pumpkinhollow (
pumpkinhollow) wrote in
ph_logs2024-06-08 10:59 pm
June Event - Cukey-Scary [The Cucumber Festival]
**Plain text version here.
Almost as abundant as the attendees are, the stalls and booths set up with cucumber-centric meals are easily found. much of it is cheap, even free in many cases, and scattered with them are other booths peddling artisan goods.
The Whirling Wyvern is a ride that stands shortly behind a neat arrangement of picnic tables. Rope fences wind around the ride, giving it a safe distance from any bystanders, and the surrounding area is littered with flour bags, densely stuffed to offer padding.
Watching it even briefly makes it very clear why the padding is needed: the platform, raised about two feet off the ground in the middle, begins to spin its seated riders, rotating faster and faster until they topple, roll, and fall off the sides, into the padding below. People can often be heard nearby making bets with friends to see who can stay on the longest. (It's not a recommended ride for anyone who's been drinking!)
Bumpermobiles is another ride, operating on enchantment instead of electricity and a switch, that may look familiar to some of Pumpkin Hollow's residents from more modern times! Though they lack the distinctive roofed building in favor of a section of paved road closed off with wooden beams, the small carts of the bumpermobiles resemble automobiles of the current time, outfitted with wide-edges to brace the impact they'll inevitably have on one-another! Each one seats two, but are able to be driven on their own, if you'd prefer to focus your conversations on heckling your fellow driver.
Hot Air Balloons are set up not on the Green, but just outside of it, taking a spot just off to the side that's unoccupied by booths or frequent foot-traffic. Each ride carries a maximum of three, not counting the operator, and gives any rider an impressive view of marrow isle for thirty minutes.
The Carousel stands in the center of the Festival Green, chiming cheerful music from the pillar in the center. Horses are joined by the addition of shimmering unicorns, beaked pegasi, and colorfully painted pony-drawn carts (which are crafted to be seats, for those who cannot climb on one of the other mounts).
The Wheel of Chance is a vertical wheel, perched between artisan's booths, offering low-stake prizes for a small payment! 5 Brass allows you to spin the wheel, offering one of ten available prizes:
The Cucumber Festival's Raffle is one of the most coveted opportunities to spend a small sum of brass and win one of the many prizes donated by the community, with all contributions going into community services and upkeep.
Each ticket costs 20 Brass, and each person may purchase up to 5 tickets. There will be three drawings total, granting a small prize, a medium prize, and a grand prize to each winner. One person cannot win more than one prize; if the same person draws a second prize after their first, it will be re-rolled.
To purchase a raffle ticket, please reply to the Pumpkin Hollow mod account comment with RAFFLE TICKETS as the title, also linked here, stating how many tickets your character will be buying. On JUNE 14TH, ticket purchasing will be closed, and the prizes will be rolled!
The prizes are as follows:
The Cucumber Growing Competition is a celebration of the farmers who made all this possible, as well as a flexing of gardening prowess. Each cucumber is measured in weight, length, and color! The prize for the best cucumber in show is simply a ribbon, but among the Pumpkin Hollow farmers, it's quite a statement to have. Career farmers, hobby gardeners, and onlookers alike gather to see the town's farmers' handiwork!
The Cooking Competition follows directly after the Cucumber Growing Competition. While the larger of the vegetables don't make for very good foods, sacrificing flavor for size, the rest of the entries are cut up and used for a variety of dishes. Chefs of all varieties are encouraged to participate to show their culinary prowess!
The Great Turnip Smash-Off is a cheeky jab at the prior year's failed festival. Wielding any tools they like, including but not limited to one's hands themselves, each contestant is allotted three minutes to destroy as many turnips as they possibly can. The prize for the cucumber festival's first annual turnip slayer is a small trophy for bragging rights!
The Water Walk is a fun sport for all ages! Lined up in rows with metal spoons full of water, the participants must walk carefully to the end of the "racetrack" to a small glass of water, with a line denoted on the side at the middle. The first person to fill their glass to or above that mark wins!
