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pumpkinhollow ([personal profile] pumpkinhollow) wrote in [community profile] ph_logs2025-10-18 10:22 pm
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October Event - Statement Begins

STATEMENT BEGINS
Statement of the Entire Town of Pumpkin Hollow, Recorded October 18th, 16:55
{ CONTENT WARNINGS: All of them. In seriousness, this event covers almost all major human fears, so please be sure to avoid the names of Fears that would affect major squicks/triggers, and check the CWs of each prompt on the first line of the drop-down sections! }

Like so many of these terrible times, it all starts on a normal day. The gala was a night to remember, certainly. A welcome reprieve for most, considering the general lack of horrors. Not for everyone, of course, but no party is perfect.

However, during her visit in September, a little spider managed to get into the ear of the Crawling Chaos. She wove a clever tale of a terrible fate that consumed the world, creating a factory farm for pain, chaos, and fear. She told an awful story of skin-stealing clowns and an endless war, of worms in the dirt and in the skin, of unraveling flesh and twisting minds and an all-consuming darkness. Puppets and colossal beasts, sprawling oceans and crushing earth, wolves that prowl the woods in human skin and hungry fire. She painted the Father of Bats a wicked picture that would only require the use of that little fissure down in Paradesium to realize. And he and she, both in their human disguises, shook hands.

Of course we’ll probably just pin it on Jon Sims again. He seems to be the source of a lot of trouble, doesn’t he? It would only make sense. After all, those in the know will recall that this whole scene looks awfully familiar.

You are carrying out some normal activity. You are mid conversation. You are on the trolley home. You are anywhere you might be on any day. And then suddenly, between two breaths, you are not. There is no fanfare, no creeping dread. You simply blink, and find yourself in hell.

Happy Halloween, Pumpkin Hollow. This one won’t be any more forgiving than the last two.

Southern Coast
THE LONELY | Jack's Marina and the Bluffs Also called "The Forsaken" or "The One Alone." This is the fear of isolation, either due to being separated from others by tangible barriers or social/emotional ones. The fear of having no one to reach out to, of abandonment, of being unloved or unwanted, of being cut off from society.

CWs: isolation, solitary confinement, memory loss.

The Tundra, a mighty vessel of a freighter ship, pitches and sways lazily in the waves just beyond Jack's Marina.

Workers bustle to and fro on the deck of the ship, but for all the quiet that hangs heavy like a shroud, you almost wouldn't know it. Your work is mundane, menial, repetitive. Isolating, above all else--- there are no tasks that would require any more than two sets of hands. Your voice and face betray you in equal parts, leaving you as cold and still as the waters that stretch between you and Pumpkin Hollow. You may look at your crew-mates, but you are a world away from them, and they the same to you. Should you try to find a way to close those distances and get caught, punishments are swift, harsh, and show you that you can become yet more alone, when you're abandoned in the brig.

Complaints go to the feedback box only. Your captain won't be seeing you any time soon. Best that you sort things out on your own.

Should you not be fit to work, you'll instead find yourself on the beaches of Marrow Isle, or on the sloping cliffs of the Bluffs. Here, you can speak, you can cry out, you can do anything that you like - but why would you bother? You're alone. You can't even properly keep yourself company, with the way your memories of everything at all wash in and out, like waves that lap against the shore. You may think that, once, you were someone. But maybe you never really were anyone at all. Maybe you've always been destined for this. Maybe things are better this way.

It hurts, but it's comfortable. You were made for this. It's something you've always known, but never wanted to admit, isn't it?

You were destined to be alone.

THE END | Fall's Promise Cemetery Also called "Terminus" or just "Death". Represents the fear of dying, especially painfully, as well as the fear of what comes after (or lack thereof, in some cases). Its victims and its servants alike tend to be those who have had close calls or near-death experiences, if they survive at all.

CWs: existential dread, mortality in general - specific CWs will vary per prompt.

Falling flat on your back, you hit cold earth. The scent of grave dirt fills your nostrils. Looking up, you see a gray and dreary sky, and six feet of sheer earthen walls.

You’re in Fall’s Promise Cemetery, in a grave marked for you. It’s awkward, but easier than you expected to get free and climb up onto the graveyard lawn. All around you, you see headstones over open graves, bearing the names of your friends, your neighbors.

