[ For a moment, you are cast down. Your arms ache. Your... everything, it aches. You look up at the ceiling, and it seems to move, shifting like liquid. Blood drips onto your face. A drop, at first. Then more, and more, and—
It feels real, though. Real as anything. It is, honestly, just an island, surrounded by a sea of fog and strange pillars that rise out and up into more and more nothingness. The sky is clear enough to show off a huge, full moon, as though it sits on the horizon just beside you. You feel the thrum of its energy and... everything sort of hurts. Like deep inside you, far beneath your skin, it hurts. But not so much that you can't move or function.
It's just an ache, but it hurts strangely, and you don't remember where it's from. However, you're not alone. There is a slightly dingy, gothic building for shelter, like an abandoned workhouse, and you have each other. You do all remember each other, and yourselves, and each other. However, your memories are fuzzy—recalling them deeply leads to little white-outs, like when you stand too quickly and get dizzy.
Basically, you can't share any details about the graveyard or death or whatever DON'T DOXX STUFF but you can chat. This is a safe(?) space. ]
[she opens her eyes with a wince as she looks around, finding herself in this new place. she looks at the pillars and the fog, trying not to get disoriented or distracted by the ache that she can't quite place.
after a moment of pause, she stands up, looking towards the building. given the day, it's not hard to realize what this must be.]
[When Erin notices she's here, she immediately groans loudly -- partly because of the aches, and partly because waking up here makes her upset right away]
Oh come on, what now!
[She can't remember where she was at before this, and her memories about a lot of things are spotty, but what isn't spotty is three facts: her name is Erin Winters, she knows the people around her, and she really, really doesn't want some new and unexpected surprise to happen to her.
Which is why she's convinced everything from here on will be a new, unexpected surprise]
Okay, am I the only one here feeling all full of aches or do you all feel that too? Just making sure.
[ had some time to get to chat and reunite? very good, but it's nearly time to get to work. while the dream is pleasant enough, eerie but safe, you can't stay here amongst the white flowers and moonlight forever.
in the workhouse are four signed contracts. signed by who? you, of course. all of you will find your signatures clearly emblazoned on them, with an agreement to participate in something called The Hunt.
also in the workhouse are a selection of weapons to help you on your journey. each of you can choose one to go with.
hopefully none of you have played this game to understand that these are not starting pack weapons BUT WHATEVER. you have options, but one thing to note: all of these weapons change instantly between two forms.
Saw-Cleaver: this unfolds into a long-range, massive cleaver. Heavy on the brute force. Katana: this one is a little fucky and doesn't transform, but does something strange if you hold it with two hands. Cursed energy on this thing. Mercy Blades: a shortsword that splits into two smaller daggers. Bowblade: a sword that unfolds into a bow and back. Twinblade: a saber and a dagger connected in the middle for longer reach.
there's also enough pistols for all of you. wow, this place is decked out. please respond to this comment with whatever weapon your character chooses, and note you get only get one regardless of there being 5 options. ]
[ with our sweet adventurers all armed up, the dream around them fades. or maybe it's that they fall deeper into nightmare—it's hard to tell, actually, how awake you are. everything feels real, but as you open your eyes again, there is a sort of shifting haze on everything you see, like the framerate of your eyes is wrong. it feels real, though. your companions beside you seem real.
even though you've all got a wardrobe change? is this completely dependent on the weapons you picked? perhaps.
vin is wearing this. nona is in this. gojo is in this. and erin is in this.
anyway, the place around you is in absolute devastation. it is a gothic-looking city, but like the dregs of it, like you've arrived after ruin got there first. there are only a few lanterns here and there, and the vast majority of buildings are just burnt-out skeletons, black and ashen from fire. there is a rank smell to this place, nothing like the flower-covered dream you were just witness to, and all your hair stands up on end.
there are buildings all around, alleyways to dip into, what seems like a large path sprawling out into an exit from this portion of the town, blocked off by a gate, and what seems like a church up ahead. you may investigate together, or split up.
but be aware that the ache inside of you persists. the knowledge of a contract you don't remember signing persists. yet the daylight hours are waning. what now? ]
[she takes the mask and hat off if she's able, but actually she loves this outfit. what if she just kept this cape forever. she's definitely giving a concerned look to their surroundings, though, new weapons at the ready in case anything happens unexpectedly.
as she glances around:]
Let's decide where to go together. I don't want us to separate if we can help it.
[Erin loves her outfit, too! She thinks it looks great. During her time as queen of hell Erin gained an appreciation for the gothic sinister aesthetic, so she's liking the outfit. This is great!
