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TDM #4
It happens in an instant. A heavy weight in your gut, a trembling of your limbs, the world spins and you barely have time to register that you're falling before you lose consciousness. And when you awaken, it's not where you were last. Dark, unadorned oak walls surround you in a tiny room, the only furniture the bed you are currently resting upon, and the bedside table with a folded piece of parchment resting atop it that simply reads:
As you exit you find others like yourself emerging from the surrounding rooms. You are indeed in a tavern, but there is no hustle and bustle one might think to hear in such a place. The only person down on the main floor is a humanoid figure wiping down the bar, who smiles when they see you. They're familiar, but not, and you can't quite place their face. For some reason, however, their presence is comforting and warm.
“Welcome, Visitor. I'm sure you have a lot of questions.”
And you most certainly do.
Due to popular demand, the starter tavern and the drinks provided are available to in game characters via a portal accessible only to those with a faction gem.
JINGLE BELL A crisp, bright drink...that makes jingling bell sounds as you walk. There are no bells, and yet you jingle.
S(LAY) RIDE This drink has an earthy, woody taste. Almost as woody as the tavern floor it forces you to lie down upon. You cannot get up unless someone else helps you.
MISTLETOE MEAD Made with honey from enchanted bee hives and a touch of mistletoe leaves. Time to find a smoochin' partner!
HOLLY JOLLY SPICE A bold and fiery blend of rum, cinnamon, and cloves with a secret twist—just a dash of enchanted holly berry syrup that makes your cheeks flush with warmth and your laughter contagious. One sip, and you're the life of the party, even if you're by yourself.
CANDY CANE CRUSH A festive burst of minty sweetness with a cool, refreshing sensation that tingles the tongue. The drinker’s mood subtly shifts the color of their surroundings, briefly changing the hues of objects or lights in the room to match their feelings.
GINGERBREAD MAN A thick drink that tastes exactly like a gingerbread cookie. However, candy and other delicious accents start appearing on you as if YOU were the cookie. Is that icing on your nose? Candied cherries in your hair? Gumdrop buttons? But on the bright side, free candy!
As the effects of your drink wear off, the Tavernkeeper speaks once more:
You are compelled to walk through the only door leading out of the tavern, finding yourself not outside, but in a deep black, seemingly endless room with five portals arranged in a circle. As the last of you leave and the door closes behind you, gone when you look back again and replaced with nothing but that black void, three of the portals illuminate:
The first portal is surrounded by an almost blinding light, prismatic rainbows shining brightly in the dewy air outside of the tavern. A soft breeze may gently caress you, pulling you toward it. The portal seems to lead to a city in the clouds, airships and winged beings of all sorts soaring through the skies. Of the little bits of visible land, much of it boasts giant waterfalls that look like clouds melting into the land below. The portal calls to those who crave independence and freedom; and especially to anyone that wishes to find the strong bond of a family not forged in blood.
The second portal is encircled by a fairy ring of spotted white capped mushrooms, the faint scent of damp stone and rich earth wafting from within the faint green glow. Peering inside, one can see a sprawling harbor city of gray hewn stone, a melting pot of humanoid beings going about their day, and beyond, rolling green farmland and cottages clustered in small villages. This portal is destined for those who crave stability and solid ground beneath their feet. A simple life, an adventurous one, and everything in between can be found within.
The last portal is adorned with shells and seaweed, the glow of blue around it catching on droplets cascading down the circular opening. Beyond it you see a city housed inside a massive bubble deep under the ocean, spiraling towers encrusted with coral, and a variety of different creatures mingling about the streets. Outside of that bubble, merfolk swim, a massive squid engulfs the view from the portal as it smoothly glides through the water, and schools of fish disperse as it passes. A sanctuary in the sea that calls to those with a hunger for knowledge and a desire to aid those in need. Or perhaps it is the mystery that beckons you - the lure of the unknown in the depths that bids you explore it.
Upon following the pull of the breeze through the first portal, you are thrust into the beauty of a lively city that goes by the name of Heaven's Bow. Much of this main city feels exactly as you would expect on a city below, but there are clouds surrounding every direction you look. The walls of buildings are made with light-colored limestone, and buildings are generally built up to heights made even more grandiose by their position in the sky.
The Skyfall Docks are the first thing you notice, boasting hundreds of airships sailing in and out across the clouds with shouts that accompany a typical port city. Just outside is a fantastic market with goods not only from the other regions of Caldera, but from what some shopkeepers claim are other worlds--items sold or left behind by Visitors. Almost anything can be found in the markets if one is willing to look hard enough. Transport to other locations throughout the sky and even to the land or sea can be found here.
