Entry tags:
TDM #1
TDM #1
DREAMING

You take a step forward for what else is there to do? As you walk you begin to remember what it was you were doing before the nothingness; maybe something as simple as chatting with a loved one or close friend. Maybe you were just beginning a great journey or facing off against an old foe. Whatever it was, you get the distinct feeling that wherever and whenever that was, it is not here. Not now.
The path of light twists off into different directions. When you look up you can see that it is not a sky above you but the sky of everything, a grand cosmic tapestry littered with not mere stars but galaxies and clusters of galaxies that gleam like crystals against the velvety backdrop of space. Admire it for a moment, if you will. You don't know how long you will drift here, but you are not alone. Other wanderers will come and go as you bask together in the vastness of creation.
It seems to you that there are two paths to walk in this place, the light and dark beckoning in turn.
❖ THE LIGHT AT THE CENTER
One leads you to the center, splintered fragments folding together and colliding until only one thing remains: a light that speaks to you with the voice of all there is and has ever been. It greets you simultaneously as an old friend and as a lost child, both rejoicing in and mourning your arrival. You remember it too, somehow, with a feeling of complex nostalgia, as if returning to a place recalled from your distant childhood.
You’ll feel the same of the other wanderers that join you in the light; you know their faces, their voices, and as you reflect upon the world of your birth, you may witness fragments of theirs as well. You feel a comradery, then, a synchronicity of thought and emotion. Are the lives of others truly so different from your own? Or are you simply two hands of the same, greater being? Though some individualistic part of you may resist, the longer you spend in the light, the more you will find yourself becoming one with it.
Despite this welcoming call, no matter how eagerly your pursue its embrace, before you can fully submerge yourself in this oneness you will find yourself being torn away. As if seized by the impossibly long, cold arm of a creature unseen, you are plucked from the edge of fulfillment. The last thing you will remember is the sensation of your world, and all the others your experienced here, collapsing into nothingness.
❖ THE DARK OUTSIDE (CW: deep despair, ego death)
The other leads towards the outside, where the splintering becomes so great that the vestiges of reality can do nothing but collapse back into the abyss at the end of everything. As you wander to these barren outskirts, your thoughts will not be drawn to familiarity and oneness, but instead to memories of discontent and waste. The darker the path becomes, the more you find yourself dwelling on life’s disappointments and injustices, of the things about yourself and your world you find wanting.
If you see others here, at first they will feel frightening or contemptible, as if representing to you the worst experiences in your life. Even if they are someone you’re certain you know, that familiarity and affection will be stripped away in the face of the great emptiness before you. In the end, you were all the same. In the end, none of this was worth it. If you approach the end together, you may even form a kind of kinship around this acknowledgment, as the need for paranoia and hatred fades.
Slowly, the darkness encroaches, and you can see it devouring all the things you once knew. Memories of your home, of those you loved, dissolve into nothing, and you can only reflect on the barren emptiness in your heart as you see it happen. In your final moments, though, you feel peace with it all, knowing that there was no other way. You step from the edge of the last dwindling fragment of being and are greeted by silence.
❖ THE END
No matter which way you go, you are left with a single impression: you feel the world you came from die. It's a realization that transcends logic or sense; it weighs on your heart and leaves the vestiges of dark memories dancing in your thoughts like motes of ash. It's a memory of your home crumbling away into nothing as if consumed from within by rot. Returned to the void, all that's left to you is to be reborn.
REBIRTH

The chrysalis surrounding you bends like flesh and cracks like glass. It tears as you force your fingers through, finding liberation one inch at a time, until finally you have emerged. As if having undergone metamorphosis, you feel old and new all at once. You are weak, piteously so, but the markings and scars of your previous life remain. As you slump down upon the smooth cavern stone, you realize that you've just wrenched yourself free of gigantic crystal, though its hollow, shimmering form is now in pieces on account of your passing. Somewhere on your body, a shard of similar material remains embedded.
The cave itself looks almost like the inside of a geode, the walls and ceiling bedazzled with greyish crystal that shines with all the colors of the rainbow. While they vary wildly in size and shape, only a few have grown large enough to hold a form like yours, and you can see the one you just escaped isn't the only one bearing a passenger within. They may have already hatched, or they may still be lingering in stasis. Either way, there's enough time that you may have a chance to speak to yours unexpected peers, or to perhaps to struggle to find something to cover your naked body with. You feel the chill of the open air against your moisture laden skin, a distant light trickling in through the cavern's opening.
