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balance mod ([personal profile] balancemod) wrote in [community profile] balance_logs2019-09-02 04:13 pm

Field Mission 5: Il Prigioniero, Part 1


There was a theme park in Caleb Cleveland, Kid Cop #7: The Carnival Caper. Sirs, I gotta say, I liked that one a whole lot better.
NAVIGATION


Click here for the RNG thread!




1. IL PRIGIONIERO: WELCOME TO CORMANTHOR


A. A CRASH BETWEEN TWO FERNS

Lucretia has given the orders and locale for the next Grand Relic to be reclaimed and destroyed, a task that will present itself with many new and weird dangers that the Reclaimers haven't come across before. For anyone looking to brush up on their history of Myth Drannor, the Netheril, and the forest of Cormanthor, some of you have already learned a great deal of what occurred here, in bits and pieces. Leon, the Artificer of the Bureau of Balance, had described the tale of a very unfortunate city facing a major energy crisis that was bleeding out the land. You've already met the culprit behind one of the worst decisions humanity has ever made (Spoiler: it's Karsus, a god-tier shit wizard who sacrificed himself to get some of you out of dodge back in Lyrabar), and seen the destruction, first hand, of what happened to the Netheril via the events of Vista Virs. Phew, that's a lot of lore to take in all at once.

But as history would have it, there are always a few sides to every story, and the fall of the Netheril wasn't the only mass of land that had been affected deeply by its twisted magical decay. The forested region of Cormanthor, not far from the source of corruption, did as well. Cormanthor was once home to capital of High Elves. They had resided in a city deep within, warded carefully from the outside world, known as Myth Drannor. Today, it lay in shambles, lost forever and protected by the sickened forest that surrounds it. You see, over 200 years ago, a floating city of Netherese fashion had appeared over the vicinity of Vista Virs. A battle raged on between heroic paladins and the cult that had raised it into this plane of existence. The result of that war sent the planar magics that bound the raised city into turmoil. Its target? Myth Drannor. And what didn't destroy the city from impact damage left a far deeper, darker problem among the elves that lived there. A twisted sickness, a dark corruption, it seeped deeply into the hearts of all that dwelt there. Legend has it that the Tree of Life itself, Yggdrasil, is at the heart of Myth Drannor.

But that's all ancient history at this point. No one's been able to make it deep enough into the woods to find out what really happened. Most often, they find the city of Shadowdale instead, and with that... Wonderland.

Speaking of which, you'll be blasted down to the outskirts of the forest. The entire balance of magic in this area is highly off kilter, which isn't entirely new to some of you veteran Reclaimers. When a Grand Relic is used, it often leaves behind a very distinct path of destruction that makes even the most learned scholars scratch their head. Magical interference runs nigh high throughout all of Cormanthor, which makes this mission particularly dangerous. Bubbles are not able to penetrate the canopy of Cormanthor or land directly at Wonderland. As Lucretia had said a few months ago, these missions are going to get harder and come with higher consequences. She has faith in all of you to make better decisions. You're the most amazing and stalwart people she's ever met, after all.

Blasted down to Cormanthor in parties no more than 4, you land somewhere near the outskirts of the forest. Look behind you, and you can see the yellow-hued mountains of the Netheril behind you, boasting a land of pure desert and its own uniquely cursed roster of flora and fauna.

Pitter patter, Reclaimers.

Watching a coast as it slips by the ship is like thinking about an enigma. There it is before you, smiling, frowning, inviting, grand, mean, insipid, or savage, and always mute with an air of whispering, "Come and find out."



Joseph Conrad, Heart of Darkness

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2. THROUGH THE LOOKING GLASS


B. EMPTY WOODS

The woods of Cormanthor were stunningly beautiful once. Before most people who walk among these trees were born, sure — but once upon a time, this was a beautiful place. A living, thriving forest, like any other great wood.

When the Reclaimers enter, however, the first thing they'll notice is the silence. Unnatural, ubiquitous, and oppressive, silence is the single unifying factor throughout these woods. The trees themselves shift, first sparse pines, then white ash and beech, and finally towering oaks, maples, and hickory. The silence doesn't change. There is no noise but the wind rustling the leaves on the trees — and as you get further in, even that begins to fall away.