If the docks are too lively for you, you may instead find yourself roaming the underbelly of Heaven's Bow and finding brothels and gambling parlors filled with the promise of pleasure and fortune. The guild house for the Sylphs can be found here as well, giving out quests and training to prospective adventurers and guards alike--though none of them seem concerned with the illicit activities that surround them. Perhaps the freedom the Sylphs boast of extends to what others may deem an undesirable activity.
But most curious of all, you find a shimmering opal gemstone in your hand. When placed anywhere on the body, it will transform into a piece of jewelry with the gemstone set in the center.
If it was the second portal that called to you, you will find yourself in the busy city of Grey Ward, with its cobblestone streets and sturdy grey stone buildings. You are in the heart of the city, the Glass Market, so named for the colorful stained glass windows of the surrounding buildings. The scent of cooking food and the sound of barkers fills the air; watchful guards keep an eye out for pickpockets and thieves, and citizens go about their day. From here, one can investigate the rest of the city: the Sundown Docks, where both sea and sky faring skips transport people and goods. The Soot Spire, home of inventors and engineers. The Hearthstill, the main residential area. The Downs, a smaller residential area for those with less means.
Outside the city walls, one can explore acres of farmlands to the east and west, or follow Terra’s Pass to the less settled areas, but take care. Past the Skyward Range, out in the smaller burrows and villages, the influence of the city guard diminishes quickly, and you’ll have to keep your wits about you. Bandits along the road are always a risk, and the wildlife are less controlled by regimented hunting.
In your hand is a gemstone, a brilliantly green emerald that, when placed anywhere on the body, will transform into a piece of jewelry with the gemstone set in the center.
If the last portal beckoned you through it, you find yourself within that bubble covered city beneath the sea, the city of Salt Spire. Your ears pop with the change in pressure, and the smell of the salty sea fills your nostrils. All around you buildings made of dark stone encrusted with coral and seagrass tower high above your head, the backdrop outside the dome a deep blue, seemingly endless sea filled with fish and merfolk and all other manner of creature swimming through the water. You stand in the heart of it all, surrounded by people with gils on their necks and scales upon their vibrantly colored skin, all of whom seem intrigued by your arrival. You have many options of where to visit in the city under the sea, but where oh where will you go first?
The Salt Spire Library is right before you, an impossibly large building housing thousands upon thousands of books of all genres. Fiction, non-fiction, romance and mystery and all between. You may even find books from your world and others! Oddly enough though, no Calderan history books are to be found, and if you ask for them, the librarians and locals all choose to ignore your questions.
If scholarly pursuits aren't to your interest currently, perhaps a trip to Bluetide Market would be more your style? The marketplace is host to every manner of shop one might ever need: artisans of all varieties, apothecaries and healers in the Shimmer Quarter, the most in fashion undersea clothing shops, food stalls, and all between can be found in Bluetide. There are also the Tideshore and Fogbottom docks on either end of the city. The former allows transport to the surface via large, magical bubbles for those that cannot hold their breath or make the swim themselves yet. The latter allows people to venture further into the sea. Those without their underwater abilities are offered rebreathers for travel that last for four hours before needing to be replaced.
In your hand is a gemstone, a shining sapphire that, when placed anywhere on the body, will transform into a piece of jewelry with the gemstone set in the center.
Visitors in all starter cities are offered a standard home with basic necessities provided (your choice in design, etc.) that can house 1-4 people if they so choose. Home upgrades can be purchased via rewards.
Whether or not the assurances of the leaders ring entirely true, life, as it often does, presses on. The people of Caldera have once again immersed themselves in the comforting bustle of distraction, turning their attention to the imminent Season of Lights celebrations. This holiday, it seems, bears a striking resemblance to the festive cheer of Christmas (and a mix of new years), with gifts exchanged in abundance and decorations of shimmering silver and radiant blue casting their glow across the sky, sea, and land in harmonious splendor.
One of the seasons's highlights is the grand Feast of the Sky, a night when the people gather beneath a star-filled canopy to exchange gifts—ornate trinkets, hand-crafted items, and tokens of affection that carry deep personal meaning. In the days leading up to the feast, a tradition of "Lightwalking" emerges, where families and friends embark on midnight strolls through streets aglow with lanterns, singing carols and sharing stories of hope and renewal. Sea-going vessels, too, partake in the festivities, their sails and riggings festooned with glowing orbs that drift like stars across the waters.
