two choices: take your chance in trying to scramble back up the steep incline you fell down, despite slippery rock, or brave the chamber and try to make your way in deeper in search of the gated archway on the other side that you will only know is there when you find it. Or the secret third choice of being eaten by spiders.

  • THE RED REVELRY: You and your companions, such as they are, find yourselves at the entryway of a great chamber. The walls glow with a faint blue-green light, only barely illuminating the wide open space. The open tiled ground is littered in debris, some of it crumbled rock, and some of it, ancient shattered skeleton, scraps of cloth, the evidence of many corpses that have long since decomposed to nothing but dry bone, dull jewelry, and the rotted remains of their clothing. Unpleasant, but unless you wish to yet again double back, the only way forward is through, and you do see another archway towards the back. However, the moment you step into the room, your mind fogs over. The room fills with golden light, laughter, music, and a swirling crowd of elven folk. You are in the midst of a revelry, and your heart feels light and joyous. One offers you a goblet of wine, another bids you to dance with them, another offers to share from a platter of fruit. The room is also surrounded by tall men and women of more serious demeanor, dressed in rich ornamental armor, dark cloaks, armed with curved blades, and you barely notice the sound of metal on leather as they all at once draw them. You do notice, however, as the screams begin, as blood begins to spatter, as the ring of guards begin to systematically cut down each reveler in arms reach. Now would be a good time to remember that none of this is real, but as you can't quite shake the immersive experience of a panicked grip to your arm or the visceral sensation of wet arterial spray spattering against your armor, it might be best to run for the next door before you find out otherwise.

    Optional dice roll: A d20 roll of 16 or higher has you break the illusion, safely restoring the chamber around you to the dark dusty tomb full of unmoving skeletons. A result between 10 and 15 means you are still immersed in the illusion but you have your wits, and, with focus, are able to move through the figures as though they aren't there, but may still struggle. A result between 5 and 9 means you are too immersed, and the crush of the crowd is preventing you from running, and if a guard with a blade strikes you, you will be injured. You may need help. A result between 1 and 4: oh my god all of this is real and you're going to die unless someone drags you out of here. Otherwise, choose your own result, no dice no masters.

  • THE PATH OF THE SIGHTLESS: The broad hallway you approach is tiled with jade, with an atmospheric light coming down from the tall arched ceiling. Up ahead, the road is strange. The tiles are grey stone and then foot-square tiles of dull gold or similar metal. Upon stepping into the corridor, you will find that your vision is gone, cloaking you in darkness. To anyone else, standing outside of the corridor, they can see within it and you perfectly fine. What's more, any step you take that is not on one of the shining tiles, comes with a consequence: a psychic kind of torment that feels like a swarm of ravens invading your mind. They tear and claw, a physical sort of headache-like pain that becomes quickly overwhelming and paralysing, leaving you cold and shaking. What's more, this assault has things to say. Although you do not remember anything of yourself, these ravens seem to know. However, if you make it back onto a shining tile, or are close enough to one of the ends of the corridor to leave it, the torment will stop.

    The idea here is that those with you will need to verbally guide your way through the corridor. If you are subjected to punishment for mis-stepping, the 'ravens' that flood your mind will pluck and claw at all the insecurities and fears you would have had if you remembered them. This is one way to get information about yourself, but as delivered through the bitchiest and harshest of critics. Your character will not be able to withstand it for long but will have difficulty hearing or moving, so feel free to assume they need extra assistance or manage to help themselves.

  • In general, feel free to find the kind of obstacles you might anticipate, such as ancient elven magic hopscotch, doors that only open if you pierce your hand on the knife-like protrusion where a handle should be, rooms full of wisps that taunt and mislead, platforms that require Big Jumps to get across or else you'll find yourself wet or on fire, Veilfire puzzle with tiles that ripple and shift, and so on.

    There are also places of respite, ancient prayer rooms or barracks-like quarters, where you may discover the rations you have on you and get to know people who do not know themselves.



    Strangers in the Mirror

    Here is what you must bear in mind.
  • MEMORIES OF THE LIVING: Although you have no recollection of yourselves, recollection is not forever withheld. At any time, your mind may jerk towards an impression of something, clear as day. You may whole heartedly believe that you are recalling something of your own past, or it may be so incorrect that you are certain that this memory doesn't belong to you. These flashes come in moments of quiet, in looking upon the face of an ancient statue, or catching your reflection in a shining surface of water or metal or polished tile, or seeing the light in another's eyes.

