calderaevents: (Default)
calderaevents ([personal profile] calderaevents) wrote in [community profile] calderamemes2025-01-29 01:35 pm
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TDM #5



ARRIVAL

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:

“The Tavernkeeper is awaiting your arrival downstairs.”

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.

DRINK MENU
FLAMEFRUIT SANGRIA a deep red wine based punch with chunks of softly glowing fruit floating in it. A single serving makes you feel relaxed, social, and maybe even a little flirty.

MOLTEN MEAD Though the thick drink itself is room temperature, it bubbles sluggishly, and feels very warm going down. The bold flavor affects your mood. You feel very bold! Like you could do anything!

BESALT BRANDY a hopefully staple drink for the brewery, this liquor is smooth and rich with a peppery bite. Ironically after consuming it, you kinda want to bite someone! Not hard! Just a little nip and nibble!

THAT ASHY ESPRESSO a single potent shot of dark espresso swirled with a gold-tinged cream. Intense and bitter with a hint of caramelized sugar. You are now very awake, hyper, and excited.

PYROCLAST'S WHISKEYa glossy black whiskey that turns a vibrant glowing orange when swirled. You now breathe fire.

EMBERMARK WINE a rich, velvety, spiced wine that immediately makes one feel mellow and calm.

CHOOSE YOUR DESTINY

As the effects of your drink wear off, the Tavernkeeper speaks once more:

”It is time, my friends, for you to find your new homes.”


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.

IGNACIA'S CRADLE/EMBER VEIL
Months ago, a piece of land from Heaven’s Bow fell from the sky and scarred the land below, damaging a part of the city. From that chaos and ruin rose new life, a new ruler, and a new city: Ignacia’s Cradle. Just a short walk from the edge of Grey Ward, the gates of the city are guarded by two massive obsidian golems, and any who did not rise from the lava itself are warned at the entrance that to travel about the city will be most difficult, unless they have obtained a way to mitigate the extreme heat: be that with a charm, an ability, or a potion. The very streets themselves are paved in slabs of volcanic rock, tall spires of buildings constructed and shaped by rapidly cooled lava. The main method of travel are the mine carts, with tracks that wind through the spires ready to take one to almost any location.

Currently, the main feature of Ignacia’s Cradle is the Lava Flats, home of skilled smiths that use the extreme heat of the lava to melt the strongest metals and create unbreakable weapons, glassmakers and jewelers who fashion elaborate headpieces, rings, and amulets. These items are sold at the Ember Market on the outskirts of the Flats.

At the edge of the city lies the Ashfall Terrace, where a small farm using the rich volcanic ash and soil is in its infancy, as well as the Basalt Brewery where clever alchemists are researching ways to use the extreme heat to craft new and unique beverages that they are eager to find folk to test them out on.
The hot spring of Ignacia’s Cradle is a breathtaking anomaly located just beyond the Ashfall Terrace, tucked into a secluded crater formed by the celestial impact that gave rise to the city. Here, molten veins from the Lava Flats weave beneath the earth, heating a natural reservoir that bubbled to life amidst the chaos. The spring’s waters shimmer with an ethereal brilliance, hues of deep turquoise blending with molten gold and fiery orange, as though Heaven’s Bow itself left behind a fragment of its essence. Steam rises in curling wisps, carrying the tang of minerals and faint traces of sulfur.

The spring, known to locals as The Ember Veil, is both a sanctuary and a marvel of natural wonder. Its soothing waters are reputed to heal wounds and fortify the spirit, with the temperature kept in perfect balance by an intricate system of naturally formed vents and channels. The edges are lined with intricately carved obsidian benches, where patrons can soak their feet or meditate in the rising steam. Plants resistant to the intense conditions—vivid fire lilies and ash ferns—dot the perimeter, their resilience a symbol of life’s ability to flourish even in the harshest environments.