The Season of Lights is, above all, a celebration of resilience, a time when the people of Caldera set aside their worries, if only for a little while, to bask in the glow of community, generosity, and the promise of brighter days ahead thanks to the Visitor's arrival...
The palace at the heart of Heaven’s Bow is a breathtaking sight, its walls adorned with silver and blue decorations that catch the light from thousands of lanterns floating in mid-air. The atmosphere is both jubilant and tense, a world on the brink of collapse holding its breath in the hopes that this fleeting night will offer a glimmer of salvation. The sky above is painted with the colors of dusk and dawn, swirling in a palette of purples, blues, and silvers.
Sylphs—the free-spirited, airborn people of the Sky—flutter about, their wings glinting in the light, performing acrobatic feats in the air, their laughter and music mingling with the sounds of the celebration. Guests, their masks intricate and stunning, move among the crowd, exchanging pleasantries and stories, some joining in the dances while others linger near the grand tables, laden with food and drink from every corner of Caldera and beyond.
As the night unfolds, the guests find themselves drawn into different corners of the event—each space offering the Visitors a chance to prove themselves worthy of the leaders’ favor. There is no shortage of opportunities to learn, grow, and, perhaps, change the course of this dying world.
At one end of the palace's terrace, a floating platform hovers above the clouds, surrounded by shifting air currents. Sylphs glide effortlessly through the space, their wings leaving trails of light as they move to the lively music, which seems written by the wind itself.
Aella, Admiral of the Slyph, stands at the center of the platform, her cloak of shimmering feathers rippling in the breeze. She surveys the crowd, inviting those brave enough to take part in her challenge. Before them, a maze of floating platforms stretches out, some wide and stable, others narrow and swaying in the wind. The task is simple: leap from one platform to the next, navigating the shifting air and ever-changing obstacles.
The platforms move unpredictably, some rising higher, others sinking, and a few disappearing entirely. Guests must time their jumps perfectly, balancing agility with timing as they avoid falling into the clouds below.
Those who succeed will earn Aella’s favor (in the form of 100 Bones and a single white feather). And those who falter will simply reappear the start of the challenge to begin anew or give up with no repercussions for the latter save perhaps a bit of embarrassment.
Cordelia, Queen of the Sea, stands quietly on a raised platform at the edge of the garden, her presence calm and powerful. Her eyes, deep and unfathomable, seem to reflect the vastness of the ocean, and though she watches the guests, she does not engage with them. Her stillness holds an air of mystery, as if she is both present and yet unreachable.
The Undines move silently through the garden, offering peaceful company to those who wander nearby. The garden is a place of contemplation, where guests can simply pause and connect with the tranquil beauty of the water—its soothing flow, its quiet depths, and its promise of renewal. There are no tests or challenges here, only the peace of the Sea to calm the mind and soul.
Those who linger may feel the weight of ancient knowledge in the air, a silent understanding of the oceans' mysteries and the healing power of water. In this place, the answers are not spoken, but felt—a quiet reminder that some of the world’s deepest truths are best discovered in moments of stillness.
As the evening fades, those who have found solace in the garden’s stillness will discover, tucked gently in their palm, a lustrous pearl. Unlike any found on the shores, this pearl is soft and warm, its surface shimmering with an inner light. It is a symbol of the wisdom that comes from quiet reflection—the knowledge that some things, like the depth of the sea, cannot be rushed.
In the heart of the palace gardens, beneath a canopy of flowering trees, the Dryads drift gracefully among the guests, their earthy skin glowing with life and their eyes bright with the vitality of nature. The air is thick with the scent of blooming roses and jasmine, while the ground beneath the guests' feet pulses with a quiet energy, inviting them to pause and feel the garden’s magic.
Terra, the Lady of the Land, stands at the center, her form adorned in living vines and blossoms, moving as if the garden itself flows through her. Her presence is both nurturing and fierce, a silent invitation to those seeking connection—to the land, to love, and to one another.
Guests are drawn to the tranquil beauty of the garden, stealing soft moments with their partners among the flowers. Lovers exchange quiet glances, touch petals with gentle fingers, and share unspoken promises beneath the soft glow of lanterns. The garden hums with romance, as if the earth itself is blessing these tender moments, offering the quiet assurance that love—like the land—can grow in the most unexpected places.