What Vin said gets a nod from her, while Erin tries to see if she can take a lantern along. Daylight is almost over, after all!]
Yeah, separating is as good as a death sentence. What do you all say to taking a light along? Think we could attract too much attention if we do?
[Even though she's already testing to see if she can take a lantern, she consults the rest of the party]
the four of you die painfully, without having stood a chance at all. and that's it, that's a wrap—except not quite. something about those contracts, about that ache inside of you, it won't let you rest. you don't get to die so easily.
and so, after what seems like a dreamless night, you are all awake again. still kind of gross and bloodied, but at least alive. you still have your weapons, though your slug is actually nowhere to be found...? oh no buddy where did you go
in the meantime though, you have other problems. you awaken in a town square—it seems similar to the last place you were at, except a little less... ruined. it seems, judging from some signs, that you are in a city called yharnam, and tonight is the night of the hunt.
as you groggily remember how to be alive and functional, you will notice a few different buildings around you. several of them have a sweet-smelling incense burning at their windows, and two of them appear to be larger shelters.
it seems you've reached a safe place for a moment. it's time to recoup and get a grip on what's going on. ]
[ there are two shelters in this area of central yharnam where you may rest for the night and recover. one is a chapel, and one is a clinic.
the chapel: the proprietor there is a strange-looking man, clearly a bit mutated, leaving him drowning in a large cloak and pooled on the ground. he speaks with a silly little giggle. he offers you a safe space, and encourages you to bring others who need shelter. it's dangerous on the night of the hunt. the clinic: there is a young woman there who runs the clinic, though she will only speak with you through a window. she offers you a safe space, and encourages you to bring others who need shelter. it's dangerous on these streets of yharnam.
they both look big enough to house you and several others safely. between the four of you, you should decide which shelter to take. you may ask questions regarding what the shelters are like, and question the proprietors. you may also ask them questions about what the fuck is going on. ]
[ while it seems safe for now, while the sun is still barely hanging in there, it won't be that way for long: something in your blood tells you so. some of the windows of the homes a bit of a distance from the shelters are still bright, and there are lanterns burning incense outside of them, which signify someone is there.
each of you may approach one home each to speak to a survivor. you may generally be aware of each others conversations—it's not a huge area—but this will be a one-on-one thread. ]
[ gojo receives a map to cathedral ward, where you have all by now heard rumors of the church and its healing blood. maybe it can fix whatever is wrong with you? or at least there might be answers there. it's also the only location you currently know how to get to, and wandering around will probably get you violently massacred again. it is very dangerous out on the night of the hunt, and you have learned that all first-hand.
you all may rest at the chapel for a while, what feels like an evening, but when you wake it will be dark out, like only a few hours have passed. nona has some slugs, but two more of them are missing by morning, and one curls up in gojo's pocket. you all dream of home. but you also can't afford to sit around and shelter in place, because the ache inside you is getting worse, like your blood is thicker in your veins. your vision especially feels strange and off, as though the heat haze surrounding everything is intensifying. it seems your contract—a hunter's signed agreement to slay beasts—is urging you ever forward.
so now, it is night. you are at the cathedral ward now, armed with some gifts from the people you've helped. maybe you won't just die instantaneously now. there is another cathedral up ahead, some woods, and a graveyard. you may traverse through the graveyard or the woods, and may opt to travel together or break into two groups to do so. ]
[the ache, at least, is somewhat soothed by the fact that she feels faster and stronger - it's a relief as they wake up during the night. she looks around the area with a frown, gauging their options.]
I don't mind where we go, but I still think we should stay together.
[ oh, that also sucked. still, at least you're back at shelter!
the moon is very full. to erin and nona, it is outright red. even to vin and gojo, it is a pale pink. the air continues to shift. there's not only the fact that you've been ripped to shreds again, but the ache in your bones—or more accurately, in your blood—now borders on what should be unbearable, though you now have the strength to bear it anyway. you've grown more powerful.
so take a rest, and maybe you should check in with the shelter caretakers, see how your survivors are doing. ]
[ all of you are of questionable sanity right now and uncomfortable around each other, particularly since nona just murdered all of you, but you may regroup ]
[ they get one more night to rest. the shelter is noisy with sobs and broken laughter, and absent of many of your friends now, but it is safe. but why is the night still so long? you feel as though you've been here for days, this process of going out, getting stronger, coming back, and seeing how little of it matters at all. how many of you saved anybody?