It will become quickly apparent that there's no animal life here. This is a forest in stasis, certainly, but it's utterly devoid of birds flying overhead, four-legged creatures scurrying through the leaf debris. No deer, no wolves, no bears. No monsters. No insects, even, if you're paying attention. Those with the ability to speak with animals will notice very quickly that life simply doesn't seem to exist here. Those with the ability to speak to plants may be even more alarmed, because while the trees and other plants do respond, their replies are sluggish and distant, somewhat reminiscent of speaking to someone suffering with a severe fever, drifting in and out of consciousness.

Travel through Cormanthor's forest takes a few days' time, and so much time spent in silence begins to take a toll. Never mind the fact that no matter your Boy Scout badges, you can't forage for anything useful out here: nothing from the forest that is eaten provides any sustenance. Eat a bucket full of berries, and you'll still be as hungry as if you hadn't eaten a thing. The trees press in on all sides, and you know each one is different from the last, but after a while they all start to look the same.

Some will be more affected than others. Those with a madness effect (RNG'd or chosen from the list on this mission's dossier) will begin to feel it by the end of the second day. There are infinite options of how to play with this in the frozen forest, but here are a few possibilities:
○ If you have forgotten something important to you (1), it can happen quickly or slowly. Perhaps you're camping with your bubblemates, talking about someone from home. That Greg Grimaldis, was he really that bad? the Reclaimer to your right asks. Who, you ask, perplexed, brow furrowing, is Greg Grimaldis?

○ If reality is beginning to distort (2) for you, you might become abruptly certain that you're going the wrong way. Wonderland is back the way you came. Anyone trying to convince you otherwise is absolutely up to something — trying to make you look bad? Trying to hurt you? Who knows, but they're definitely up to something.

○ If you've lost valuable skills (3), they might drop out from under you at the worst possible moment. Even a forest in stasis has its hazards: pitfalls, roots that disguise holes and twist ankles, flimsy bridges that collapse and leave you hanging perilously over ravines, et cetera. Design peril to fit the skills you've lost. When you reach for your tried-and-tested knowledge, what do you know? It isn't there. You have to figure out another way out of this.

○ If you're feeling unlucky (4), guess what? The one person/thing in this whole realm that was keeping you safe isn't here right now. Everything around you is a portent of awful luck. Is that tree telling you to go die? It probably is! Paranoia creeps up on you from everywhere. Even your teammates. There's something about them that makes you certain everything's going to go to hell any minute now.

C. EMPTY CITY

Before you enter, you can see a town and only a town. Step across the border and you'll feel a barrier, something invisible and not quite permeable. After a pause, it seems to accept you, and your foot touches down in Shadowdale.

Then you look up. You can't help but look up. Stretching so high you've got to crane your neck to see to the top is a great gold tree sprung from the center of town. You couldn't see any of it from outside of Shadowdale's borders, but the town, it seems, wants you here. It wants you to see Wonderland. This could be paradise for a while, a place to stay safe from prying eyes and protected by the vastness of the forest as the Reclaimers track down this latest relic.

Except, not to put too fine a point on it, it's kind of creepy here. The whole place is empty — not everyone-got-up-and-left-in-a-rush empty, but ghost-town empty. Nobody wants to stay here, it seems. Maybe there's somewhere else they'd rather be. Regardless, it leaves you with plenty of lodgings to choose from. If you don't mind making your own fun, there's plenty to do, too: bookshops to visit, bakeries to use, butcher shops to — okay, maybe not that one. There's a courthouse, though. Who wants to play Judge Judy? Consider any shop or government building one might find in a small town to be fair game.

After a few hours, though, it becomes clear that this place isn't quite empty after all. You aren't the only ones investigating.

D. A FAMILIAR FACE (OR TWO)
○ The first face you see is a friendly one. Upon seeing the bracer on your wrist, Matthew Hollyweather walks right up to you, all the more readily if he remembers your face from New New Aspen. Despite the setting, he's clearly and genuinely pleased to see Reclaimers here. To those he's met before, he's eager to share all the positive change going on in New New Aspen: the newfound peace, the booming economy, pictures of one bajillion bouncing new spider-nieces-and-nephews. To those new to him, he introduces himself as Mayor Hollyweather of New New Aspen with just enough good-natured self-derision in his tone that he comes off as authoritative but kind of embarrassed about it.