    If you happen to meet the person for whom these memories belong, you will know like a hook in your heart that this memory belongs to them. There is no way for you to give it the way you got it, for only the gods can parcel out memory and knowledge without the tools of language and writing, and so what you choose to do is yours to decide.

  • MEMORIES OF THE DEAD: There will be moments, likewise, when the memory of those long gone from this place invades your mind. However, they are not for you to know. At any point, you will find that you lose time, that a great stretch of blankness takes hold of your mind, and you come back to your own forgetful self in some other place, perhaps with entirely new company, performing some task you did not mean to begin: sweeping the floor, or kneeling before an altar, or sitting at a table prepared to eat a meal that is not there, or even once again about to slit the throat of a willing supplicant.

    Use this mechanic to free up your character to pursue threads with others rather than only your home team. If you can also play out encountering someone in this fugue state or vice versa, in which they will be largely unresponsive, but seem to know their way around, completing their tasks, until they snap out of it.
  • And some general advice on your current affliction:
  • This is a fictional form of amnesia, so don't overthink it. Broadly, your character should instinctively know standard facts like what colour the sky is, even if they can't see any sky currently, or they may have an instinct towards certain skills they have practiced every day since childhood, like the yo-yo. However, knowledge of who they are, what their name is, where they've come from is completely lost on them.

  • More specific world facts like what the Chantry is, what a mage is, what a Ferelden is, you can be fast and loose with. If your character is deeply intimate with something like the Circle, they may roughly know of it in vague terms. Alternatively, if it's more fun if your mage doesn't even know that magic exists, then go with it.

  • Rifters from profoundly different worlds, like modern earth, can absolutely have a sense that they are in some kind of weird ancient world surrounded by old timey people. This is left to your discretion.

  • As far as what your character is like without their memories, again, this is up to you. They can be cluelessly the same, or exhibit hidden personality traits they ordinarily keep suppressed (or suppress ordinarily prominant instincts), or simply be fundamentally different without the burdens or highlights of their own lives to inform them. Are they friendlier? More vicious? Braver than usual? Less selfless, more? Whatever you like!

  • A Gift of Revelation

    And then it ends.

    Seemingly without ceremony, if you are far away from the thing that ends it. You feel a lurch and then it all comes flooding back: your name, your life, the mission, the people around you, the forward camp merely a few hours of travel outside the bounds of the temple you are in. You may be close enough to where you'd already started scouting before it all went foggy to make your way out easily, or you may be so immersed in the depths of the temple that your mission of trying to escape hasn't really changed, despite this context.

    And yes, your sending crystal is still not working. Figures.

    You still harbour the memories that you were given unbidden, even if they've lost their bright shine in the void, and you will still feel that sense of knowledge for whom they belong when you meet them next, if you are unable to work it out on your own.

    Once out, the warmth of the Arlathan Forest greets you, and your crystal begins to flicker back to life once more. Truly, they don't pay you enough for this.
    thereneverwas: (concerned)

    sorry I have to

    [personal profile] thereneverwas 2023-04-10 03:58 am (UTC)(link)
    A blink, a glance around, a breath: Barrow's heart skips a beat at the sight of his own positioning, and he looks to the person holding the knife with an unsettled smile.

    "Hello," he says mildly, like he's coaxing a panicking horse down from stomping him to death, "please don't."
    ipseite: (122)

    [personal profile] ipseite 2023-04-10 04:09 am (UTC)(link)
    Petrana de Cedoux would handle this moment a particular way.

    Maybe not intentionally, but moulded by experience and long habit — she would hesitate, she would hold. She would focus herself upon de-escalation, acutely aware of her own limitations and the unknown quality of threat. She would be cautious, first, not unfamiliar with the sensation of a weapon so close to her own bared throat; she would think several steps ahead, think of preparing herself for them, think of what needs must follow.

    She would be afraid, and she would swallow it.

    The woman who wakes, a blade in a stranger's hand pressed to her throat, knows none of what would lead her absent self to those urgent conclusions, remembers none of the swift, urgent calculations that have become second nature. The blade is at her throat and panic rises underneath it and she throws her elbow, narrow and sharp and with all the force she's able to summon, directly behind her into Vanya's groin, using him for momentum to dip her head beneath the blade and scramble away from him through dirty water on the floor, a sudden riot of wet sounds.
    pathlit: (007)

    [personal profile] pathlit 2023-04-10 05:11 am (UTC)(link)
    Golden threads whipping wild and free, an orb offering a give for a take. It takes and takes and--

    --oh.

    Like the bleary haze of waking from an unintended nap, he blinks several times, rolling his neck and shoulders as his peripheral nerves remind their brain of their position. His feet are cold. Why--? Because his boots are wet, is the deduction when he wiggles his toes. Gross.