The Variety Show occurs throughout the week, offering the stage to many people of assorted talents. The first day is booked up for magicians (sleight of hand, specifically - mages are politely requested to refrain from participation), and on the following Monday, a "feat of strength" competition will showcase the might of those strongest in Pumpkin Hollow! The other days are yet to be filled, and several festival attendants are waiting with clipboards to accept submissions. Many newcomers have talents they've never seen before, so new submissions of the musical, magical, or other remarkable talent alike are not only welcome, but strongly encouraged!
CUKEY-SCARY
Come one, come all!
The long-awaited festival to enjoy vegetables and welcome in the summer months has finally arrived - and this time, completely uninhibited by curses!
Pumpkin Hollow's streets are bright and bustling, adorned with green ribbons, baskets of flowers, and freshly arranged shop stalls to market their goods to the festival-goers as they mill about the streets surrounding the Festival Green. Cheering crowds watch performers perched upon stages, jaunty music played by thoroughly energized bands fills the air, and the smell of freshly-cut cucumbers is carried on the breeze.
Welcome to the Cucumber Festival, a sorely-missed holiday held exclusively on Marrow Isle. It is a festival begun at the town's inception to encourage the newly-established farming community, which was rapidly embraced from then on. Many smaller-scale gardeners dedicate vast amounts of energy in joining farmers to make the festival possible, and this year is more abundant than ever, thanks to the efforts of the new arrivals taking up the farming mantles. The merriment sprawls all over the Festival Green, and even further into the town.
One question yet remains: where to begin?
Pumpkin Hollow's streets are bright and bustling, adorned with green ribbons, baskets of flowers, and freshly arranged shop stalls to market their goods to the festival-goers as they mill about the streets surrounding the Festival Green. Cheering crowds watch performers perched upon stages, jaunty music played by thoroughly energized bands fills the air, and the smell of freshly-cut cucumbers is carried on the breeze.
Welcome to the Cucumber Festival, a sorely-missed holiday held exclusively on Marrow Isle. It is a festival begun at the town's inception to encourage the newly-established farming community, which was rapidly embraced from then on. Many smaller-scale gardeners dedicate vast amounts of energy in joining farmers to make the festival possible, and this year is more abundant than ever, thanks to the efforts of the new arrivals taking up the farming mantles. The merriment sprawls all over the Festival Green, and even further into the town.
One question yet remains: where to begin?
Cucumber Celebrations Commence!
Copious Cucumber Cuisine
With the cucumber harvest more bountiful this year than it'd ever been, the booths have a wide assortment of offerings - cucumber chips, fried pickles, bowls of salad, breads with chunks of vegetable in them, fritters, among the wide tide of other culinary delights. If you can make it with a cucumber, these people have!Almost as abundant as the attendees are, the stalls and booths set up with cucumber-centric meals are easily found. much of it is cheap, even free in many cases, and scattered with them are other booths peddling artisan goods.
Challenges of Chance and Cheer
As much as Hollowites enjoy their food, there's rarely an opportunity that they pass up to incorporate games or rides into festivities, and the Cucumber Festival has an extremely wide variety to offer!The Whirling Wyvern is a ride that stands shortly behind a neat arrangement of picnic tables. Rope fences wind around the ride, giving it a safe distance from any bystanders, and the surrounding area is littered with flour bags, densely stuffed to offer padding.
Watching it even briefly makes it very clear why the padding is needed: the platform, raised about two feet off the ground in the middle, begins to spin its seated riders, rotating faster and faster until they topple, roll, and fall off the sides, into the padding below. People can often be heard nearby making bets with friends to see who can stay on the longest. (It's not a recommended ride for anyone who's been drinking!)
Bumpermobiles is another ride, operating on enchantment instead of electricity and a switch, that may look familiar to some of Pumpkin Hollow's residents from more modern times! Though they lack the distinctive roofed building in favor of a section of paved road closed off with wooden beams, the small carts of the bumpermobiles resemble automobiles of the current time, outfitted with wide-edges to brace the impact they'll inevitably have on one-another! Each one seats two, but are able to be driven on their own, if you'd prefer to focus your conversations on heckling your fellow driver.
