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TDM #5
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.
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.
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.
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.
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...
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.
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.
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.
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.
no subject
And wasn't that a bitch of an understatement?
Behind them there is an unpleasant sound as the memory of someone else's daughter loses blood, and likely her life. But Shepard gives neither a grimace nor a flinch, holding Finnick's eyes with her own, steady. Yeah. Yeah, she knew that fear. Tributes got to stick together, whatever their origin or purpose.
"You wanna get out of here? I don't know about you, but I'm getting a little tired of the highlight reel. Seen this one already."
no subject
The touch steadies him further, though the memory he can still see and hear behind her does draw his eye and then make him pointedly look away, jaw clenching.
"Please, yes, let's." He turns and exits the pool as quickly as he can, heading back toward the changing rooms.
Once they're out of range of the pool and no longer in earshot of the memory, another somewhat urgent question comes to mind.
"So are you from a future version of Panem?" He's mainly wondering whether or not they won the war, since he died before its end. The question has been burning a hole in his mind for months. An eighty-fifth Hunger Games suggests they lost, which keeps his anxiety above baseline for now.
no subject
Surrounded all these people who were, despite appearances, disgustingly normal.
"After the seventy-fourth Games, Snow had a lot of fires to put out," She says, businesslike. This is a woman who'd given sitreps and oral reports before, and her military cadence is obvious, "Turns out, three quarters of a century of killing people's children on public-access doesn't make you popular for some reason. Go figure."
Shepard is long past finding the Games scandalous or surprising; her sarcasm is well-worn and casual, rather than biting. Obviously everyone hated it, except for all the people for whom it meant nothing but entertainment. But who cares about the little people, right?
"But you can't just stop the Games. So he got his guys to figure out how to bring in other people. People from outside Panem. The 'Endless Quell' they called it," This time with a real sneer, full of teeth and derision. Tired of killing your own kids? Kidnap someone else's. Kidnap whoever you want, "And if you die in the process, they just bring you right back in— don't ask me how, I never figured out the medical end."
She lets that lie for a moment, then sighs and pushes a hand through her hair. Nice cobbles on these streets, Finnick. Nice stars in these skies.
"So technically speaking, yes, I am the Victor of the Seventy-Fifth Hunger Games, representing the nice folks down in District Five. And I have participated in about ten more arenas after that. My name's Shepard, by the way."
no subject
He furrows his brow as she speaks. So she must be from an entirely different version of Panem, not just the future of his world. She can't tell him if they win the war- oh well.
He looks horrified at the long-term, endless concept. Of course Snow would find a fun way to make it even worse, for the Quell.
"Shepard, good to meet you." He almost introduces himself, then remembers she knows him. Which perplexes him a bit again- a different version of him in that world, but how different? Were the two of them friends? Did Katniss still win the 74th Games? Those questions can wait. First,
"I'm sorry you went through that so many times. I only had to go in twice."
"By 'outside Panem,' do you mean other continents, or other worlds entirely, like what this place does?" The endless revival would be like this place, too.
no subject
"Once the Rebellion kicked over from covert to open warfare, I was able to jump ship. We found the portal they'd used to bring us in," She hesitate, and then continues a little more quietly, "They told us it'd take us home. Before we shot them."
She never had much mercy in her for people like those Capitol-owned Engineers. Less now, than before. After seeing that their little tech demonstration did not, in fact, take Shepard home... she kind of regrets the ease with which they'd died.
"Just go ahead and ask, get it out of your system. I can tell you got questions."
no subject
He exhales audibly, briefly realizing she's seeing through him, and he wonders when he became so transparent. Actually being in a safe place with reliable people can apparently do a lot to repair your trust in others. He's been feeling less of a need for a mask lately.
"Well... What was I doing in that world? And who won your 74th Games?" He's wondering where things diverged.
no subject
Shepard motions with one hand, a chopping, tossing kind of gesture. Thrown out, like the rest of those who died and never returned. Gone, dead in truth, as far as she or anyone else knew— or, Shepard hoped she was dead. There were worse things than death, for a rebellious tribute, and Katniss was too clever for her own impulse control.
"She was a good kid. Decent shot too— we watched each other's backs, once in a while. Shame how it shook out. You know her?"
no subject
"Yes. She became the face of the rebellion after she won. Our Quarter Quell was different- rather than your Endless Quell, we had one where all the tributes were chosen from the pool of existing Victors. She and I ended up in that Arena together, and I was tasked with keeping her and Peeta alive as part of a rebel plot to break us all out of there. A handful of us did get out alive, but Peeta and some others were captured and tortured in the Capitol for a while before we were able to rescue them." He frowns, then.
no subject
"That's tough work," She says, eventually, her expression a grimacing rictus, "I could tell some stories about the inside of those cells. But it's about as much fun as talking about the Arena."