As the night draws to a close, Terra’s gentle power is felt in the air, and for those who have taken the time to connect with the garden’s beauty, a soft gift of nature is bestowed. A flower—unique and radiant—appears in their hand, a token of love and growth, a reminder that even the briefest moments can take root and blossom into something everlasting.
Settled in? Good. It's time to make your way to the Questboard located in every city in numerous, easy to access locations. That is, if you want to make any kind of impact on the world or just get some Bones for anything you might wish to purchase. Visitors are given a very small stipend in which to survive every month, but all it does is keep you fed and housed. These quests will assure you greater wealth, and they're the main reason you're here: each finished quest helps the Calderans fix their shattering world.
Quests can be accepted at the questboard via magically signed parchment upon the board. Just sign your name to accept and the paper will be whisked away... somewhere. You're not actually sure. Probably nothing to concern yourself with.
Once quests are completed, earned Bones will be dropped off at the character's residence by Bonita, the mysterious artisan who has supposedly handcrafted every Bone circulating in Caldera. Please do not speak to her, she startles easily.
For OOC questions, please direct themhere.
All locations are available to be explored!
The TDM is game canon and all completed quests can be carried over once accepted into the game.
Corrin | Fire Emblem Fates | Sylph (Labyrinthum CRAU)
Waking up in the inn was not an unfamiliar feeling for Corrin; it's not the first time she's woken up in a strange place, and at least a bed is more comfortable than the ground. But she comes down carefully; she has no weapon, and trying to assume her draconic powers or the Dark Boots she'd gained during her stay in Visium both fail. Which means her powers have been sealed again. But she holds out hope this might be another sorcerer's trick as she leaves the room...
Until she gets down to the tavern and speaks with the Innkeeper, and realizes that it's not. She's been spirited away again, from all her friends and loved ones. For now, she's here and has to wait. She orders a drink, unable to really pay much attention save that it has some honey and mistletoe in it, and goes to sit at a table. She's taken a few drinks before she realizes being alone right now is the last thing she wants, but there are others in the tavern, so she goes to commiserate.
At least the drink is good. She likes the honey flavouring.
"Hey. This might sound like a weird question, but...can I kiss you?" It takes a second or two for Corrin to register what she just said before she blushes and tries to backtrack. "I mean, I was going to ask if this had ever happened to you before. Oh gods, what's wrong with me?" She should be more embarrassed but also...Corrin is realizing she would really, really like to kiss someone. "But, um. Also the first thing too." No use fighting it. At this point, all she can do is just let it happen.
[Chaste kisses only!]
Season of Light
Corrin can't be sure what it is that draws her through the first portal, but once she does, she can't regret the decision. Heaven's Bow is unlike any place she's ever seen before...well, except once. Floating islands in an endless sky...could this place be connected to that mysterious land she fell through a lake to find? But that place was deserted, and empty of friendly life, save the mysterious phantom soldiers. This place is lively, and full of people and music.
She has a comfortable home. It's not precisely where she was living in Visium, but it's a start. And she's arrived in time for a celebration. It seems the seasons don't match up exactly; when she was in Visium, it was early fall, but here winter is upon them. Joining in the festivities is a way for Corrin to try and heal the hurt in her heart, of all the missing faces and friends she's had to leave behind. She has no gifts to give just yet, but the Lightwalking tradition appeals. She manages to get a lantern, and sets out onto the streets, walking among the people. It's good to be among others right now.
"Hey, are you doing the Lightwalking thing too?" She holds up a lantern of her own. "Can I join you? It'd be nicer to walk with someone else, wouldn't it?"
Questboard-Oops! All Dragons
It seems that if Corrin comes to another world, somehow, she'll get pulled into raising a dragon. Maybe like just recognizes like. She was curious about the mysterious quest and went to meet with the client. She was not expecting another dragon, but she can't turn away a request like that. And she does have experience raising a baby dragon.
Cloud Sheep
Hardly the most dangerous foe she's ever faced, but they certainly are mean and ill-tempered enough. But the dragon egg needs warmth only their wool can provide, and Corrin won't let its mother down. For this quest, Corrin has traded her sword for a pair of shears. There's no reason to employ more force than necessary, is there?
"If we can stop one of them dead in its tracks, just long enough for me to clip off some fur, we can split the haul between us. What do you think?"
Gems
Negotiating access to the mines with the kobolds had been tricky, but Corrin is a conscientious and pleasant person, so she's able to gain access with minimal fuss. She's never exactly mined before though, but there's a seam being worked on that is currently producing gems in good quantities. Even a rookie like her is able to produce a small handful of gems for the hatchling.