Hot Air Balloons are set up not on the Green, but just outside of it, taking a spot just off to the side that's unoccupied by booths or frequent foot-traffic. Each ride carries a maximum of three, not counting the operator, and gives any rider an impressive view of marrow isle for thirty minutes.
The Carousel stands in the center of the Festival Green, chiming cheerful music from the pillar in the center. Horses are joined by the addition of shimmering unicorns, beaked pegasi, and colorfully painted pony-drawn carts (which are crafted to be seats, for those who cannot climb on one of the other mounts).
The Wheel of Chance is a vertical wheel, perched between artisan's booths, offering low-stake prizes for a small payment! 5 Brass allows you to spin the wheel, offering one of ten available prizes:
- a cucumber, covered in batter and fried, on a stick.
- a goldfish in a decorative bowl.
- a pair of pants, with several varieties to choose from.
- a deck of playing cards.
- a fine leather-bound notebook.
- a set of six shot glasses.
- a bottle of wine.
- a basket of assorted fruits.
- a glass-blown animal native to Marrow Isle, palm-sized, in assorted species and colors.
- 10 Brass. Double your money!
The Cucumber Festival's Raffle is one of the most coveted opportunities to spend a small sum of brass and win one of the many prizes donated by the community, with all contributions going into community services and upkeep.
Each ticket costs 20 Brass, and each person may purchase up to 5 tickets. There will be three drawings total, granting a small prize, a medium prize, and a grand prize to each winner. One person cannot win more than one prize; if the same person draws a second prize after their first, it will be re-rolled.
To purchase a raffle ticket, please reply to the Pumpkin Hollow mod account comment with RAFFLE TICKETS as the title, also linked here, stating how many tickets your character will be buying. On JUNE 14TH, ticket purchasing will be closed, and the prizes will be rolled!
The prizes are as follows:
- 1st (small): a telescope, with elegant engravings in the metal, donated by Elias Coldwood.
- 2nd (medium): a set of two enchanted tea puppies, one glass and one metal, donated by Neil West.
- 3rd (grand prize): a basket-hilt sword, well-weighted, masterfully crafted, and delightfully ornate, donated by Dahlia Leeds.
Contestants Convene for Competition
Of course, what's a festival without a little bit of friendly competition! Over the week of celebrations, the Cucumber Festival hosts the following activities for any and all participants interested in joining in the fun.The Cucumber Growing Competition is a celebration of the farmers who made all this possible, as well as a flexing of gardening prowess. Each cucumber is measured in weight, length, and color! The prize for the best cucumber in show is simply a ribbon, but among the Pumpkin Hollow farmers, it's quite a statement to have. Career farmers, hobby gardeners, and onlookers alike gather to see the town's farmers' handiwork!
The Cooking Competition follows directly after the Cucumber Growing Competition. While the larger of the vegetables don't make for very good foods, sacrificing flavor for size, the rest of the entries are cut up and used for a variety of dishes. Chefs of all varieties are encouraged to participate to show their culinary prowess!
The Great Turnip Smash-Off is a cheeky jab at the prior year's failed festival. Wielding any tools they like, including but not limited to one's hands themselves, each contestant is allotted three minutes to destroy as many turnips as they possibly can. The prize for the cucumber festival's first annual turnip slayer is a small trophy for bragging rights!
The Water Walk is a fun sport for all ages! Lined up in rows with metal spoons full of water, the participants must walk carefully to the end of the "racetrack" to a small glass of water, with a line denoted on the side at the middle. The first person to fill their glass to or above that mark wins!
The Variety Show occurs throughout the week, offering the stage to many people of assorted talents. The first day is booked up for magicians (sleight of hand, specifically - mages are politely requested to refrain from participation), and on the following Monday, a "feat of strength" competition will showcase the might of those strongest in Pumpkin Hollow! The other days are yet to be filled, and several festival attendants are waiting with clipboards to accept submissions. Many newcomers have talents they've never seen before, so new submissions of the musical, magical, or other remarkable talent alike are not only welcome, but strongly encouraged!
Carnival Complications
Of course, not all things can go entirely peacefully in Pumpkin Hollow's festivities, and the Cucumber Festival has never been exempt from this. Though the prior years' incident was far more disruptive to the festival's celebrations, several things begin to crop up over the span of the week.