    Looking down, he finds not the cause of his wet boots first but a figure kneeled in front of him, chin held up by the fingers of his own left hand. Their skin feels terribly cool against his. Furthermore, he finds his other hand to be holding a dagger, its blunted, chipped edge whispering against their throat.

    Oh. Oh, he is awake now.

    "Oh, shit, I don't--" falls hastily from his lips as he withdraws a half-step backward, the sound of water rippling as his motion disturbs the surface. His right arm is held close, instinctively keeping the weapon close to his body to discourage the possibility of unintentionally harming another.

    This is also the reason he doesn't automatically drop it.

    "--are you okay?" he asks, honestly concerned enough to drop into a kneel beside them, water rippling further with the added mass. Unthinkingly, he places his hand on their bony shoulder.
    Edited 2023-04-10 05:12 (UTC)
    luaithre: (Default)

    [personal profile] luaithre 2023-04-10 05:19 am (UTC)(link)
    Cold water up to his thighs, knees aching from resting on them. Darkness, flames, faces. And then the cool metal edge of something up under his chin and when he swallows he can feel the way it is sharp.

    The first thing he sees is that the looming figures that wield knives over those kneeling in front of them are considerable-ish figures and so he can imagine the person behind him being of probable greater height and strength than he—maybe?—and when that first chaotic splashing occurs directly before him as the woman he'd laid eyes on kicks into motion. So does he, in short order.

    More out of fear than anything else. His hand goes to the arm holding the knife to him, a harsh clasp that yanks. Something he learns quickly about his own instincts is that fear doesn't mean retreat, but attack, and so that clasp doesn't loosen, aims to twist them around and perhaps drive that person down, clumsily and splashily.
    notathreat: (130)

    [personal profile] notathreat 2023-04-10 05:37 am (UTC)(link)
    There is a rawness to this world, a chaos of beginnings. For all the peacefulness of awakening, it doesn't stay that way.

    There's no time to think. She has a knife to his neck, the man on his knees in front of her, and he moves to defend himself. The reflexes that kick in mark this as far from the first time this has happened. She relaxes her grip to flip the knife in her hand, a spin that slices a hot furrow on his forearm.

    They stagger, the two of them, through the water. Teeth bared, she fights him. All sharp elbows and bony knees and quick fists. Like he's tried to scruff a cornered feral cat.

    If she gets the opportunity, she'll spit in his face.
    foolsmakeitcolder: (14)

    [personal profile] foolsmakeitcolder 2023-04-10 06:03 am (UTC)(link)
    Stretched out on his back and restrained on the altar, he contemplates the blades raised over him rather more calmly than the norm. Raised brows, parted lips, a glance down at himself.

    Seeing that nobody appears to be immediately attempting to stab him, despite the unfortunate positioning, he attempts to tug at his restraints.

    They're surprisingly flimsy -- one good tug is all it takes to break them from his wrists and ankles, and he sits up to turn his head curiously from one person to the next.

    "Awkward."
    heorte: (rm00443 (2))

    [personal profile] heorte 2023-04-10 06:37 am (UTC)(link)
    The assessment of the blade in his hand is almost entirely disconnected from the sweep of confusion as he comes to awareness.

    Chipped. Discolored with rust. (Capable of drawing blood regardless.) When the man beneath him begins to move, he lifts the blade up and away, eventually letting it fall to his side.

    Awkward indeed.

    Some deep rooted instinct prompts a second action: marking the position of the woman across from him, the dark-haired man with a knife of his beyond her, with some relief.

    "What is this?" comes without any prompting, on the heels of Ellis taking a step backwards from the altar itself. Creating space from which to better take in the full tableau, observe their surroundings, parse the more immediate even as disquiet begins to rise as missing piece become impossible to ignore.
    heirring: ([113])

    [personal profile] heirring 2023-04-10 06:45 am (UTC)(link)
    The pop of the restraints is oddly loud in the vaulted room. For some reason, she thinks of that first before she does the ragged knife and her hand wrapped about it. The fold of her elbow, drawing the weapon harmlessly back against herself, as the man on the slab before her makes to sit up is a very natural thing.

    "Oh. Pardon." And then— "Are you certain you're meant to be sitting up?" She half turns, tearing her eyes from her immediate companions in order to complete a brisk visual sweep of the room— which she only halfway completes before aborting back to the pair of them. "I'm sorry. Should we be letting him sit up?"