"I've been thinking." Corrin muses between strikes of her pick-axe. "That maybe I can make it a little more fun for the little one when they hatch. What if we made it a treasure hunt? If I hid some around the house and let them go hunting. It would be a good way to familiarize them with their home, and maybe the game would be a bonding experience for us."
She enjoys conversation while they work, but the seam is bountiful, and that's undoubtedly going to attract the attention of Gemlins. Be on your guard.
Arrival
Another world, another problem. But Corrin wasn’t here. That was the only thought she couldn’t quite dismiss. Corrin wasn’t here, and she should feel relieved by that. The other woman was safe—or as safe as someone living in Somnius could be. Corrin has survived two years in that place without her because she was a survival like her.
Still. That faint pang of unease didn’t go away, no matter how hard she ignored it.
She took a sip of her drink. Alone again. Just the way it was supposed to be.
Then she heard it. A voice, familiar enough to cut through the haze of noise around her, and for a split second, Eve thought she was imagining it. She turned her head, and there she was—Corrin. Sitting there, flushed and flustered, looking like she didn’t know whether to run or laugh.
Eve’s grip on her mug tightened for the briefest of moments before she forced her hand to relax. The relief she felt was unexpected, sharper than she would have liked. Corrin was okay. Not just okay—here, in front of her, and alive. And apparently, rambling.
'...Can I kiss you?'
The words took a moment to register. Eve blinked, her usual deadpan expression fixed firmly in place as she stared at Corrin. Was she drunk? No, Corrin wasn’t the type. That meant either she’d lost her mind or there was something in the drinks. Probably the latter, knowing Eve’s luck.
Then Corrin started backtracking, her words tripping over themselves in a way that would have been endearing if it weren’t so absurd. Eve didn’t bother hiding the faint twitch at the corner of her lips—a smirk that threatened to give her away.
When Corrin finally landed on, 'But, um. Also the first thing too,' Eve couldn’t help herself.
She set her drink down carefully, leaning back in her chair with the kind of deliberate ease that only made her feel more in control of the moment. Then, without missing a beat, she leaned forward slightly, closing the gap between them just enough to make her point clear.
“Permission granted,” she said smoothly, her voice as dry as ever. “But I’m not waiting for you to talk yourself out of it.”
And before Corrin could respond—or embarrass herself further—Eve leaned in and kissed her. It wasn’t a shy or hesitant kiss; Eve didn’t do those. It was confident but not overwhelming, a balance she hadn’t entirely expected to find herself caring about. When she pulled back, her gaze lingered on Corrin for a moment longer than she should have let it.
“There,” Eve said, picking up her drink again and leaning back in her chair. “Request handled.”
She sipped her drink, letting the sweetness settle on her tongue again as she studied Corrin’s reaction out of the corner of her eye.
no subject
Until she speaks, in that tone of wry amusement. And Corrin looks more clearly, sees the amused, familiar smirk as Eve leans forward—dangerously forward, making Corrin blush harder—and accepts.
"Eve? You're mmmmfph" is as far as Corrin gets before she's pulled into...well, a rather intense, lingering kiss. When Eve finally leans back, staring at Corrin with lidded eyes, she can only blink for a few moments at the other woman. Eve is here too. Wherever they are, they're both here. She hasn't left everyone behind. She hasn't left Eve behind.
"...Nope." She decides after a moment, putting her own drink down next to her fellow Somnian exile. "Not done yet." And placing her hands on Eve's shoulders, this time Corrin pulls her forward into a kiss of equal intensity and longing. One she can fully appreciate now that she knows who she's approached. Swept up by the wave of relief and joy that surged within her at the sight of Eve, Corrin forgets everything; the Tavernkeeper, the other people present in the bar. Right now, in this moment, Somnius or wherever else they may be, right now, the only thing that exists for Corrin is herself and Eve.
She pulls back much slower once the kiss finally ends, staying close to her. "I...I thought I'd lost you again." She mutters. After only just reuniting again in Somnius, after only just realizing the depth of her feelings for Eve, to have lost her again was a pain Corrin wasn't prepared yet to deal with.
And now it seems she won't have to.
"We might be on our own this time."