The Whack-a-Mole Game, during the first night, becomes the first item to start experiencing a mild haunting. Though the specters only make themselves known when the participant is alone, there's a distinct feeling of guilt that comes with each smack, not unlike stepping on a cat's tail without realizing it. Instead of the triumphant jingle that the machine lets out when the game is complete, a stark silence settles in, as though the entire festival has frozen in time. Only then does a whisper, no louder than a breeze, brush past your ear.
Rolling a D3, the spirits haunting the whack-a-mole machine will tell you the following:
(Mod Note: the information given is always going to be about someone nearby. When tagging into someone's top-level with the Whack-a-Mole Game who's got secrets or gossip, provide a piece of information about your character that the spirits might've said! Additionally, feel free to request a piece of information about an NPC, major or minor. For a lie, anything goes. Have fun with it!)
The Candle-Shooting Game is the next to become haunted, though the haunting is significantly more straightforward. In an act of simple mischief, the flame will occasionally withstand blasts from the water gun that should have surely snuffed it, or the flame will go out just as you line your shot up. These spirits are aiming to ruin this particular game, but not your night.
There is a sign on the double doors that make up the entrance, which reads, "Admission is free, but you must enter in pairs." And true to its word, the doors will not open unless two different people take each door's handle. Otherwise it is definitively locked.
So, choose a companion and go explore! What's the worst that could happen? All you have to do is open the door.
Capricious Crashers
As the festival goes on, it seems that some poltergeists have seen fit to invite themselves to the party. Two games are affected, with varying results.The Whack-a-Mole Game, during the first night, becomes the first item to start experiencing a mild haunting. Though the specters only make themselves known when the participant is alone, there's a distinct feeling of guilt that comes with each smack, not unlike stepping on a cat's tail without realizing it. Instead of the triumphant jingle that the machine lets out when the game is complete, a stark silence settles in, as though the entire festival has frozen in time. Only then does a whisper, no louder than a breeze, brush past your ear.
Rolling a D3, the spirits haunting the whack-a-mole machine will tell you the following:
- a secret that isn't yours to have about someone in town.
- a piece of gossip, a shocking recent happening that may or may not be getting around in whispers.
- a lie, carefully crafted to impact the way you see one of your fellow townsfolk.
(Mod Note: the information given is always going to be about someone nearby. When tagging into someone's top-level with the Whack-a-Mole Game who's got secrets or gossip, provide a piece of information about your character that the spirits might've said! Additionally, feel free to request a piece of information about an NPC, major or minor. For a lie, anything goes. Have fun with it!)
The Candle-Shooting Game is the next to become haunted, though the haunting is significantly more straightforward. In an act of simple mischief, the flame will occasionally withstand blasts from the water gun that should have surely snuffed it, or the flame will go out just as you line your shot up. These spirits are aiming to ruin this particular game, but not your night.
Cards and Consequences
On the outskirts of the festival, there is a strange building set up. Just a small shack, decorated with celestial trappings and a mysterious air. Above the door, a sign painted black with gold lettering says "HOUSE OF CARDS". Is it a funhouse? A fortune teller? No one's sure who set it up. Perhaps another effort of Captain Tuttle or something.There is a sign on the double doors that make up the entrance, which reads, "Admission is free, but you must enter in pairs." And true to its word, the doors will not open unless two different people take each door's handle. Otherwise it is definitively locked.
So, choose a companion and go explore! What's the worst that could happen? All you have to do is open the door.
| CONTENT WARNINGS: mild manipulation, unreality, snakes, possible character death. |

cards
But then he catches sight of Fever. And maybe if he hadn't seen her, he would've just up and walked away to go ride on the bumpermobiles or something, but now that he has -- well, it's not like he can leave now, especially not when she catches his eye right back.
He straightens up and squares his shoulders. "Hey Miss Fever," he says; she gets a quick wave and a nervous grin. "Yeah, sure, you wanna?"
no subject
"An ominous sign, a door that's spelled to open under certain conditions, and no guarantee of what will occur? Oh, Radar, I can't possibly resist."