Make the most of this time. It won't be long before you're interrupted.
[Mod Note: If you don't want to deal with your character being naked in front of the others at that location, feel free to assume they emerge at a different time than the others of their legacy. Characters will be 'hatching' over a period of several hours.]
CAPTIVITY
It seems that someone was waiting for you to arrive, and not in the most friendly of ways. Though the specifics of who comes to get you will vary according to which legacy shrine your character awakens at, there are certain commonalities: most notably, how they are ostensibly here to capture and imprison you. It's easy for them, all considered. You can barely stand, so fresh out of your chrysalis, and whatever powers or special abilities you may have had will not answer your call. Even worse, your would be captors are well equipped for the job.
Each group arrives with several 'whips' made of unknown materials. What makes them so special only become obvious when one of them inevitable snakes its way around your body. Whether it be your ankle or your neck, being bound by these cords puts you under the influence of whoever is holding the other end of your leash. Your mind remains untouched, but you will find yourself physically incapable of performing physical actions that go against their will. While the possibilities are frightening, thankfully they all just seem to want one thing: for you to come along as a good little prisoner and to not cause any of them too much trouble.
The rest depends on your character's legacy:
❖ THE LOVER
The small island the shrine is built upon is approached by several modest boats with colorful sails. They carry what appears to be a collection of fearful fisherfolk and town guards. They are reluctant to speak with those being pulled out of the shrine or even look them in the eye. If they have their choice, the entire process will be done in silence. If you try too hard to upset them, the guards will sternly bring you to heel.
❖ THE CELEBRANT
The infrastructure of an entire festival ground seems to be built around this shrine, and as a result, there are an usual amount of people present. While most keep their distance, a few will engage with the local guards that arrive to capture the Aions, complaining that this is going to interfere with their preparations for the upcoming Lover’s Festival. They are pushed aside in short order, and the rest of the retrieval will be done in a stern but business-like manner.
❖ THE MARTYR
At first, those arriving to capture the Aions will be hesitant to even enter the barren crater this shrine is held within. Once the presence of the new arrivals becomes clear, however, they will run in as if crossing the no man’s land of a battlefield and complete their work with gusto. It appears to be mostly military folk and they seem to lack any patience or sympathy for those they capture.
❖ THE SOVEREIGN
The captors here seem to be a mixed bag, almost as if two separate squadrons have arrived at the same time. One is a gathering of people who give off the impression of mountain folk, while the others are well armored soldiers. Though it will be hard to make out the specifics, there seems to be some manner of disagreement between these two parties over what should be done, but the ones kitted out in full military attire win out in the end. By then, they are completely out of patience for further resistance.
❖ THE ARTISAN
The people here seem to have mixed feelings about your arrival. On one hand, it seems to be a moment of considerable trepidation, on the other, they seem unbearably curious about your nature. They will ask questions about any unusual features you have, or what your skills are, while others from the group try just as hard to shush them. Ultimately, they don’t seem that enthusiastic about having to capture you, but they also don’t seem to think they have much choice.
❖ THE INNOCENT
Among rolling hills of flowers, at first it seems as if this shrine may not be visited at all. Before the arriving Aions can escape it, though - naked and weakened as they are - a group of fairly normal looking townsfolk will arrive. They pause as they spot you near the shrine, almost like they are hesitating about coming at all. In the end, they will converge upon you and ask for you to please cooperate. They won’t hurt you, as long as you come with them.
❖ THE SEEKER
Armored soldiers are the ones to first pull you from the shrine, but as you arrive outside of it you'll see that it is situated at the edge of a great forest. An ancient observatory is build into the cliff face behind the shrine, and your captors are apparently in the process of negotiating with a series of robed individuals that have emerged from it. According to them, the soldiers kidnapping you are trespassing. Unfortunately, they are not the ones with weapons.
❖ THE WANDERER
When you first emerge from the shrine, it will appear as if you have just missed a skirmish. There are a few bodies scattered about, all wearing woodland armor made of leather and fur. The victors, it seems, come in the form of fully armored soldiers. Thoroughly irritated by the fight that just happened, they will not waste time on niceties. If you try to ask them what just happened, the best you may get is a sneer about ‘those damn forest people.’ You may spot a couple more bodies on the trail leading out of the forest as well.