as you venture out for a solution though, there is some commotion. the city sits in different wards, neighborhoods, and tiers; your shelter is on the second tier. in the first, there are currently a number of evacuees—people who cannot possibly fit into your chapel. they park themselves in front of the city gate and wait for it to open, their nervous energy clear. at the moment, it doesn't appear there are any beasts waiting to kill them, but...
as hunters, it is kind of your job to make sure these people are safe. besides, down below, you spot some familiar faces. a young woman smoking some tobacco. a similarly young man, chatting and trying to keep the mood from getting too tense. a woman who resembles erin a good deal. a handsome fellow who seems to draw in a crowd, making friends even though they're all strung out and tired. these are obviously important people to you all, and they act in such a way they register as very, very real. all their mannerisms, all their speech, all their tiny, familiar movements. it's getting harder to remember what is fake, and what is real.
the hunt is coming towards an end, but the monsters haven't been cleared out. so the townsfolk are risking an exodus. the moon hangs high, and now all of them but vin see it as a bright, uneasy red. the world around them continues to shift in strange measure.
your vision is finally starting to get used to this. this will be clearest to nona, but even vin with her limited slug vision will notice: you see little threads. thin and nearly iridescent and disappearing from the right angles, like spider webs. and there are many-eyed spiders skittering about, disappearing around corners.
what would happen, if you cut those threads? erin: your curiosity tugs at you the greatest. all you would have to do is snip a few. you would undoubtedly witness something incredible if you did.
as for the rest of you, it's been a tough few days (or nights). to nona, the crowd below makes her especially uneasy. she let mathis into the chapel, and now look at how many people there died. is she going to help anyone here? gojo is left as perhaps the strongest of the group, but whether or not that matters remains to be seen. it hasn't so far. he's been weaker than every monster they've encountered, and all his strength bought him was a dead friend and two dead companions, left unsaved. vin... you just tried to kill mathis, and rondo was dead and consumed despite all promises, so.
it's getting hard to figure out what you can accomplish here, as you are. maybe you guys can still save these people. but the threat here, one that all of you can feel is not yet visible. there is just the moon, the threads, and all the people below, waiting. ]
[between the sounds of the people inside the chapel and all her thoughts, she doesn't sleep. when they come outside again, she barely gives a thought to the webs she sees stretching across the area. does it really matter that much?
when she sees the group at the gate, though, she freezes. she sees him, and - even if she isn't sure if he's real, she takes a step forward. can she protect him, at least? is she going to watch him die again? the images flow back - blood staining cobblestones, ash falling on the remains of a body. her voice is quiet when she speaks to whoever monitors the gates.]
you feel it, the hold of this world slipping away from you. the threads you broke, the reality you unleashed, the truths you behold—it's time to be free of it all. it took quite a lot of death (yours and others) and bloodshed, but you feel the ground become something else, mistlike, and soon you are falling again. the blood moon hangs in the distance, your blood still aches through your body, your vision blurred through the filter of unspoken knowledge. monsters continue to swarm this place. it was already lost before you came here, and you did not save it with your arrival.
but you are free. you may leave with injuries from whatever iteration of your life you had here. you'll be separated again immediately, divided between living and dead, but...
along your return, you get a glimpse of something through the fog. in addition:
you all receive a non weapon item from home
you'll receive another thing when I'm at my computer
all effects below will end before trial, but...
all four of you kind of want to sippy on blood or if that is too gross you can grow an extra eyeball wherever
Nona and Erin will see hallucinations of other timelines and worlds, with no indication of whether they are real or not
vin will feel hostile towards gojo and vice versa, (you cannot kill each other) and both will also hallucinate the dead in the walls and whatnot, like how that last area was
the dream
You awake in a Dream.
It feels real, though. Real as anything. It is, honestly, just an island, surrounded by a sea of fog and strange pillars that rise out and up into more and more nothingness. The sky is clear enough to show off a huge, full moon, as though it sits on the horizon just beside you. You feel the thrum of its energy and... everything sort of hurts. Like deep inside you, far beneath your skin, it hurts. But not so much that you can't move or function.
It's just an ache, but it hurts strangely, and you don't remember where it's from. However, you're not alone. There is a slightly dingy, gothic building for shelter, like an abandoned workhouse, and you have each other. You do all remember each other, and yourselves, and each other. However, your memories are fuzzy—recalling them deeply leads to little white-outs, like when you stand too quickly and get dizzy.
Basically, you can't share any details about the graveyard or death or whatever DON'T DOXX STUFF but you can chat. This is a safe(?) space. ]
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after a moment of pause, she stands up, looking towards the building. given the day, it's not hard to realize what this must be.]