Any adventurer worth his salt would feel the same. Stepping up, she grabs hold of the door handle on one side.
"If anything's nasty in there, I'll keep it off your back. By your leave."
no subject
...She's definitely not joking.
Radar lets out a nervous giggle. "Okay, uh, yeah," he says. As he grasps the other door handle, "Hopefully it's just gonna be skeletons jumping out at you and stuff. Skeletons are easy."
Together, they pull open the door. Radar takes a single step into the haunted house --
"OH JEEZ DON'T GO ANY FURTHER!" he yells, flailing backward before his eyes even register what he's seeing.
no subject
"Radar!"
He moved back, she saw in her peripheral vision, which means there must be something back since she did not hear him fall. Slowly, so slowly, she steps backwards, until there's a good amount of space between her and the cliff edge. Then she turns to see where he is, eyes flicking to ascertain his condition before looking up to the doors.
"What...?"
Four doors. Four pictures. Four suits in a deck for Talis, really.
"Which door are we supposed to pick?"
no subject
He keeps backing up until his shoulders thump against one of the doors. He spins around, puts himself next to Fever, and stares up at the doors with her.
"...That's the suits from the fortune-telling deck Bronwyn was using," he realizes. "The big moth-person outside. Swords, wands, uh -- coins?" (That's the pentacles.) "And cups."
Radar swallows, uneasily.
"Let's do that one. The cups."
no subject
Carefully, she reaches out and pushes open the door with the cups, ready to strike if needed -
Except, there's nothing to strike at. It's instead, beautiful, and Fever lowers her hand, relaxes a little out of the stance she was in. The scent and sight of so many flowers stuns her, and she just gazes at the surroundings, lost temporarily to the beauty. Magic, yes, but of a sort she can't reject. This is magic set to strange purpose.
"Are we supposed to sit down, you think?"
It looks like tea for two. But it could be poison, or it could be fair. No enemy eye upon them, no blood or malice on the wind. It might actually just be something nice.
no subject
So after giving the food a single, longing look, as if there's a pretty girl standing right next to the fruit bowls too, Radar looks up and cocks his head. He doesn't say anything for a handful of seconds -- just looks into the middle distance, thoughtful but a little unfocused, like he's waiting for something to arrive.
Nothing comes.
"We're good," he declares, and now he sprints for the food.
no subject
"How good is your hearing?" she asks, after they've both had a minute to at least taste the food and drink something. "Sometimes I think you'd hear a bird in flight, or something said halfway across the building."
It's not a negative, in her opinion. Radar's help has been invaluable, even if he has a habit of suddenly appearing, and the thanks from her and everyone else has been abundant.
no subject
"Oh, I've definitely heard that before, ma'am," he says, cheerful. "Mayor Poe and Mr. Aberdeen talk an awful lot. And back home I'd hear the choppers coming way before anybody else did, that's why they started calling me 'Radar.'"
He washes down another cookie with a gulp of tea.
no subject
Someone with his skill, she thinks her group wouldn't have been surprised as much as they ended up being. Her hearing's fine, but not on that level. But notably, whatever his other name is, it doesn't matter. If he calls himself Radar, then that's his name - it would be like trying to call her something that isn't Fever. He is how he introduced himself, and that's sufficient.
"If you hear anything strange out here, let me know - I know I don't have great rippling muscles and a sword, but I'm a sorceress. I can keep anything at bay." With magic and a dagger, many things can be dealt with. "Though if all of the doors are as nice as this one, there'll be nothing to worry about."
no subject
Munching on yet another biscuit, he looks around the garden.
Reluctant: "I don't think they're all gonna be this good. I kinda wish they'd let us go backward so we could get out of here while it's still nice."
no subject
She frowns, sipping her tea.
"Unfortunately, I get the sense that even if I try to break the lock back there, it's not going to work. But sometimes, if you play along with someone's game, you get to a point where you can negotiate for better standing. You've just got to tough out the first part of it."
A certain game of chess floats to her mind.
"There's got to be a reason it needs two of us. Some reason it was built like this - something impossible to overcome alone. But if that's the case, I'm glad I'm with you."