It becomes obvious pretty quickly that he's been here a while — a few weeks, perhaps, more than long enough to get kind of lonely. Matthew's only company so far has been that kid, who's nice enough, but only showed up a couple days ago. And why is Matthew here? Well, that's where he stops being quite so much of an open book. He's looking for something, that's what he tells you. Something he's missing . . . and that's all. If you want to know more, you're going to roll for it. Everyone can get information from Matthew, but if you were present for the New Aspen mission, you'll get +2 on any DC on top of your existing class or skill bonuses.

○ The kid Matthew is talking about makes himself known soon enough. Perhaps you catch him perusing the bookstore in his fancy-boy suit and spiffy fancy cap, nose deep in a tome his thin arms tremble to hold, clearly paying no attention to you. Or maybe he's chowing down on some truly unusual-looking fried concoction (where did he get that?) in the town square by the fountain, clearly paying no attention to you. Wherever you first see him, he is clearly paying no attention to you.

Once addressed, he will brightly greet you and introduce himself as "Angus McDonald! I'm a little boy, I'm ten years old! Who are you? How did you get here? It's a really nice day, isn't it? It's nice to meet you!" Angus says a lot, actually. But other than giving off a strong vibe of needing to be noogied, nurtured, or both, he doesn't actually tell you much. Asking him anything is a good way to get the question turned right back on you. But then, nothing ventured, nothing gained, right? If you can stand listening to him extoll the virtues of Caleb Cleveland, Kid Cop for a few minutes, you might level up enough to actually learn something.

Of course, you can't stay in Shadowdale forever. Literally: you can't. Every Reclaimer's feet are inexorably pulled to the entrance to Wonderland after not very long at all. The golden tree at the center of town is impossible to ignore. Step into the elevator at its base, and you might very well find yourself elbow-to-elbow with Matthew or Angus, staring as the numbers tick up . . . up . . .

Carrying you to Wonderland.

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3. WELCOME TO WONDERLAND


E. A BEARY GOOD TIME

You arrive in Terminal Square, where you can sign up for a membership with Roland and find out more about this larger-than-life amusement park. The entire theme park city seems to run on a currency known as Wunderbux- directly inscribed via magic into a stone you're handed after filling out a small precursory screening by the giant anthropomorphic bear. Gifted with some starting credits and maybe a really gaudy Roland-eared hat, depending on how much of a good Wonderperson you've been so far, he explains that certain actions in the park will add credits or remove them. He advises against owing Wonderbux to Wonderland, if you can help it. "Wouldn't it be unbearable not to be able to ride the rides!?"

Yeah. You know what this guy is all about.

Chutes and ladders will take you all over the various places of the park, all branching out from Terminal Square. The entirety of the complex is, at scale, ridiculously large. All throughout Wonderland, you'll be treated like a king if you let yourself be pampered. The sheer amount of gilded perfection that went into crafting this place is at a scale even larger than the Moon Base. Gorgeous fountains spouting golden water are not infrequent, stands selling food of every type imaginable pepper anywhere there's space, and often as you pass by, you can hear people having the time of their lives here.

F. PLAY WITH ME IN THE SPACE!

There's so much to do in Wonderland. So much. Honestly, you wouldn't be the first to say it's overwhelming. That's part of the fun! Wonderland sweeps you away with all of the fun it brings. We could fill pages with the wonders in Wonderland, but why don't we stick with a few highlights and let you fill in the rest?
Wonder Square: When you first enter the confines of Wonder Square, you'll notice it looks and feels sort of like a casino... minus the strong and pungent smells that usually accompany those types of areas, typically. The wide birth of the room overlooks a beautiful vantage point of the top of Cormanthor's forest; pale greens look out into a sea of leaves for miles on end, as if the rest of the world doesn't exist outside of Wonderland itself. And why would you think it does, when you're here?

Tables are set up for games, games, and- you guessed it- more games. Arm wrestle against a machine to test your strength. Shoot hoops into a basketball for 60 seconds. Engage in a few games of chance: Queen's Call is particularly abundant in this area. You'll notice this is where Maria can most likely be found, surveying the area like a snake mother, carefully winding herself around the pit and ensuring that no one is up to anything less than pure, unadulterated fun around these parts.