Shepard sighs, and rubs at her forehead, remembering the smell of it, and the way— no, nevermind that. Push it down. Remember where you are. Breathe— but the smoky, pleasant smell of a nearby foodcart selling some kind of meat-on-a-stick is stomach-turning right now. Charred pork has a lot in common with human flesh, at the end of the day.
"Look, I don't know you, and you don't know me. But we both went through that meat-grinder, and we both came out the other side," Shepard sticks out a hand for a shake, "We stick together, and we watch each other's backs. I'm new here, but I'm tough, and I'm a fast learner. Friends?"
no subject
He shakes her hand firmly. "Of course. Anyone who shows up here from Panem or any world like it, especially Victors, I look out for them no matter what. Even if you didn't want to be my friend, I still consider you family."
It's awful to know that there is more than one Panem out there. He, Nina, and Shepard- all from separate worlds with the same misfortunes. But at least they're all safe now, and it sounds like the odds of Shepard going back are unlikely.
"How are you settling in here? I'd like to help however I can."
no subject
Sometimes you don't need to make it complicated. Sometimes it doesn't take any time. Sometimes you just know.
She steps back and... just takes a moment. Nice scenery here, Finnick. Do not look at her face, look at the scenery. What a pretty skyline. Lots of smoke that can get in your eyes.
"I'll be honest with you," She says when her pride allows for it, "I have no idea what to do with myself. Even before Panem, I was military, and they kept tributes on a pretty short leash. Just being allowed to walk around and do whatever I want is..."
Incredible. Powerful. Overwhelming.
"...I spent a long time in the Arena. You die, and then you wake up, just so you can wait for the next one. And go to those stupid parties. And then the— damn, the rebellion out of Thirteen?" Reflexively, Shepard runs a hand across her neck, where the bomb-collar had been. Short-lived as her time 'defending' the Capitol had been, it had thrown a long shadow, "I'm still figuring out where my head is in all this. Hell of a thing."
no subject
As they pull apart, he gives her a reassuring smile and a squeeze on the shoulder, but he can tell she needs a minute to Not Be Perceived. He politely looks away, at all this gorgeous gorgeous scenery. Still, his hand stays on her shoulder, tethering them to each other and, ideally, the present.
It's uncanny, then, how everything she says could have literally come out of his own mouth, even though it's all so specific. It's like her timeline ran parallel to his own, with similar major events.
"I get it, trust me." At least, he gets it more than any other person in Caldera would. "The freedom is overwhelming at first. For me, I couldn't... Trust it. It all seemed fake, or like it would be taken away at any moment. But if you trust me, then I'll tell you that you can trust this place, at least for the most part. The Visitors, they're all wonderful people who are worth your time and effort. And the freedom, once you come to accept it, being able to do what you want, say what you want, be who you want..."
He pauses, trying to find words for what he means.
"I feel like a better version of myself. There glimpses of who I could have been if I was never reaped. Those glimpses seem to come more and more often, now. It's... It's not too late, you know?"
Okay, yes, incredibly sappy, but he means every word with perhaps an unnerving amount of sincerity, especially coming from Finnick Odair, someone who was once hardly ever sincere.
no subject
She probably would have run into him at some point or another. Or hell, maybe she wouldn't— why would she bother doing any of this, when lying around in hot water was an option? Or maybe that was all part of the process. Thane would probably have said something about wounded souls needing rest, she thinks. Joel would've told her to get off her ass. Garrus wouldn't have said a thing, just slide down into the water with her, solid and dependable as always. Finnick... he's a new perspective entirely.
Shepard breathes a wet sigh and tries to shake off the memories, nostalgia ever the enemy of self-awareness.
"Listen, this place... the work, the payment— all of it. It's real? It's not just..." just a way to control them, she means. To say Shepard was tired of having a chain around her neck, metaphorical or otherwise, would be to miss the point: she would kill and die to avoid it, "I don't really trust it. It's—"
She shakes her head, hoping he'll understand. In the Capitol, you can work for money. But can you spend it? Can you walk into a bank and own what you own, use the wealth for whatever you want, even if it's not just frivolous luxuries? Can you turn down a job, a dinner, a date? Can you say no, to any or all of it, in a way that matters, without being punished?
"I don't trust it."
no subject
Finnick nods at her distrust. He dealt with the same feelings for quite a while, and still does at times.