Instead of needing to navigate all of this with someone she doesn't know at all. At least for the present, they aren't being pushed and hastened onwards. It's like it's asking them to gather strength.
no subject
Or when Colonel Blake had to work his way around to figuring out what report he needed while Radar stood there, waiting patiently, with the exact report in hand. But that one hurts a lot more to think about.
"I'm really glad I'm with you too, Miss Fever. If I had to do this whole thing alone -- well, I'm just glad I don't," he decides. "Maybe there's big stuff to move around later. Or..." Resigned. "Something high up."
(He can practically hear Hawkeye cackling from here.)
"Hey, you think we can bring any of this food with us?"
no subject
"I don't see why we couldn't. I'm certainly putting some of these in my pockets - if we're here for a while, a snack wouldn't go amiss." If they're not allowed, magic will simply take it away. "No flask for the tea, but nothing's perfect."
"Say, when we get out of here, when you're free - would you ever want to learn magic of your own? Something that would make it a cinch to reach even the highest shelves."
no subject
As he says this, he's already shoving a few handfuls of pastries in his own pockets.
"Wow, first the psychic stuff Bronwyn was talking about, then magic, I didn't know normal people could do any of that, too!"
no subject
"Of course you can. There's a whole bunch of ways you can acquire magic, and a good number of them don't depend on your bloodline or natural talent for it. And while magic can't do everything, I'm pretty sure if at times you could control a third hand not bound to your body, it'd be a benefit. Imagine the possibility."
Radar with three hands to prank with.
no subject
This time, the best word to describe his face would be impish. He finishes off his tea with satisfied air of someone who just thought up ten different undetectable, untraceable pranks and plans to implement them all simultaneously as soon as he's back at the office.
"You gotta teach me as soon as we're outta here, Miss Fever. Or, uh -- " Remembering himself, "Whenever you've got a minute, ma'am."
no subject
"Right when we're out of here, provided this adventure doesn't wear us out. Cantrips aren't hard when you know the shape of them - just like swimming. Let's see what else this realm has for us, shall we?"
Beauty, as it happens. The sort of a garden you only read about, or that is the province of the supremely rich. Magic or no magic, it's deeply impressive, and Fever's enraptured - taking a second here and there to smell the flowers, or just gaze in awe that such a place exists. The sun is out, and the path offers much to see.
no subject
Here, it's the exact opposite. And there's so much color -- boy, Radar never really got what Hawkeye meant when he complained about everything being green, green, always army green, because it's not like green's a bad color, is it? But grass and grain can't compare to all of this. It seems like at every bend in the long, winding path, there's a new flower to smell or a bright new butterfly to watch.
When they pass under an apple tree, he snags a few to add to his already-overflowing pockets. Pretty soon after that, they arrive at a fork in the path: the maze, or the trellis.
"Okay, uh..." Radar squints, contemplating. (Listening.) "You pick this time."
no subject
"Let's try the maze? Please."
It's something to be solved, and the scent of roses is sweet enough that it'll linger on their clothes later. She's laughing as they take the twists and turns, trying to get out - this is a kinder maze than the one they went through before, and she snags one flower to tuck into her hair behind her ear. It's bright and sunny and these garden beds have never known the touch of blood, nor the stalking embrace of death.
Finally, they reach the door, and Fever takes a breath, pushing it open. Going through, though, she gazes about, looking to the golden elf with large eyes when the woman begins to speak.
"Confess to your injustices. Each will balance one side of the scales. The equilibrium will determine the outcome."
Injustices? Fever's mind is flooded with the remnants of visions of the horrors she has wrought, every sin, but...do those count? More to the point, Radar is there. And if he knows - if he hears her speak - he will flee from her. Out of the room, out of the door, and this shall not stay quiet - the ripples will flow, sure as a severed hand dropped in a lake will disturb the water overtly and subtly, as the last drops of life bleed out from it.
And yet, something in her asks - know me. Despise me. This waiting is endless, for all of you to leave.
She's paralyzed, throat working but no sound coming out. He might have to speak first.
no subject
(like the sound of blood dripping from a dead soldier onto the floor of the ambulance -- )
It's gone. He looks around, frowning, trying to catch it again, but there's nothing. Well... if it were serious, he reasons, he'd still be able to hear it. Choppers don't drop out that quick if they're going to land.