    (She has not taken a step back from the altar, and the knife remains nestled against her sternum. Not quite lowered, but not quite not lowered, either.)
    foolsmakeitcolder: (11)

    [personal profile] foolsmakeitcolder 2023-04-10 06:56 am (UTC)(link)
    He looks from the young woman with the knife, unbothered, curious, before the both of them turn to look at the man who's dropped his own rusty ritual dagger.

    "Shitty setup for it," he remarks. "Those can't even be sharp."

    Spares a glance for the others in the room, then:

    "Are they okay?"
    heorte: (17)

    [personal profile] heorte 2023-04-10 07:22 am (UTC)(link)
    "Sharp enough," from the man who is marking the continued vise grip on the blade from the woman across from him with mild interest.

    Are they okay prompts a more considered examination of their companions. When he rounds the table, it might be to get a better look, but partly because some absent habit propels him adjacent to her.

    Marks again the dark-haired man, gaze sweeping over his ginger compatriot, the third trio arranged to complete a sacrifice beyond them. All unfamiliar.

    "No one's completed it yet," he proposes, slower over the words. "I don't remember if we need to."

    Or if they were going to. If he was the one to secure this man's limbs to the altar.
    heirring: ([088])

    [personal profile] heirring 2023-04-10 07:29 am (UTC)(link)
    "Would you like us to? If you lie back down, I'm certain we could sort out the correct order of business." How hard can it be? And who can say; the restraints were apparently very delicate—it's entirely possible the man on the slab would prefer to be stabbed with rusty knives, and his criticism until now is only due to the apparent hesitation of his—

    Captors? No, that doesn't seem quite right.
    luaithre: (bs401-0638)

    [personal profile] luaithre 2023-04-10 07:54 am (UTC)(link)
    The knife scrapes thick leather stretched over metal buckled to that arm, but knicks exposed hand on the downslide harsh enough to evoke a grunt from him. Water churns around his knees as he pushes back up to his feet, and flinches his chin down at the strike of spittle against his face as she twists and hisses.

    Another violent splash of water as he muscles down, tries to drive her backwards. There is wall nearby, and the mounted flaming torch. They can see each other in fits and starts; him, a severe twist at his mouth that bares teeth back at her, the tug of scarring.

    And her, smaller, defense and attack in the same hasty scrabble. Confusion pulls taut at his expression.

    "Stop," he growls, without stopping, intent to twist or knock the blade from her hand.
    elegiaque: (069)

    [personal profile] elegiaque 2023-04-10 07:57 am (UTC)(link)
    The knives seem ill suited to purpose, as do the restraints, which —

    well, maybe this is what the people being restrained intended, if they were indeed hardly being restrained at all. A young woman holds a knife, doubtfully, looking between it and her ... companions? All of them, somehow. It feels like some sort of terrible art piece, she decides, although she isn't at once certain upon what she has based that it is as good a thing as any to say:

    “Is this a tableaux?” casting about, puzzled, for an audience.
    sprent: (the wolves)

    [personal profile] sprent 2023-04-10 11:44 am (UTC)(link)
    "If it is," Gela says, calm as she can be despite the strangeness of having found herself like this, "Let me switch places with you."

    To be holding the knife aloft, instead of lying down upon cold stone and staring up into the blade's paused descent. She turns her head from one side to the other, looking around. Yanking her hand suddenly inward pulls the tattered rope from one wrist, and then she can use that hand to pluck the old knots to pieces, allowing herself to sit up, slowly, nervously. "Where is this?"
    bouchonne: (side-eye)

    [personal profile] bouchonne 2023-04-10 01:44 pm (UTC)(link)
    The man holding the bowl under someone else's arm blinks confusedly. He thinks momentarily of dropping the bowl or casting it away, but then immediately feels a sense of embarrassment at the thought, because if he does, then it will make it quite clear that he - what? - that he doesn't know what's going on and doesn't understand his own actions. And the thought of everyone knowing that he's confused is an excruciating one.

    So instead he turns his eyes back towards the men near him: the one with the knife, and the one with his arm bared, and waits to see what they do.
    heorte: (98)

    [personal profile] heorte 2023-04-10 03:08 pm (UTC)(link)
    "I don't know."

    Is not comforting.

    A nagging, fretful itch sends an empty hand clasping after—

    The worn-leather grip of a weapon, hanging heavily at his back. His brow knits in confusion the moment his fingers graze it. Deep, blank uncertainty incongruous with some kind of bone-deep recognition rising in reaction to the reassurance of the weapon's presence.

    Which prompts a further inspection. Palm leaving the hilt of the weapon without further confirmation to run a palm down the smooth metal of his breastplate. Why is he the only one armored this way?