You can do you best to scam a few extra Wonderbux here, either through legitimate play at any number of the machines present, or otherwise through less than scrupulous means. Don't get caught, though... it never ends up quite well.

Dodging in and out of the crowds of Wonder Square, often charging forward and giving his best at a VR simulation of as snowboarding game, you might find Niel here as well. He's awfully energetic, a typical cornerstone of youth in the midst of a truly killer arcade.

One thing you might notice, or might... not notice? Every now and then you might look at someone one moment, enjoying themselves thoroughly or getting a little deep into the game they play. You blink, and suddenly they're gone. And so is the recollection of events that've happened the entire last hour of your life. Something tells you not to question it, deep down. If you could only remember what they looked like... or the fact that they were even here to begin with.

Oh well, there are games to be had. Might want to head on over somewhere else. We hear Event Square has a ton of live entertainment for you to check out. Some people are even saying that there's a cactus like creature performing Jazz tonight! Now that's something you've never seen before!

Round Square: How did you end up in this luxurious tram? It's truly fantastic. Wheeling around the entirety of Wonderland as night falls, you're swept away with the romance of it all. Look at those stars! Look at that moon! You gaze fondly at the person sharing this ride with you, and—

Wait, who's that? How did they get in here? For that matter, how did you get in here? You don't remember getting on this ride. But here you are, with a fellow Reclaimer and, if you're particularly (un)lucky, a native elf, too. In the latter case, it might be a good time to ask them some questions. In the former case . . . snuggle? We're not your boss or mom.

Speed Square: Upon entering the speed square for the first time, another Roland will ask if you got your Roland Racing Registration! Then you'll have a stamp card shoved in your hands. Going on each roller coaster gives you one stamp on your card, which you can then hand in to a friendly Roland for a beary special reward.

Ghost Square: While the Ghost Square has many options to take some years off your life — from haunted houses to fortune tellers to wandering workers done up in bedsheets — the main attraction here is the Hall of Mirrors. It boasts of the "longest mirror maze in Faerun!*". Inside, all the mirrors are kept polished to perfection via magic, varying between normal reflections and wavy funhouse style, but some of the mirrors might reflect something... weird. Either a friend from your home world, or a version of you from your past, or even a reflection of the person's soul. It's a fun ghost story everyone shares.

*: The poster has the tiniest print of 'that we know of'. Whoever runs Wonderland has a good lawyer.

Reeducation Ride™: Not everyone's the funloving sort we want here in Wonderland, but there are ways to deal with that. For anyone who cheats, is rude to carnival workers, or is a persistent curmudgeon, party pooper, or fun sponge, it's time for the Reeducation Ride™. On this disciplinary ride, you are strapped into a cart that wheels in a wide circle for three hours, during which you are hugged and complimented by a slew of Roland Replicas™. Begone, sour face! Elevate, low self-esteem! Be snuggled! Be huggled! Be happy.

Everyone gets in on the fun here in Wonderland. No matter how reticent one might normally be to do so, something about this place just puts pep in everyone's step. Nine times out of ten you might be the kind of person who finds rides, games, and having fun to be childish or beneath you, but guess what? Here in Wonderland, you're at least a little into it.

So are the few non-natives you see. Angus is here, trying to figure out the rules of all these arcade games. Matthew is here, getting lost in Ghost Square and wandering the food court. A couple of other faces, too. Anything in the dossier is fair game for your use.

But keep in mind, Reclaimers: those madness effects? They're still very much in effect. You're still in Cormanthor forest, after all. The longer you stay, the more you play, the worse it gets. Little by little, hour by hour, day by day.

Have fun, kids. Be yourselves. Don't do anything Lucretia wouldn't do.



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4. OOC

In order to keep to our goal of providing the most personalized Wonderland experience for all of you, we're setting a limit of 3 RNG attempts per character this log. Additionally, please be aware that while more mundane rolls will have standard-level DCs (for this log, anyway), any RNG with the potential to uncover plot information is high-risk high-reward and will have a very high DC along with steep penalties for failure. As always, we will let you know of this before we roll, and you have the option to decline any roll at any time.