But he doesn't stop frowning as he takes in the look on Fever's face. "Okay, um." Hesitant, when she doesn't speak right away. "I guess I'll go first."
He steps up to the right side of the scale.
"I've, um." Oh, boy, it's like fessing up to his mom or either one of the colonels. He wrings his hands. "I've lied a whole lot. I mean a whole lot. I've forged stuff, and, and technically stole stuff, too, but it was all for a good reason, honest! Well, most of the time." He deflates. "Not the time I sold tickets to look through that hole in the nurses' showers, though. Or most of the other gambling stuff. And I guess mailing that jeep home counts as stealing too, and that was just for fun, not for anything good."
A pause.
"...Also I probably did some bad stuff when I got brought in on that drunk and disorderly charge from Tokyo, but I can't remember any of it. Sorry, ma'am."
The scales tip. Not very far, all told.
no subject
Only the silence tells her it's time to speak.
She does not look at the scales. Only the golden elf's eyes, and when she speaks, her voice is steady, expression unreadable. Stoic, pulled back together from the brink.
"If you can bring us here to account for our deeds, my confession means little," she hears herself saying, somehow detached and distant from now. As if she's floating overhead. "You have a sense of what I have done. Perhaps more than I do myself. I do not deny it. So, virtue of Justice, weigh accordingly."
The scales sway, and begin to tip. Down, down. Leftward, until it can move almost no more. Fever's face remains impassive as it does, daring her to speak again.
(Somewhere in the humming of the world, the sounds and sensations, the things that nudge Radar, there's a new signal. An image of Fever by a campfire in the middle of the night, gazing at other souls sleeping quietly, undisturbed. There is no peace. There is only sorrow, fear, familiar enough that for all their presence they are accepted without comment. And then the signal's lost, as abruptly as if a shell hit the generator and knocked out all the power.)
no subject
He blinks, and everything snaps back like it was.
Radar shakes his head in a quick shiver. He hikes his glasses up to rub at his eyes, not feeling wholly steady. It didn't... it didn't feel like the choppers, but it didn't not feel like them, and the whole thing makes his head swim a little bit. And now in front of him, there's the scale with his own paltry confessions on the right and the left side bottomed almost all the way out -- because there is a difference, as big as the drop between Fever's side and his own, between mere rulebreaking and true injustice.
You have a sense of what I have done. I do not deny it.
"Miss Fever?" he asks, smaller than he means.
There's no time for a reply, though. The door opens.
no subject
The words are stronger, more careless even as she adjusts to the oddity of the new place they're thrust into. All the color drained out of the world, and an endless amount of graves. Unnamed, unmarked, and she wonders for a moment if it's meant to be a response to what she said. Every one of them could belong to another face, another soul cut down and struck from the world for destruction's sake.
Blame her for it, but she would not have said anything else. Only later will it come to her that she didn't have to do that, that she could have done her best to lie her way out of it. Now she's gone and thrown them in some colorless realm. Damn. Rising up on her tiptoes, she doesn't see a door yet, but she'll keep looking.
no subject
It's not actually that cold, but Radar hugs himself anyway, shivering, as he looks around. He's had dreams like this sometimes. Probably everybody in the army has. (The total lack of color's new, though; usually, well... usually there's red mixed in there.) When he looks down at himself, even his clothes are black and white like he's in a newsreel.
There's no clear path like there was in the garden. All they can do is step around the tombstones, gingerly, and keep walking as they look for a door. When Radar spots something in the distance -- it looks like another pair of graves, but he swears there's something different about them -- he barely raises his voice above a whisper.
"Fever, look."
Only a little more walking brings them to the spot. And sure, it might be a cheap trick, but tell that to Radar's stomach as it plummets straight into his shoes.
1932-1952
"Oh -- " He stumbles backward and claps a hand to his mouth like he's going to be sick, staring at his own grave.
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cw: description of gore/war injuries
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cw: negative self-esteem, gore introspection, passive suicidal ideation
cw: death (mash s3 spoilers)