❖ THE FIREBRAND
The first thing to be seen beyond the cavern entrance is a sheer drop into a raging canyon river far below you, with only a narrow path leading up the steep cliff face. It would be a difficult situation, even without black-cloaked warriors making their way down it to collect you. Struggle too much and you'll be at risk of being thrown into the chasm. These masked assailants are largely unmoved by your protests and will drag you the entire way up the cliff if you force them to. "Your soul will be claimed," they say.
❖ THE VISIONARY
The view from the mouth of the cavern is awe inspiring, revealing the foreign shapes of a world you've never seen before. Unfortunately, the altitude of this shrine means you will also be greeted with sharp wind and biting cold. Fortunately, or not, a party of mountaineers and three black-cloaked warriors will arrive to collect you. Despite their seeming inability to defy the orders of the warriors, the mountaineers will toss you some shoes and blankets for the trek down, even if they are taken away from you later. If the warriors speak at all, it's mostly in the form of ominous utterances.
❖ THE CHAMPION
Even if one were to stagger out of the shrine's cavern before being approached, the Aions arriving here will swiftly find themselves in a hopeless situation. Not only are there soldiers here to collect there is a moderately sized military barracks built around the shrine itself, and this particular squadron is not on your side. You will be swarmed before you can get far at all. There seems to be a mix of two squadrons here, some wearing heavy armor and red accents, while the others wear full face masks and dark cloaks.
Once you've been captured and pulled from the shrine, you will given a formless white gown made of moderately comfortable fabric, with sleeves reaching your elbows and its bottom reaching down past your knees. You will not be given pants or shoes. You're in for a journey, apparently - no matter who plucked you from the cave, most of the heavily armored soldiers in the prompts above will turn out to be 'Hylician soldiers', while the smaller number of black-robed warriors are referred to 'Achamites'. After the initial dealings with the shrines, all prisoners will be passed off to a squadron of Hylicians, though a few Achamites may follow along depending on the location.
Where are you all going? Back to Hylici, apparently.
Each group arrives with several 'whips' made of unknown materials. What makes them so special only become obvious when one of them inevitable snakes its way around your body. Whether it be your ankle or your neck, being bound by these cords puts you under the influence of whoever is holding the other end of your leash. Your mind remains untouched, but you will find yourself physically incapable of performing physical actions that go against their will. While the possibilities are frightening, thankfully they all just seem to want one thing: for you to come along as a good little prisoner and to not cause any of them too much trouble.
The rest depends on your character's legacy:
❖ THE LOVER
The small island the shrine is built upon is approached by several modest boats with colorful sails. They carry what appears to be a collection of fearful fisherfolk and town guards. They are reluctant to speak with those being pulled out of the shrine or even look them in the eye. If they have their choice, the entire process will be done in silence. If you try too hard to upset them, the guards will sternly bring you to heel.
❖ THE CELEBRANT
The infrastructure of an entire festival ground seems to be built around this shrine, and as a result, there are an usual amount of people present. While most keep their distance, a few will engage with the local guards that arrive to capture the Aions, complaining that this is going to interfere with their preparations for the upcoming Lover’s Festival. They are pushed aside in short order, and the rest of the retrieval will be done in a stern but business-like manner.
❖ THE MARTYR
At first, those arriving to capture the Aions will be hesitant to even enter the barren crater this shrine is held within. Once the presence of the new arrivals becomes clear, however, they will run in as if crossing the no man’s land of a battlefield and complete their work with gusto. It appears to be mostly military folk and they seem to lack any patience or sympathy for those they capture.
❖ THE SOVEREIGN
The captors here seem to be a mixed bag, almost as if two separate squadrons have arrived at the same time. One is a gathering of people who give off the impression of mountain folk, while the others are well armored soldiers. Though it will be hard to make out the specifics, there seems to be some manner of disagreement between these two parties over what should be done, but the ones kitted out in full military attire win out in the end. By then, they are completely out of patience for further resistance.