...So the pattern continues.
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Oh come on, what now!
[She can't remember where she was at before this, and her memories about a lot of things are spotty, but what isn't spotty is three facts: her name is Erin Winters, she knows the people around her, and she really, really doesn't want some new and unexpected surprise to happen to her.
Which is why she's convinced everything from here on will be a new, unexpected surprise]
Okay, am I the only one here feeling all full of aches or do you all feel that too? Just making sure.
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... except when she sees vin, she gives a start.]
—Vin!?
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The pattern continues, but a little different? [ Doesn't think too deeply. ] It's nice to see them, though.
[ wait is he the only guy just towers over the three ]
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your contracts
in the workhouse are four signed contracts. signed by who? you, of course. all of you will find your signatures clearly emblazoned on them, with an agreement to participate in something called The Hunt.
also in the workhouse are a selection of weapons to help you on your journey. each of you can choose one to go with.
hopefully none of you have played this game to understand that these are not starting pack weapons BUT WHATEVER. you have options, but one thing to note: all of these weapons change instantly between two forms.
Saw-Cleaver: this unfolds into a long-range, massive cleaver. Heavy on the brute force.
Katana: this one is a little fucky and doesn't transform, but does something strange if you hold it with two hands. Cursed energy on this thing.
Mercy Blades: a shortsword that splits into two smaller daggers.
Bowblade: a sword that unfolds into a bow and back.
Twinblade: a saber and a dagger connected in the middle for longer reach.
there's also enough pistols for all of you. wow, this place is decked out. please respond to this comment with whatever weapon your character chooses, and note you get only get one regardless of there being 5 options. ]
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thank you for the pistol ]
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fading daylight, old yharnam
even though you've all got a wardrobe change? is this completely dependent on the weapons you picked? perhaps.
vin is wearing this.
nona is in this.
gojo is in this.
and erin is in this.
anyway, the place around you is in absolute devastation. it is a gothic-looking city, but like the dregs of it, like you've arrived after ruin got there first. there are only a few lanterns here and there, and the vast majority of buildings are just burnt-out skeletons, black and ashen from fire. there is a rank smell to this place, nothing like the flower-covered dream you were just witness to, and all your hair stands up on end.
there are buildings all around, alleyways to dip into, what seems like a large path sprawling out into an exit from this portion of the town, blocked off by a gate, and what seems like a church up ahead. you may investigate together, or split up.
but be aware that the ache inside of you persists. the knowledge of a contract you don't remember signing persists. yet the daylight hours are waning. what now? ]
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as she glances around:]
Let's decide where to go together. I don't want us to separate if we can help it.
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What Vin said gets a nod from her, while Erin tries to see if she can take a lantern along. Daylight is almost over, after all!]
Yeah, separating is as good as a death sentence. What do you all say to taking a light along? Think we could attract too much attention if we do?
[Even though she's already testing to see if she can take a lantern, she consults the rest of the party]
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dusk, ???
the four of you die painfully, without having stood a chance at all. and that's it, that's a wrap—except not quite. something about those contracts, about that ache inside of you, it won't let you rest. you don't get to die so easily.
and so, after what seems like a dreamless night, you are all awake again. still kind of gross and bloodied, but at least alive. you still have your weapons, though your slug is actually nowhere to be found...? oh no buddy where did you go
in the meantime though, you have other problems. you awaken in a town square—it seems similar to the last place you were at, except a little less... ruined. it seems, judging from some signs, that you are in a city called yharnam, and tonight is the night of the hunt.
as you groggily remember how to be alive and functional, you will notice a few different buildings around you. several of them have a sweet-smelling incense burning at their windows, and two of them appear to be larger shelters.
it seems you've reached a safe place for a moment. it's time to recoup and get a grip on what's going on. ]
shelter
the chapel: the proprietor there is a strange-looking man, clearly a bit mutated, leaving him drowning in a large cloak and pooled on the ground. he speaks with a silly little giggle. he offers you a safe space, and encourages you to bring others who need shelter. it's dangerous on the night of the hunt.
the clinic: there is a young woman there who runs the clinic, though she will only speak with you through a window. she offers you a safe space, and encourages you to bring others who need shelter. it's dangerous on these streets of yharnam.