Sometimes, when two or more individuals share the waters, the spring creates a subtle connection between their minds, allowing memories to surface like ripples on its surface. These shared memories appear as glowing, translucent scenes that hover above the water, visible to all within the spring. Participants can relive moments from their lives, experiencing them through each other’s eyes, fostering profound empathy and understanding.

Another of the spring’s mystical properties occurs when bathers who enter the waters feeling drained, injured, or burdened by grief often find their vitality restored. The waters seem to draw out negative energies and emotions, replacing them with a warm, invigorating sensation that spreads through the body. In rare instances, the spring has been known to accelerate physical healing, mending minor injuries and soothing chronic aches, as though the magic itself is stitching the body back together.

A lesser-known but equally fascinating effect happens on particularly clear nights, when the moonlight reflects on the spring’s surface, some bathers report fleeting glimpses of potential futures. These visions are often cryptic, appearing as brief, dream-like flashes, but they have guided many to life-changing decisions. The alchemists of the Basalt Brewery believe this effect stems from residual cosmic energy, and they have begun experimenting with enhancing it through the addition of rare minerals and lunar elixirs.
RADIANT SUN
The day begins like no other, with the skies painted in hues of golden-pink as the Radiant Sun ascends. Its light spills over the world, warm and soft, caressing the land and filling every heart with a sense of peace. Beneath its glow, emotions of love and connection bloom like never before. Strangers exchange heartfelt smiles, old friends embrace as though no time has passed, and lovers find their feelings deepened, their bonds strengthened.

Even the air feels different—lighter, sweeter, as though the universe itself is celebrating. The songs of birds harmonize with the melodies of impromptu musicians who feel inspired by the sun’s radiance. Those with magical abilities sense their powers of healing and creation magnified, as if the sun itself lends its strength to their intentions. Long-held grudges seem to melt away under the sun’s tender gaze, replaced by tears of reconciliation and words of forgiveness.

The Radiant Sun touches every heart differently:

◾A widow finds peace as memories of her late spouse no longer bring sorrow but gratitude for the love they shared.
◾A timid youth finds the courage to confess their feelings to the person they’ve admired for so long.
◾A gruff warrior lets down their guard, laughing freely with their companions for the first time in years.

For a fleeting moment, the world feels as it should be—unified, harmonious, and drenched in love.

But as the day wanes and the Radiant Sun dips below the horizon, an unease begins to settle...
JEALOUS MOON
The golden light gives way to deep purples and silvers as the Jealous Moon rises, its glow pale and cold. Its light pierces the heart, not to warm it, but to expose the insecurities that lie buried within. Where love had flourished during the day, doubt begins to creep in.

Under the Jealous Moon’s influence, emotions twist and darken:

◾A once-reconciled pair of siblings argue over old grievances, as jealousy over perceived favoritism resurfaces.
◾A couple, who had spent the day lost in each other’s arms, now question each other’s loyalty and intentions.
◾A nobleman, inspired to be generous during the day, grows suspicious of those who received his gifts, fearing they may exploit his kindness.

The air grows heavy with tension, and the magic of the Radiant Sun fades, replaced by the sharp sting of distrust. The moon’s pale light seems to follow people like a judgmental gaze, amplifying every fear, insecurity, and lingering resentment.

Worse still, the night seems endless, as though time itself has bent beneath the weight of the Jealous Moon’s envious glow. For three long days and nights, the moon lingers high in the sky, its pale, piercing light casting a shadow over hearts and minds, amplifying discord and despair. Its power sows strife among even the closest bonds, driving some to dangerous extremes. Yet, when all seems lost, the scholars of the three factions unite their wisdom and uncover a glimmer of hope—a means to dispel the moon’s cruel influence. For those who have not yet succumbed to jealousy’s grip, there remains a chance to reclaim harmony, a chance for redemption before the damage becomes irreversible.