❖ THE ARTISAN
The people here seem to have mixed feelings about your arrival. On one hand, it seems to be a moment of considerable trepidation, on the other, they seem unbearably curious about your nature. They will ask questions about any unusual features you have, or what your skills are, while others from the group try just as hard to shush them. Ultimately, they don’t seem that enthusiastic about having to capture you, but they also don’t seem to think they have much choice.
❖ THE INNOCENT
Among rolling hills of flowers, at first it seems as if this shrine may not be visited at all. Before the arriving Aions can escape it, though - naked and weakened as they are - a group of fairly normal looking townsfolk will arrive. They pause as they spot you near the shrine, almost like they are hesitating about coming at all. In the end, they will converge upon you and ask for you to please cooperate. They won’t hurt you, as long as you come with them.
❖ THE SEEKER
Armored soldiers are the ones to first pull you from the shrine, but as you arrive outside of it you'll see that it is situated at the edge of a great forest. An ancient observatory is build into the cliff face behind the shrine, and your captors are apparently in the process of negotiating with a series of robed individuals that have emerged from it. According to them, the soldiers kidnapping you are trespassing. Unfortunately, they are not the ones with weapons.
❖ THE WANDERER
When you first emerge from the shrine, it will appear as if you have just missed a skirmish. There are a few bodies scattered about, all wearing woodland armor made of leather and fur. The victors, it seems, come in the form of fully armored soldiers. Thoroughly irritated by the fight that just happened, they will not waste time on niceties. If you try to ask them what just happened, the best you may get is a sneer about ‘those damn forest people.’ You may spot a couple more bodies on the trail leading out of the forest as well.
❖ THE FIREBRAND
The first thing to be seen beyond the cavern entrance is a sheer drop into a raging canyon river far below you, with only a narrow path leading up the steep cliff face. It would be a difficult situation, even without black-cloaked warriors making their way down it to collect you. Struggle too much and you'll be at risk of being thrown into the chasm. These masked assailants are largely unmoved by your protests and will drag you the entire way up the cliff if you force them to. "Your soul will be claimed," they say.
❖ THE VISIONARY
The view from the mouth of the cavern is awe inspiring, revealing the foreign shapes of a world you've never seen before. Unfortunately, the altitude of this shrine means you will also be greeted with sharp wind and biting cold. Fortunately, or not, a party of mountaineers and three black-cloaked warriors will arrive to collect you. Despite their seeming inability to defy the orders of the warriors, the mountaineers will toss you some shoes and blankets for the trek down, even if they are taken away from you later. If the warriors speak at all, it's mostly in the form of ominous utterances.
❖ THE CHAMPION
Even if one were to stagger out of the shrine's cavern before being approached, the Aions arriving here will swiftly find themselves in a hopeless situation. Not only are there soldiers here to collect there is a moderately sized military barracks built around the shrine itself, and this particular squadron is not on your side. You will be swarmed before you can get far at all. There seems to be a mix of two squadrons here, some wearing heavy armor and red accents, while the others wear full face masks and dark cloaks.
Once you've been captured and pulled from the shrine, you will given a formless white gown made of moderately comfortable fabric, with sleeves reaching your elbows and its bottom reaching down past your knees. You will not be given pants or shoes. You're in for a journey, apparently - no matter who plucked you from the cave, most of the heavily armored soldiers in the prompts above will turn out to be 'Hylician soldiers', while the smaller number of black-robed warriors are referred to 'Achamites'. After the initial dealings with the shrines, all prisoners will be passed off to a squadron of Hylicians, though a few Achamites may follow along depending on the location.
Where are you all going? Back to Hylici, apparently.
WAITING

Along the way you will be fed and watered well enough (though only with military rations), and at night you will be given flimsy bedrolls to sleep around the fire with. Captives will be under constant watch by the Hylician guard, and anyone who shows any signs of resistance will be required to be bound by one of those magic whips, usually around the ankle or wrist. The rest of the trip is spent being pulled along in carts or the storage bays of boats. After the groups start converging, captives of the same legacy will not necessarily be kept together.
The final muster point of the Hylicians and their captives will be among forest ruins. For what purpose you have arrived they will not say, but the entire group will be camping there until preparations are complete. Sadly, you won't be allowed much space to explore - not without being bound and under watch. If you've behaved yourself it's possible to move about the central ruins, but only if the guards are confident they'll be able to wrangle you when necessary. It does allow for moderately private conversations along the pillars and walls of the ruins, but venturing out into the forest itself is definitely out of the question.