Oops! All Dragons - Cloud Sheep
She's scratching her head, considering sheep, when Corrin makes her suggestion. Better idea than what Imoen was considering, so she nods - though she's quick to wonder, "If I'm in close to try holding it still, which one of us d'you think is more likely to get kicked?"
no subject
She examines the shears in her hand, idly. "This doesn't have to be precision work. As long as I can hack off enough wool for the two of us, I don't think I'll need more than a minute or so." She decides. There's a sheep nearby, feeding on some grass, paying them no current attention.
"How about that one over there? If we approach quietly we could get an arm around his neck and hold him in place long enough to do what we need to. I'm willing to switch positions if you'd rather do the shearing, though."
no subject
She looks at the sheep that Corrin in indicating, and tries imagining the hold. Maybe she doesn't need to be strong that way. Just plant her feet right, have the right angle -
"I'll try it," Imoen announces. "Worst thing that happens is I manage to get us both slightly trampled, yeah?"
Arrival
Had that lady just asked to kiss her? Yes, that's what happened. But also, she wanted to know about if she'd been elsewhere? It's an interesting question, of course. How should she answer? Should she answer directly?
And then she notices that as she's thinking, Corrin still seems to be breathing. While her face doesn't change, this makes the pause last a little longer still as she worries about several other things (which would make no sense to the outside observer).
"I don't see why not~?" When she does reply, about twenty seconds or so after when it'd be considered normal to do so, it's with a tone that's pleasant in a very put-upon way. Like something pretending to be human... or just a customer-facing worker who's very tired of dealing with people.
"I only ever had this happen once before, but they only gave me a short explanation before turning me loose~ It wasn't like there was a bar, you know~?"
no subject
"I'm really sorry for asking..." Corrin apologizes, but doesn't withdraw the offer. In fact, now that she's agreed, Corrin can't stop flicking her eyes down to Izulde's lips. "Oh, wait, this has happened to you before?" She blinks in surprise. "This is...this is my second time too. It wasn't a bar, either, I woke up in a garden..." Not as pleasant as it sounds, given the effect the plants in that garden could have on unwary visitors.
Well, they should have something to talk about, but she leans in a bit first, still cautious despite her overwhelming desire to plant one on Izulde. "Um, before that though, I'm just gonna..." She leans a little closer. "I think I'd just better get it over with, if you don't mind."
no subject
"I'm ready~ It's a normal greeting around here, right~?" This time, she's a little closer to the correct tempo. The smile on her face doesn't reach her eyes, but she puts her hands behind her back, lacing her fingers together as she tilts her head to one side.
no subject
"I'm...sorry about that." She offers. "I think there might be something in the drink that compelled me to do that." That might sound like a weak excuse, but it wouldn't be the first time she's been compelled by something seemingly-innocuous to act out strange behaviours. "It's not the first time something like this has happened to me." A bit odd this one, but if she won't turn Corrin away after that then she'll stay a bit. Having some company does her good, after suddenly being uprooted. Again.
"I'm Corrin, and thank you for humouring me, miss. You, um, said it was a temple the first time for you? Where was that?"
no subject
"Izulde, it's good to meet you~" She glosses over the drink and the associated kiss, quietly thankful she hadn't ordered one. Such things aren't supposed to work on her, but at the same time this world has already apparently stopped something that isn't supposed to be able to shut off. Best not to tempt fate.
...Ah, she's thinking again. This is causing another awkward pause, isn't it. Trying to brush off being lost in her own head (again), she gives a stilted little 'ha ha ha' as she puts a hand to her chin.
"It was a place called Atlin~ One night I was drinking at home, and I had an extra three cans over my usual~ The next thing I know, I'm talking to a guy who calls himself a god about soul duplication, the end of the world, and... potholders, actually~"
Season of Light
"I was making for the docks," he answers. "I'm told the Undine ships on the black waters below make for rather a sight."
no subject
"I guess I picked a good time to end up here." She observes as they walk. "Everything is so festive." It helps to deal with the hurt in her heart. "You've been here long, sir?"
no subject
"A handful of moons," he confirms. "Just shy of half a year."
And Goddess, does saying as much serve to disorientate him for several moments. In a few weeks, he will have resided in this foreign world for half a year. How much has Valisthea changed since, he wonders.
"It has been rather a forgiving realm thus far, though the seams have begun to show in a near-literal fashion."
ARRIVAL sorry in advance
At least the second part he could answer. "No. This is my first time pulled deeply into the bowels of Chaos itself." I mean, that's what it had to be, right? There was no war here. Not a single servo skull. And he had no weapons. This could not be anything good.