The solution lies not in complex rituals or rare relics but in the simplest and most instinctive actions: physical connection. To weaken the moon’s hold, people must embrace one another—offering a hug, a handshake, or even resting a hand on someone’s shoulder. These gestures of closeness disrupt the isolation and mistrust that the moon thrives upon. Sitting side by side or holding hands creates a barrier against its oppressive light, reminding the afflicted that they are not alone. Even small acts, like sharing warmth through proximity or clasping arms in solidarity, build a shield of connection that the moon cannot penetrate.

As these actions ripple through the night, the Jealous Moon’s light begins to dim, its sharp, cold glow softening until it fades from the sky entirely. The tension in the air lifts, replaced by a quiet calm that feels almost foreign after the chaos of the past three days. Slowly, the world seems to exhale, and the darkness that clung so tightly to the hearts of many begins to loosen its grip. People step back from the brink of despair, their minds clearing as if waking from a long, disorienting dream. Relationships strained by the moon’s influence begin to mend as apologies are exchanged, tears are shed, and bonds are reaffirmed.
ALL IS WELL(?)



With the Radiant Sun rising again, its golden-pink hues spilling across the horizon, life begins to return to normal. The birds resume their morning songs, markets reopen, and the hum of daily activity fills the air once more. Though traces of the moon’s influence linger in whispered memories, there is a collective sense of relief and gratitude among the people—gratitude for the light, for connection, and for a second chance to heal.

In the outskirts of Ignacia's Cradle, Aella and Terra, two of the three leaders of the factions, come together to address the gathered crowds. Together they assure the people that this celestial event was a rare anomaly, something never before recorded in the annals of history. They explain that while the Jealous Moon’s influence was unprecedented and deeply unsettling, it was a unique alignment of cosmic forces that is unlikely to occur again in their lifetimes—or ever.

The leaders thank the people for their resilience and compassion, emphasizing how their acts of unity—simple gestures of closeness and connection—proved stronger than the moon’s envy. They commend the scholars for their quick thinking and the Visitors for their role in guiding others through the chaos. Finally, they urge everyone to move forward, not in fear of what has passed, but with the knowledge that even in the darkest moments, their strength lies in the bonds they share.
QUESTBOARD

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.

*February will be the last month to complete quests for this rotation. New ones will go up on March 1st.
OOC NOTES
Welcome to Caldera's fifth TDM! All characters awaken in a strange tavern with nothing save the clothes on their backs, all of their powers stripped, and a piece of parchment directing them downstairs to the Tavernkeeper. There is a thread of all questions answered by the Tavernkeeper here, and if you have more, feel free to ask there for what would be offered ICly.

For OOC questions, please direct themhere.

All locations are available to be explored! Ignacia's Cradle and Ember Veil have been added, along with details about the Violet Drop regarding the Cult of Triton.

The TDM is game canon and all completed quests can be carried over once accepted into the game.

Participation in the Radiant Sun/Jealous Moon effects is not mandatory.

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thecodexabides: (Default)

normally just a little stabbing.

[personal profile] thecodexabides 2025-02-04 12:02 am (UTC)(link)
Ultramarines, thinking about future consequences of their actions? As the meme goes: they don't fucking do that. It's all very stoic. Everything is temporary. Life is temporary. Brotherhood is temporary. The house that is probably getting picked apart from within by a double handful of wind sprites? Also temporary.

"If they get out." A very large nine foot tall 'if' right here. He's not a combat engineer but he threw enough firewood against the door after he wedged it closed that they were not getting out any time soon.

"By then they should be hungry and have better priorities." It's just the wind sprite time out corner.
loosed: (078)

hmmm

[personal profile] loosed 2025-02-04 05:14 am (UTC)(link)
What do they eat? Could they be soothed or led away by a food source? What has them agitated to begin with? Is there such a thing as speaking wind sprite —

These do not seem like questions he's likely to receive an answer to today.