Other than that, this is your story to write and your setting to play with! Anything on the OOC post is fair game, and if there's something you'd like to try, please don't hesitate to let us know on the RNG thread.

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blurb code by photosynthesis
dialetheism: (⚓ and we help them in return)

[personal profile] dialetheism 2019-09-14 12:04 pm (UTC)(link)
Is it really tempting if it was more akin to a casual shove?

[ So that's one of those jabs that's probably toeing the line of "acceptable", but it's! true! so they don't feel as guilty as they might. There is also a sincere and complete sense of faith that he won't just drop them out of spite.

... Mostly. Jury's out on it after that last one, but hopefully he at least waits until their head clears before the roughhousing begins.
]

And I do distinctly remember you telling me to be more true to myself. [ At least they know they're a brat?? ] So you can't really fault me for doing so.
alethiological: (Jan Hus (d. 1415))

[personal profile] alethiological 2019-09-15 12:36 am (UTC)(link)
[ Wow. They're being super bratty today. It's adorable. They've been having a hard time lately, so finding joy in little spats like this is probably the best thing that could happen to them.

Unfortunately, they're a menace that needs to be punished. Maybe he can still do The Thing. A hand rests on their shoulder and they're spun to directly face That One Mirror.

He says something that they'll later be able to recognize as 'Fᴇᴀʀ Nᴏᴛ', but the only thing Lion hears is their brain going sideways. The reflection moves, two wings but countless others made from light, rainbows, colors their eyes can't perceive, violant and irrigo all at once, unfolding and revolving around a

a

a



Something? Something. It's out of their vision now anyway. ]
Edited 2019-09-15 00:56 (UTC)
dialetheism: (🌠 like a ship blown from it's mooring)

[personal profile] dialetheism 2019-09-15 01:54 am (UTC)(link)
[ They don't get time to complain about the involuntary spinning, though there's a half-syllable in that vein regardless because a normal person asks for permission first, Willard

and then they see the mirror



in their defense, they do try their hardest to see, which is most likely the problem but no-one said they were smart, only wise

and the most they manage is the memory of something strange but beautiful

before they're mercifully yanked back to reality as Will drags them away. They don't protest, in part because they maybe bit the inside of their cheek by accident and ow, that stings like a- something. Thinking is hard.

It isn't until they raise a (Cure Wounds-glowing) hand to press against the knot of an oncoming migraine that they realise that they started crying. Not audibly, just the silent, somewhat confused tears of an emotion that was too powerful to handle, the body needing some way to release pressure before something important collapsed under the strain.
]

...Rude.

[ That's about all they can say around the lump in their throat. Don't metaphysically flashbang your partner, Will. >:C ]
alethiological: (Roger Casement (d. 1916))

[personal profile] alethiological 2019-09-15 01:59 am (UTC)(link)
[ Yeah, the crying happened a lot too. They get a solid shoulder-pat, supportive and loving, and covers up how he drags both Lion and himself out of range of That Mirror. ]

Didn't scream, though. Better than most of your race.
dialetheism: (🌠 if we let them)

[personal profile] dialetheism 2019-09-15 02:19 am (UTC)(link)
Mmmmh. [ Wow, eloquent. ] S'pretty, though.

[ Honestly, they're not complaining about being dragged away. They know when they're beat. Besides, he made a fatal mistake: ]

Wait... you knew what I'd see?

[ Namely, admitting that he knew what would happen. Oops.

Will is free to realise two things. One, that Lion has either changed massively since joining the Bureau or that the meta blurb of "mild, polite, and without any clear faults" is even more of a blatant lie then was previously thought. And two, that they had precisely zero idea who- or what- that was.
]
alethiological: (Anna Koldings (d. 1590))

[personal profile] alethiological 2019-09-15 08:39 am (UTC)(link)
[ It doesn't count as a compliment if that's what everyone says after the screaming. At the same time, Lion can see the exact moment the amusement freezes in place.