From beginning to end, characters will spent about two weeks in transit and waiting in the ruins. To what end is yet to be seen, but if you listen closely, you may hear whispers of a 'ritual space' being prepared.
QUESTIONS
Are everyone's homeworlds really gone?
That's a complicated issue, and while the fate of their world is not without hope, they may certainly get the impression its been destroyed from the dream they had. Alternatively, they may refuse to believe what they felt and attempt to dismiss it as only a vision. More about this situation will be revealed as the game goes on.
Can I only experience one end of the dream sequence prompt?
Characters may experience one ending, both endings, or neither. If they experience both they will struggle to recall which came first or which feels the most 'true' to them, as both will simultaneously be the thought they are reborn with. If your character refuses to pursue either path they can simply linger in the middle until the infinite worlds above them start being extinguished one by one, eventually expelling them into darkness in a similar style to the light prompt. Which dreams they experience will not dictate their intial sect affiliation.
Is it possible to pull another character back from the end of the light or darkness dreams?
Yes! If your character is able to resist the pull of either end, they will have the chance to try to pull another character back from the edge of the abyss or the edge of oneness. Whether or not they succeed is entirely up to the other character, though.
Do you come out of the chrysalis wet?
For most intents and purposes it's the same experience as hatching out of a real butterfly chrysalis, so yes, a bit.
Can my character resist the influence of the whips?
Those possessed of particularly strong wills may be able to struggle with the whip's control in brief spurts, but not long enough to make a full escape attempt. They may be able to take an impotent swing at one of the guards or fight against being pulled along, though. Naturally, doing this will indicate to the Hylicians that you are a problem, and their handling of you will become harsher the more it occurs.
How cruel will the Hylicians be to the player characters?
The Hylician military are not friendly people and come across as being a bit callous even at the best of times. However, unless you provoke them, they will be primarily focused on just getting the job done with as few interruption as possible. If your character makes a habit of pissing them off, either by constantly fighting back or just by being persistently obnoxious, their treatment will get worse. If driven to it, they may take the opportunity to take out their frustrations on particularly troublesome prisoners, via physical punishment, humiliation, or deprivation.
That's a complicated issue, and while the fate of their world is not without hope, they may certainly get the impression its been destroyed from the dream they had. Alternatively, they may refuse to believe what they felt and attempt to dismiss it as only a vision. More about this situation will be revealed as the game goes on.
Can I only experience one end of the dream sequence prompt?
Characters may experience one ending, both endings, or neither. If they experience both they will struggle to recall which came first or which feels the most 'true' to them, as both will simultaneously be the thought they are reborn with. If your character refuses to pursue either path they can simply linger in the middle until the infinite worlds above them start being extinguished one by one, eventually expelling them into darkness in a similar style to the light prompt. Which dreams they experience will not dictate their intial sect affiliation.
Is it possible to pull another character back from the end of the light or darkness dreams?
Yes! If your character is able to resist the pull of either end, they will have the chance to try to pull another character back from the edge of the abyss or the edge of oneness. Whether or not they succeed is entirely up to the other character, though.
Do you come out of the chrysalis wet?
For most intents and purposes it's the same experience as hatching out of a real butterfly chrysalis, so yes, a bit.
Can my character resist the influence of the whips?
Those possessed of particularly strong wills may be able to struggle with the whip's control in brief spurts, but not long enough to make a full escape attempt. They may be able to take an impotent swing at one of the guards or fight against being pulled along, though. Naturally, doing this will indicate to the Hylicians that you are a problem, and their handling of you will become harsher the more it occurs.
How cruel will the Hylicians be to the player characters?
The Hylician military are not friendly people and come across as being a bit callous even at the best of times. However, unless you provoke them, they will be primarily focused on just getting the job done with as few interruption as possible. If your character makes a habit of pissing them off, either by constantly fighting back or just by being persistently obnoxious, their treatment will get worse. If driven to it, they may take the opportunity to take out their frustrations on particularly troublesome prisoners, via physical punishment, humiliation, or deprivation.
no subject
…
[ he nods and awkwardly wrings his fingers around his wrist. he’s missing his bracelets along with the rest of his clothes, so one nervous tic has had to be substituted.
he needs his hands if he’s really going to communicate, though; at the demand, dextera’s gaze briefly flits to a visible bruise on gen, and he touches the same spot on his own body. ]
no subject
Either way, Gen stares dead-eyed at Dextera's fumbling for just long enough that the poor guy must be expecting another grab-and-shake, before heaving a sigh. ]
... what about'em.