He nudges some scrubby, winter-brittle grasses aside with his foot, turning up another shingle. One upside of his people's propensity for walking around barefoot regardless of the weather: it's easier to wriggle his foot beneath the shingle and flip it up into the air to catch than it would be in a boot.

Not easier than just bending to pick it up with his hands, though, no. Just a little more fun.

Setting aside questions about the sprites for now. How about: "You're very tall."

In case he hadn't noticed.
thecodexabides: (Default)

Tempting offer, Gadriel knows.

[personal profile] thecodexabides 2025-02-04 08:24 pm (UTC)(link)
These are all interesting questions, but Space Marines are not the ones to answer any of them. They're more the 'genocide' guys.

Where...where are your shoes? Because that's weird. And just a tip, when Gadriel is the one saying you're weird...you're weird.

Either that or you're totally normal and he just doesn't get it.

"I am average for my kind. We never know how the surgery will go." The geneseeds do their thing. He was lucky that his chapter had the least problematic geneseeds, with few mutations. Didn't mean there wasn't some variation.
loosed: (068)

will think on it

[personal profile] loosed 2025-02-09 12:41 am (UTC)(link)
Felassan — who is totally normal and Gadriel just doesn't get it, for the record, and any reports to the contrary are incorrect — looks up from his shingle collection long enough to have a look at the man.

"Your kind?"
thecodexabides: (right shoulder gaze)

Chaplain says thinking too much is heresy.

[personal profile] thecodexabides 2025-02-09 12:48 am (UTC)(link)
One downside to Gadriel's height is the ground is very far away for picking up shingles. However, it does make leaning over the roofs of the one-story tall buildings that cluster in this settlement relatively easy.

"My kind. Astartes. The Emperor's Angels of Death." You know. Government sanctioned war criminals.

"Do these people ever think that maybe they could just move to a different location?" Because the sprites are really adamant about this spot for some reason.
loosed: (059)

chaplain should turn on their location

[personal profile] loosed 2025-02-10 08:18 pm (UTC)(link)
Felassan does not know, no, but he stores the titles away without pressing for further details. When everything is equally new and strange, it's difficult for one new and strange thing to capture too much attention. He'll circle back to curiosity about Astartes-The-Emperor's-Angels-Of-Death, perhaps, once wind sprites has settled into the background as a fact of life here rather than a novelty.

"Maybe they do," he says. "It hard to let go of a home, but if it stays this bad, then over time they will. More of the people who have memories of when it was simpler to live here will hold on and have hope, but their children won't. In a few generations this might be a ruin. Less than one, if the sprites carry all the pieces away."

He tosses a shingle, catches it.

"Or it may not stay this bad."
thecodexabides: (confidences)

He's busy fantasizing abo--punishing Titus.

[personal profile] thecodexabides 2025-02-10 10:26 pm (UTC)(link)
Listen, if you traded away your life at the age of ten to be a large genetically modified war criminal, you'd cling to the fact you got to call yourself a cool name. Gadriel didn't have much else going for him. Just...killing.

"I would not know. I have not seen my home planet for...centuries. I have had no problem." What had Imurah mocked him with? His ignoble ancestors. All dead. And their shame dead with them, he hoped.

"If they want this land, they should be fighting for it, instead of using us. One's homeland is consecrated by the blood of the fallen."
loosed: (071)

hmm what's a titus

[personal profile] loosed 2025-02-11 01:54 am (UTC)(link)
Centuries, this man says, and Felassan — who would not be able to relate to being large, genetically modified, or ever ten years old — cocks his head to look at him with open scrutiny. Believable? Yes, sure. Stranger things have happened in the last few weeks than a nine foot tall, centuries-old shemlen, but if he's neither short-lived nor little, shemlen may no longer be the right word. He'll need a new one.

Or a name. Name would work.