they both look big enough to house you and several others safely. between the four of you, you should decide which shelter to take. you may ask questions regarding what the shelters are like, and question the proprietors. you may also ask them questions about what the fuck is going on. ]
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finding survivors
each of you may approach one home each to speak to a survivor. you may generally be aware of each others conversations—it's not a huge area—but this will be a one-on-one thread. ]
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shelter results
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night, cathedral ward
you all may rest at the chapel for a while, what feels like an evening, but when you wake it will be dark out, like only a few hours have passed. nona has some slugs, but two more of them are missing by morning, and one curls up in gojo's pocket. you all dream of home. but you also can't afford to sit around and shelter in place, because the ache inside you is getting worse, like your blood is thicker in your veins. your vision especially feels strange and off, as though the heat haze surrounding everything is intensifying. it seems your contract—a hunter's signed agreement to slay beasts—is urging you ever forward.
so now, it is night. you are at the cathedral ward now, armed with some gifts from the people you've helped. maybe you won't just die instantaneously now. there is another cathedral up ahead, some woods, and a graveyard. you may traverse through the graveyard or the woods, and may opt to travel together or break into two groups to do so. ]
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I don't mind where we go, but I still think we should stay together.
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late night, ???
the moon is very full. to erin and nona, it is outright red. even to vin and gojo, it is a pale pink. the air continues to shift. there's not only the fact that you've been ripped to shreds again, but the ache in your bones—or more accurately, in your blood—now borders on what should be unbearable, though you now have the strength to bear it anyway. you've grown more powerful.
so take a rest, and maybe you should check in with the shelter caretakers, see how your survivors are doing. ]
shelters
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???, ???
as you venture out for a solution though, there is some commotion. the city sits in different wards, neighborhoods, and tiers; your shelter is on the second tier. in the first, there are currently a number of evacuees—people who cannot possibly fit into your chapel. they park themselves in front of the city gate and wait for it to open, their nervous energy clear. at the moment, it doesn't appear there are any beasts waiting to kill them, but...
as hunters, it is kind of your job to make sure these people are safe. besides, down below, you spot some familiar faces. a young woman smoking some tobacco. a similarly young man, chatting and trying to keep the mood from getting too tense. a woman who resembles erin a good deal. a handsome fellow who seems to draw in a crowd, making friends even though they're all strung out and tired. these are obviously important people to you all, and they act in such a way they register as very, very real. all their mannerisms, all their speech, all their tiny, familiar movements. it's getting harder to remember what is fake, and what is real.
the hunt is coming towards an end, but the monsters haven't been cleared out. so the townsfolk are risking an exodus. the moon hangs high, and now all of them but vin see it as a bright, uneasy red. the world around them continues to shift in strange measure.
your vision is finally starting to get used to this. this will be clearest to nona, but even vin with her limited slug vision will notice: you see little threads. thin and nearly iridescent and disappearing from the right angles, like spider webs. and there are many-eyed spiders skittering about, disappearing around corners.
what would happen, if you cut those threads? erin: your curiosity tugs at you the greatest. all you would have to do is snip a few. you would undoubtedly witness something incredible if you did.
as for the rest of you, it's been a tough few days (or nights). to nona, the crowd below makes her especially uneasy. she let mathis into the chapel, and now look at how many people there died. is she going to help anyone here? gojo is left as perhaps the strongest of the group, but whether or not that matters remains to be seen. it hasn't so far. he's been weaker than every monster they've encountered, and all his strength bought him was a dead friend and two dead companions, left unsaved. vin... you just tried to kill mathis, and rondo was dead and consumed despite all promises, so.
it's getting hard to figure out what you can accomplish here, as you are. maybe you guys can still save these people. but the threat here, one that all of you can feel is not yet visible. there is just the moon, the threads, and all the people below, waiting. ]
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when she sees the group at the gate, though, she freezes. she sees him, and - even if she isn't sure if he's real, she takes a step forward. can she protect him, at least? is she going to watch him die again? the images flow back - blood staining cobblestones, ash falling on the remains of a body. her voice is quiet when she speaks to whoever monitors the gates.]
...Open it. Let them in.
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the end?
you feel it, the hold of this world slipping away from you. the threads you broke, the reality you unleashed, the truths you behold—it's time to be free of it all. it took quite a lot of death (yours and others) and bloodshed, but you feel the ground become something else, mistlike, and soon you are falling again. the blood moon hangs in the distance, your blood still aches through your body, your vision blurred through the filter of unspoken knowledge. monsters continue to swarm this place. it was already lost before you came here, and you did not save it with your arrival.
but you are free. you may leave with injuries from whatever iteration of your life you had here. you'll be separated again immediately, divided between living and dead, but...
along your return, you get a glimpse of something through the fog. in addition:
gooby!! ]