    "Wouldn't there be someone watching a tableau?" does not necessarily rule out the concept that they are being watched.
    foolsmakeitcolder: (49)

    [personal profile] foolsmakeitcolder 2023-04-10 05:04 pm (UTC)(link)
    "No, thank you," the man on the slab answers, all very pleasant and reasonable. He's confused, but not afraid- none of the people around him seem hostile, just as confused as he is.

    He's not entirely sure what came to pass here, what led up to this, but it seems they are all in this together.

    Casting about for an apparent leader to defer to, he finds none, and swings his legs over the side of the altar to get to his feet. He's taller than the others, broader. On instinct he breathes in deeply, opening his mouth to let the scent flow over his tongue. Organic, coppery, rich with plants and dust and decay and other things that are tantalizingly unfamiliar.

    "A tableau for ghosts, maybe. This is a ruin."

    Something inside him stretches, aching, curious. It leans on him to be let out, and he resists the urge because he may need his hands.

    (For the moment, this is not a strange thought.)

    Oh, but.

    "Hello, by the way," he says suddenly, feeling somewhat rude. "My name is-"

    Trailing off, he goes silent. It's... not coming to him, actually. Perhaps the look of deep confusion will broadcast the problem to the others.
    nonvenomous: (pic#14254262)

    [personal profile] nonvenomous 2023-04-10 07:27 pm (UTC)(link)
    Lean in his armor, balding, gingery beard prickled with muck, Dick Dickerson has hardly moved save to turn his head slightly to the sounds of the confusion unfolding around them. In particular, he’s zeroed in on Jude helping himself upright, the fact that he meets no physical resistance. Concern furrows his brow.

    Suspicion.

    At least one young woman is holding the line, Wysteria with her blade held close.

    He hooks a harder look back to the shorter man across from him.

    Is one of them escaping…?

    They have their captive to attend to. Mr. Dickerson moves suddenly to press the rusty notch of his blade to Fivera’s throat, tight into her pulse.

    “Please return to your podium.” He’s looking to Nameless Jude as he speaks, bureaucratic authority cool under bristling tension, a tickle of fear.

    He’s helping.
    notathreat: (73)

    [personal profile] notathreat 2023-04-10 09:21 pm (UTC)(link)
    Spray dances up from their feet as the girl scrambles backwards, near-graceless and moving on reflex and desperation. He's got a good grip on her, and has the advantage of weight. She doesn't want walled or trapped in any way, and when the man tries to twist the blade from her hands she clamps her fingers down on it all the harder and tries very hard to knee him someplace tender.

    While he's confused, she is scared.

    "You stop!" she snarls at him, as if he's the one who attacked her. "Let go of me, you chickenshit-"
    Edited 2023-04-10 21:21 (UTC)
    favoriteanalyst: (and you are dreaming dreams)

    [personal profile] favoriteanalyst 2023-04-10 09:54 pm (UTC)(link)
    So this is a strange sight to wake up to. No--no, not wake up. That's not the right phrase.

    It already smells like blood, here, and with a look at it all, from the opulence of the room to the statue's pose to the similarly posed people around, he has to wonder if this is something he signed up for: a bloodletting. Blood tithe? Ritualistic ceremony? He's not being held down. He seems like he's willing.

    It isn't that it feels right, exactly. But for a moment, when he breathes it in and lets it settle, he wonders if this doesn't feel planned and proper.

    But the other fellow calmly asks not to. And he--looks down at his arm, looks at the knife, flexes his gloved fingers.

    His fingers? His fingers that he can see moving, that move on instinct, the impulses and firing and muscles moving, but his fingers move without... He frowns. The bowl is empty. "Have we done this before?" There don't seem to be exactly similar scars on the arm bared, though scars there may be. "Feels like you've already taken enough if I can't feel my hands."
    cozen: (n198)

    [personal profile] cozen 2023-04-10 10:51 pm (UTC)(link)
    The downward momentum of Bastien's knife ends the moment he becomes aware that he doesn't know why he's about to cut into this exposed arm. During please don't, the blade hovers. During have we done this before, it lifts.

    "Wait," he says. To the woman. To the fellow with the horns. "Wait. Wait."

    He steps back. There are two things—okay, there are are lot of things that don't come to him naturally, but two of the big ones are hurting people for fun and an inclination toward rites and religion. Neither springs readily to mind as an explanation.

    "Wait."

    Self-defense? No one is fighting. Executions? No restraints. Magic—nine mercenaries/best friends, imprisoned here to starve by unknown villains, desperate blood magic to get out, some sort of backfiring spell or mechanism erasing their memories before they can manage—

    "No one move."

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