"One's homeland is bloodied by the blood of the fallen," he says, "as far as I have seen. Do you have a name of your own, Astartes the Emperor's Angel of Death?"
thecodexabides: (side profile thoughtful)

The Special Snowflake Ultramarine who makes Gadriel seem normal

[personal profile] thecodexabides 2025-02-11 02:06 am (UTC)(link)
Yes, centuries, and Gadriel is still this stupid.

"You nor I will spill our blood for the land of people who do not share the burden alongside us." He's not a mercenary, except for the fact that he, currently, is. "Sergeant Gadriel." He juts his chin. "And yours?"
loosed: (024)

do we like him?

[personal profile] loosed 2025-02-11 03:55 am (UTC)(link)
"General Felassan," he answers with a mirroring chin jut. There's enough amusement in his eyes someone would be justified in taking this as entirely a joke instead of only half one. He adds, "But Felassan is fine," generously, on his way to dump his fresh armful of shingles into the wheelbarrow.
Edited (saw my word repetition scrolling past and it was gonna bug me mea culpa) 2025-02-11 04:44 (UTC)
thecodexabides: (DEFINITELY judging)

'like' is a strong word.

[personal profile] thecodexabides 2025-02-11 06:29 pm (UTC)(link)
One thing that's not included in the beloved Codex Astartes is what to do with things like sarcasm, irony or any other contextual language usage.

"General." Throne, everyone here outranks him and it is beginning to get irksome. "So you were not created for this work, either."

In the inadvertent wind sprite trap house behind them came a sudden ruckus. "SILENCE!" Seriously, everyone behave.
loosed: (023)

do we want to kill him

[personal profile] loosed 2025-02-12 02:32 am (UTC)(link)
Felassan's eyes slide to the house, his smile crooked. He is — Aella or whoever forgive him — increasingly Team Wind Sprite. If Gadriel departs the scene before he does there's a nonzero chance he'll release them from their prison. What would be the harm, really? Arguably there'd even be a benefit: whomever that house belongs to won't get a face full of sprites when they try to return.

"I was not," he agrees. "But until I get back what these gods have taken from me, there is not much else I can do."
thecodexabides: (daylight armed)

already tried that didn't work out so hot

[personal profile] thecodexabides 2025-02-12 02:43 am (UTC)(link)
"Do not make me come in there!" Because of course wind sprites speak Gothic. At least they might understand the tone.

The harm would be undoing all the work that Gadriel is doing right now, trying to create order from this lower case c chaos.

"Those who brought us here are no 'gods'." They don't even rate as the Chaos gods. Who at least show themselves and engage in open warfare instead of the underhanded fog of confusion that operates here.
loosed: (054)

sorry kiddo better luck next time

[personal profile] loosed 2025-02-12 10:48 pm (UTC)(link)
Seeing a nine foot tall man trying to shout the world into obedience and order was always going to make Felassan think look, a baby Elgar'nan, with approximately negative five thousand approval. That's a deep pit to climb out of.

Those who brought us here are no 'gods' is a start, though.

Maybe.

"How can you tell?" Felassan says, then holds up a hand. "Wait. Think about that and tell me when I get back."

He's collected enough shingles to roll off and add to the pile. But it's a short trip.
Edited (cannot lose subject line chicken) 2025-02-12 22:49 (UTC)
thecodexabides: (perplexed with three syllables)

nah he's run off with the Chaplain for *secret activities*

[personal profile] thecodexabides 2025-02-12 11:15 pm (UTC)(link)
No one should hold up any Astartes as paragons of maturity. Paragons of physical development and xenocide, perhaps. But his kind are made up of testosterone and having two daddies, so....lower those expectations.

Listen, their mission is to rebuild these houses and that is not work that is going to happen if these wind sprites go around tearing off shingles and dropping them on people's heads. Hence: sprite prison.

When the other returns: "They have no true cause. Every god has a purpose. Slaanesh, in excess. Khorne, in blood and pain. They have no aim and the reason they give for stealing us does not hold."