Busted. That's fine. He's not one to veer into Farce anyway. So their placid question is answered just as calmly. ]


Yeah. It's a mirror.
dialetheism: (🌠 in this lifetime)

[personal profile] dialetheism 2019-09-15 09:11 am (UTC)(link)
[ Double busted, as they're not quite concussed enough to miss such an obvious tell. ]

It's funny how, when I try to use such obvious semantics you yell at me, but you're allowed to get away with it just fine.

[ There's no pinch, but there's definitely a disappointed frown being aimed at the back of his head. ]
alethiological: (Katharina Henot (d. 1627))

[personal profile] alethiological 2019-09-15 09:17 am (UTC)(link)
[ ?????????? ]

That wasn't semantics?

[ With just the right tone of bafflement that means it really was a legitimate answer. Which makes absolutely no sense. Which means he's doing the thing where he skipped five thought lines and assumed they followed. What a menace. ]
dialetheism: (🌠 as it passes a sun)

[personal profile] dialetheism 2019-09-15 10:31 am (UTC)(link)
[ Such a menace, and one who's entirely disinclined to explain anything, though that's partially their fault. The disorientation sure isn't helping them string thoughts together.

But making him spell it out is unacceptable, if he's being that clueless about what confused them. So backtrack a little - if it's not semantics, then they missed something obvious. It's a mirror- but none of the mirrors in here are mirrors? Except that one, apparently, which makes no sense because mirrors only reflect things that are actually th-

oh.
]

...I-it's not my fault that most of the mirrors in here don't- behave properly.

[ They're not sulking or embarrassed in the slightest, shut up.

There's a part of them that's secretly pleased regardless. Migraine or not, at least they can honestly say they Know now.
]
alethiological: (William Joyce (d. 1946))

[personal profile] alethiological 2019-09-17 11:32 am (UTC)(link)
[ And Lion thinks they're bad at translating Smart-But-So-So-Stupid Multiverse Entity into common sense. That was probably record time. Good job, best partner, et cetera. Their sulking and embarrassment is essentially ignored, mostly because there's no knowledge of why they'd be sulking in the first place. ]

Of course not. They're manifestations of a collective myth of haunted mirrors transposed onto reality, gaining further power each time the story is passed around to new speakers.

[ ...............................what ]

What'd you see that scared you so badly?
dialetheism: (🌠 to the great unknown)

[personal profile] dialetheism 2019-09-17 01:59 pm (UTC)(link)
Oh. Like Fragments, almost.

[ Oh that makes the rest of it so much worse. Especially since he's angling to hear what spooked them. ]

Not badly. [ It's not a lie, just a clarification, but they sigh all the same. At least they're given no time to be embarrassed. ] ... So, you know how some of them reflect people from home? One of them was Lambda-san.

[ So? Lambda isn't that ba- ]

And Beato.

[ ... oh. ]

.... And Battler got lost in the maze.

[ Oh ]
alethiological: (Katharina Henot (d. 1627))

[personal profile] alethiological 2019-09-21 08:15 am (UTC)(link)
More like Furniture.

[ Better. Slightly better, but still better. Positives! But he's silent for their answers, because it's the type of thing where if interrupted they'd get distracted. Even so, Lion can watch the Wonderland Effect edge off slightly at Beatrice's name, from apathy to fury in a split second.

But then Battler was mentioned and the moment is gone. ]


Did he mistake you for Beatrice again? [ This is a very polite question. It's also worded in such a way where, even without Ceremony, Lion can hear the "If it's yes, can I crack his skull open?" right after. You have to ask permission in stages or you get in trouble, he's finally cracked the code. ]
dialetheism: (🌠 well i don't know if i believe)

[personal profile] dialetheism 2019-09-21 09:10 am (UTC)(link)
[ Oh, they see that flash of expression alright. It's... nice. A strange sort of nice, because that is still visible anger and that's never a good thing from Will, but- reassuring, in a way that they didn't realise that the empty sweetness of Wonderland hadn't been until it happened.

But there's no words, only a sigh, because they hear that unspoken question you temporarily-feathery bastard.
]

He was polite enough to not say it to my face.

[ That's- not a no, regardless of how much they wish it was. They know how they look and sound from a distance, after all. It's still too fresh for Battler to avoid the reflex entirely. ]

But he's getting better, so no. [ A light bap. ] You can't maim him for trying.

[ A beat, and- ] Or at all. What did he even do, anyway.