"As far as I've experienced, it's real. I don't know enough about the Leaders to say you can trust their intentions. They're very guarded. But they do follow through on their promises. The quests are real work, and if you request things from the Leaders with your Bones from them, it will be granted." To demonstrate, Finnick lifts a hand, palm-up, and forms a ball of water the size of a baseball, hovering above it. He then moves his hand, propelling the water ball toward a hot rock, and lets it drop. The water hisses and evaporates.
"As far as I can tell, it's mostly a fair system. You help the Leaders, make their world a better place, and you will be repaid. You'll have your freedom and your life here whether you choose to help them or not, but you get out what you put in, y'know? If you invest a bit, it does pay off. I am proof of that."
He has gills, healing powers, the ability to shapeshift, he lives on the beach, he has a ton of friends, a boat, a dog. He's happy.
no subject
The water fizzles out, and Shepard lifts her chin ever so slightly in acknowledgement. Most of being dangerous was just about being willing to hurt people, and you couldn't be a Victor without crossing that line; Finnick had never been helpless, in her mind. Now, she knew he could be more than that: a threat.
Unless what he was saying was true, one for all and all for one and all. Another thing Shepard couldn't quite trust.
"I'm a biotic. They're— I can manipulate gravity. Part of why I joined up with the Alliance in the first place, before all this," She offers a quavering, sweeping little circle of her hands. All of this, Caldera and Panem, and everything else, "They had some way of suppressing it, in the Capitol. Sometimes they'd turn it off in Arenas, which was a real bitch. I need twice the calories just to stay alive, when I've been using my biotics."
Which really put the "hunger" in Hunger Games, for her, as he might imagine.
"It's been a long time since I've been...Me. You're telling me I can get that back? Just like that?"
no subject
Anyway, he sees her sharp gaze and figures it's a product of hypervigilance, hoping he hasn't freaked her out too much with the magic.
Then he nods. "Yes, you can. They take everyone's powers away at first, but do a few quests, exchange those Bones, and you'll be yourself again. I can promise that. I'm happy to do some with you."
no subject
"I don't need help to do chores, Odair," She grouses, and good humor turns the sneer into something comradely, rather than sarcastic, "I'll think about it."
Which, if only he knew her, was a roundabout way of saying that yeah, she'd definitely take that offer. It's a lot, all this, but everything is easier with a team. She'd built her career on that simple fact, both back home and in the Arenas.
"Where should I find you, in all this? When I'm ready, I mean."
no subject
"Well, you can't do most of them alone. They want us to work together. But sure, take your time," he says, tone easy-going.
"I live in a big house by the beach near the docks in Grey Ward. I'm often on the beach or in the water. If you see an overly friendly seal, that also could be me. Or you can message me on the network; my username is 'odaring', just the word daring with an 'o'. Have you found a place to stay yet?"
no subject
But there's another message in what he tells her: they do want something, they do have a line in the sand. Something about that is comforting— like the rest of it is all too easy.
"They offered me an apartment, but I, uh..."
She hadn't trusted it.
I've been sleepin' rough," she admits, a little sheepishly, "I've had worse. At least the weather's been alright."
no subject
But at her admission, his brow furrows, an exhale of slight shock escaping him. That's a very deep level of distrust. He frowns in concern- he doesn't want any Visitor sleeping rough, least of all someone who's already had things so rough. Especially in winter!
"You're welcome to crash with me. Or, if you prefer your own spot, there's a little abandoned shack on the beach, which I used to live in. Nothing fancy, but free for the taking."
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Or make a suicidal bombing-run with homemade explosives. That had been an interesting day. Things got a lot more locked-down, after that, and nobody ever gave Shepard something like a house except that every inch at every angle was on somebody's viewscreen.
Even if it weren't true, how could she just... sleep, unguarded?
"I can't put you out, Finnick," She says, despite the temptation, but it sounds halfhearted even to Shepard, "That's your home."
"as per my last email"
"For now, please at least find the beach shack if it gets too cold or if you're not safe. It's got a fireplace, at least, and no one will bother you there. Except me, of course." Another wink.
irl laugh
"I'll come by, then. Just need to," Retrieve her meager belongings from where she's stashed them, sober up a little more, and figure out where the hell anything is, "Wrap up a few things first."
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"Alright, I'll let them know. I look forward to it. Take care until then, okay?" OR ELSE. He pats her on the shoulder, then starts to go on his way, to give her some space from their... Rather intense encounter. Good lord, he's going to worry about her in the meantime. Who has he become?