[ He half-heartedly holds up his bruised arm while glancing over his shoulder, towards the soldiers loitering a short distance away. ]
It's those bastards. They don't drop their guards easy.
no subject
…
[ dextera casts his glance over gen’s shoulder as well, to the same guards, and then awkwardly back to the bruise.
he pauses as if debating with himself over whether or not this will get him involved in another incident, but then decides to shake his head. his eyes are still downcast, his face is still in a grimace of discomfort, but it’s nonetheless an attempt at imparting wisdom: don’t struggle. ]
no subject
Instead, he scrutinizes that pensive expression and downcast gaze for a moment before frowning in 'understanding', then thrusts his arm right in Dextera's line of sight. ]
It's just bruises. [ Because he thinks Dextera is just so squeamish that he can't even stand the sight of a few minor injuries. Given that, can he be blamed for giving a derisive little huff, just barely resisting the urge to roll his eyes? ] You're probably not gonna last long if you can't even handle looking at this shit. Get used to it.
no subject
[ once again, it’s more breath than sound, but it could be the beginning of a polite correction that never quite forms. dextera wishes the problem with him was as simple as being too squeamish for bruises. even when he first woke up without a memory in his mind, he’s been unsettlingly comfortable with blood and injury.
he shakes his head again, firmer this time. he has the use of his fingers, so he just loosely points at the guards, specifically their weapons. ]
…
no subject
... what, you saying I shouldn't fight them?
[ There's a clear note of derision in his voice, and Gen gives a disdainful scoff as he withdraws his arm once more. ]
The fuck is it with you people here just lying down and taking it. So scared of a few bruises ... [ Though his words are a little undermined by the way he listlessly rubs at the worst of the abrasions on his arm. ] Who knows what those assholes are planning. 'm not just gonna let it happen.
no subject
…
[ dextera cautiously reaches out, the curve of his wrist looking almost delicate… and pokes at one of the exposed bruises on gen’s arm. ]
no subject
-- the hell?
[ Stupid move though, because moving that arm so quickly earns him another twinge of pain, which he tries to hide under a bristling huff. ]
That wasn't an invitation to touch it, you moron.
no subject
he shouldn’t have to. ]
…
[ he looks around for something, anything to use, but the relative lack of resources in their vicinity leaves him writing on his hand with the new language they all seemed to learn in rebirth. he writes slowly, one letter each cautiously drawn on his palm. ]
Strong. [ pause. ] -er.
[ he looks to the soldiers. there’s no way to overpower them. dextera’s defeatist attitude won’t even let him consider it. ]
no subject
[ He's brash but not an idiot, he thinks, like an idiot. Gen's well aware that he doesn't stand a chance against that number of men even if they were unarmed, let alone wielding those strange whips. But even so ... He squints at Dextera for a moment, as if resenting him for putting that concept into concrete words, before looking away. Something about the blank look in his eyes is hard to meet for long. ]
Don't care. Can't stand this shit. If I can knock'em down a peg for even a second, I'll take it.
[ Spite. It's the sort of immature spite so common in youths. But it's bolstered by a heavy undercurrent of something much darker. The sort of brutish recklessness that can only come from people who think they have nothing more left to lose. ]
no subject
but if there are no baroques, no one can fall prey to their delusions. maybe that’s a good thing. ]
Don’t… [ his brow furrows, like he’s reconsidering what he wants to say, but he goes forward anyway. ] …die.
[ dextera curls his fingers closed and lets his hand fall back to his side. he made his point, and it’s important to listen to others, too. ]
no subject
Worry about yourself. The fuck kinda idiot just sits there staring at people.