[ Lion did you. Did you sleep through the past six games or- ]
alethiological: (Polissena of San Macario (d. 1571))

[personal profile] alethiological 2019-09-21 09:19 am (UTC)(link)
Wasn't going to maim him. [ Good- ] Silvanus doesn't allow it.

[ ...

Nevermind, that's not good at all.

Either way, the question doesn't get answered. Lion's even gifted a long moment of silence that they can believe is of the 'that is a stupid question, holy shit' variety. Except the words finally given come up eerily civil, small ripples on a completely still surface. ]
Thought the games were enough reason.
dialetheism: (🌠 because i knew you)

[personal profile] dialetheism 2019-09-21 10:00 am (UTC)(link)
Oh, that's reassuring.

[ Okay it kinda is, because that's better then "get hype for the murder party", but. Will!!

But that gets benched in favour of the tangled mess of stress they just accidentally stumbled into. They can revisit happier talk of not-maiming later. There's no break in their stride at the misstep, but they do go quiet in a way that has nothing to do with physical words.
]

... I meant if he did something, specifically. [ To him, or just in general?

Battler's sins are many. And regardless of how important he is to them, or how hard the cloying atmosphere of Wonderland is working to smooth away any possible strife, there is a specific feeling that can never be erased without destroying something vital to who they are. They will carry it in their heart for as long as they remember, in the place of one who... couldn't, anymore. And that's fine. They're okay with that.

The two are not necessarily contradictory. They can be glad that he's alive, with every fibre of their being, while also resenting that he's just fine while-

Hhhhhhh. Migraine, ow.
]
Edited 2019-09-21 10:06 (UTC)
alethiological: (Thomas Howard (d. 1572))

[personal profile] alethiological 2019-09-21 11:00 am (UTC)(link)
[ Right when they start going off into migraine-land is when they get punched in the shoulder. Softly, but still enough to knock them off the track they were going on. He knows. Really. But honestly, Lion. ]

You don't have to carry that part.

[ Read: you took Claire's Hopes, dingbat. He's the one that took the Sins. ]

...Court inquisitors don't pick who they serve. But we have personal standards. If you and Maya are the souls I would do anything for, Battler's is the kind I can't... No. Won't. ...Not even worth my disdain.

[ Here is a fun puzzle where Lion can play with the non-euclidean jigsaw puzzle called Angel Morals. Natsuhi is White, Rosa is Black, Michael is White, Battler is Black, and somewhere along the way, Shinjiro went from White to Black. Either way, that statement is the only answer Lion gets. Even with the brutality of the words, it's still followed with a companionable silence. ]
dialetheism: (ii.)

[personal profile] dialetheism 2019-09-21 11:31 am (UTC)(link)
[ He gets a weak scowl - it's more of a pout, really - for his efforts. ]

I know. But I want to remember, regardless.

[ Moreso now that Battler's here. They can hope he learns better while still remembering when he didn't, because to pretend otherwise would be a worse betrayal of those selfsame hopes, at least in their eyes. And the alternative is letting Will deal with it alone, which- no? No.

But the point is made, and they concede without much fuss. Would it be petty if they healed their migraine away? Probably. Best to not fall into that trap quite yet.
]

... I think I understand, though. After everything that happened, it... hm. [ How to put it. ] He didn't arrive in time.

[ Intent. What you want matters more then what you did, and Battler - by his standards, by Hers, by anyone's with a shred of empathy in their heart - fell short.

Most people would call that cruel, and from a point of view Lion can see why. But they can also understand what lead to that decision, and... they can't really argue with it, if they're being perfectly honest. Sure, his morals might be estranged from humanity at times, but there's still a consistent internal logic to them that makes sense when you look at the whole of it. Besides, it's not like he has to like him. Just tolerate him enough to not commit murder outside of Fantasy Costco at 3am, for their sake if nothing else. That's all they ever ask.

Which, after a moment of contemplating that comfortable silence, results in them shaking off the gloom like a bad headache.
] Alright, that's it. All depressing topics are hereby banned for the rest of the day.

[ What- actually no, he's not even given a chance to stare at them, because they're already switching it up and attempting to drag him out of the maze. ]

I refuse to let everything we talk about lead back to that one day.