[ Because it grates at his mangled pride, having this spacey-looking mute dude daring to give him advice. Gen scuffs a hand through his hair to try and vent his frustration, but when he continues in a low mutter, he finds it hard meeting Dextera's eyes. ]
Not like I'm looking to get myself killed. [ He just isn't particularly scared of the prospect at the moment. Ugh. Anyway. ] ... and I don't think they'd be quick to kill me, either. They seem to be trying to keep us alive.
no subject
[ there’s a brief flicker of a memory in the back of his mind. of course, he’s been told time and time again recently not to stare at people, but this goes even beyond that. regardless, as soon as he’s reminded of his own penchant for boring into others with his vacant gaze, his lower eyelids twitch and he, in kind, dodges gen’s face.
it’s kindness and plain nervousness in equal measure. he picks at a scar on his arm. at least gen’s assessment of the situation is a bit more aware than dextera initially gave him credit for. dextera knows what it’s like for something to want you dead. this isn’t it. ]
…
[ so, he nods, but the picking stops and there’s a grimace on his face that he lifts, trying to communicate just through his expression. just because they’re alive doesn’t mean they’ll be treated kindly. ]
no subject
Gen ends up squinting at Dextera for a long moment, trying to parse what that grimace means, before deadpanning, ]
Doesn't matter how long you stare at me, 'm not gonna just shut up and take it. [ Sorry Dextera, but he's mostly composed of reckless spite and anger at the moment. Although he does at least have the presence of mind to mull over things for a moment longer before adding at a quieter mutter, ] S'not like it'll affect you. They only seem to act shitty towards people who fight back. So it's my business, not yours.
[ Because he's sure that's the only reason this guy's even bothering to intervene. Most people here are just watching out for their own safety, he imagines. That's just how people are. ]
no subject
…
[ being stripped of his words mean all the complex thoughts and expressions of logic he’d like to say are an out of reach possibility. he feels even juvenile at times, when he can only communicate in movements of his head and meaningful stares. that’s how this next decision comes about, after standing there in the silence following gen’s quiet addition.
he holds his hand out—which is a little filthy, from digging in the dirt and touching things he shouldn’t be touching—as what he, at least, thinks is an offering of kindness. simple and devoid of all the context of his train of thought, but kindness nonetheless. ]
no subject
... a deal. That has to be it. Probably. ]
Don't need your help. I don't have anything to give you, either. So.
[ A conclusion finally reached, Gen brushes off that gentle gesture with the cool, dismissive condescension so typical of most teenagers. But notably, some of the ire's drained from his voice. Maybe because he's just that tired, or maybe because even he has a harder time being prickly while meeting the quiet, insistent worry in Dextera's gaze. Probably a little bit of both. ]
Find someone else if you're looking to cooperate. Too many people here seem willing to give up their food or whatever. You'll get along with'em.
no subject
he curls his fingers in and withdraws his hand to his chest, holding it now against his sternum like he can physically grasp the offer for safe-keeping. ]
…
[ a meaningful silence, as he thinks. none of them have any possessions. they’ve all been stripped of the physical signs of the worlds they left behind. except, that is, their bodies. even knowing it’s utterly inscrutable, he wants to give some kind of assurance that will make an impact.
so, with his other hand, he plucks a strand of hair from his head, wincing as he does. it’s a gift, albeit what he imagines is kind of an unwelcome one. ]
no subject
... the hell are you even doing.
[ A low mutter under his breath, more to himself than at Dextera, and he crosses his arms -- or rather, starts to, before realizing that hurts because of the bruises, and rests a hand at his hip instead. ]
-- and go find yourself something to write with. A stick, or whatever. [ That pause had only been because he'd considered holding his tongue, and he only speaks up against his better judgement. It's not like he particularly cares what kind of trouble this guy decides to get himself into, but. Well. It just feels ridiculous trying to talk to (or rather, talk at) a guy who can't respond. That's all. ] Seems like the guards let people wander around a bit if they've been behaving, so go find something. Trying to understand you just by looking at you's annoying.
no subject
…
[ he flicks away the hair, and lightly shakes his head in response to the suggestion. he flexes his fingers instead; there is, in fact, visible dirt under his fingernails that suggests he’s already gotten some experience scratching words in the ground. a stick might be more dignified, but he’s already a mess and the apocalypse has brought his sense of dignity down to zero anyway.
he crouches, and motions for gen to follow so that he might be able to read what dextera writes. setting an ‘I’ on top of all the the other words in case he needs to use it again, he painstakingly writes out a sentence. ]
I don’t need help
[ then he glances up, a natural pause for confirmation. his hand is still hovering, though, to say that he’s not done just yet. ]