Leave the cemetery. There’s nothing stopping you but the fence, but it’s easy enough to hop. Suspiciously so, in fact. Except the moment your feet hit the ground on the other side, you find yourself somewhere new.

What is it about death that scares you the most? Not the temporary deaths within the barrier, per se, but true death? Is it the pain, the suffering, the feeling of your life slipping away? A certain scene, perhaps, the idea of dying in a particular way. Gunned down, drowned, burned alive, torn to pieces in some strange, inexplicable way, or the helplessness of simply fading away in a hospital bed. Some fear less death itself, but what comes after. Eternal punishment, the unknown, or nothing at all--- a complete cessation of existence. Even if you believe in paradise, there’s always everything you leave behind to think about. Or maybe it’s just time. The memory of you, and all that you were, fading into obscurity, until no one remembers your name or your face.

Whatever it is, the scenario you wander into is tailored specifically to the source of that terror. Illness, violence, oblivion, a legacy left unmade, the mourning of your loved ones, the End has dreamed up a way for you to live through it--- and die through it. Sometimes these scenes will mutate, fuse with that of your neighbor, creating a mode of mutual destruction designed to creep into your soul, pry loose your deepest terror, and then end your life… for now. It only takes a few hours before you live once more, a gift that you can keep if and only if you manage to escape. But rest assured, it will not be easy, and it will not happen on your first time through this domain. Your life comes to its sordid end, and you fade into a dark and dreadful silence.

Falling flat on your back, you hit cold earth. The scent of grave dirt fills your nostrils. Looking up, you see a gray and dreary sky, and six feet of sheer earthen walls.

You’re in Fall’s Promise Cemetery, in a grave marked for you.

DOWNTOWN HOLLOW
THE STRANGER | Greater Downtown Hollow Also called "I Do Not Know You". The fear of the uncanny valley, things that are almost human but not quite, perversions of the human form, and existential dread regarding identity and selfhood.

CWs: mutilation, dismemberment, body horror, depersonalization, unreality.

The streets of Downtown Hollow are bustling, just as before. Festival banners flutter in the breeze and carnival barkers shout on every corner, peddling their wares. But something has changed. Something doesn’t feel right. Everything feels wrong.

Were people’s eyes always that dark? Were their limbs always that long? Were their voices always that stilted? Surely these buildings weren’t always made of plaster. These doors opened once. But then again, how can you be sure you’re even opening it right? Are you even sure of what a door handle is supposed to look like? Are you sure that’s your hand reaching for it?

On the wind, you can hear the shrieking sound of a steam organ. And you don’t know why, but it fills you with the deepest dread.

Shambling mannequins, grotesque automatons, wax figures, and sawdust-stuffed dolls haunt the streets of Downtown Hollow, wearing faces that don’t belong to them and don’t fit them right. It’s hard for your eyes to perceive the faces of other real people correctly as well, with those that you come across looking distorted to you somehow. And all the shops are selling the same sort of things--- parts of people. Skin, and faces especially, names, memories, personalities, even souls. How does one buy a soul? Why, simply trade yours in. This one’s an antique. Or maybe it’s shiny and new. What’s in a name, anyway? Maybe you even spot something for sale that belongs to someone you know. Or knew. Your mother’s name at a booth, your ex lover’s heart in a glass case, the face of a friend who died long ago hung on a wire like a piece of drying meat.

If you’re unlucky, you might even see something you’re sure was once yours.

Was it, though? It’s hard to tell. The creatures wandering the street are prone to grabbing people at random, dragging them screaming off the streets and peeling away flesh and identity and reason until you’re as stripped bare of identity as they are. Can you even remember your name? Is the face you have the one you started with? It’s oh so hard to be sure. But surely someone now, aren’t you?

If you don’t have a “you” to trade for something new, that’s alright. Find a knife, a razor, a shard of glass. Carve yourself a new self at the pumpkin-carving station, or assert yourself in the pecking order. You’re just as capable of taking what you want, just as surely as any silly clown doll, aren’t you?

THE WEB | Greymare Library and Town Hall Sometimes called "The Spider" or "The Mother of Puppets". This in part the fear of spiders themselves, but also the fear of being caught in someone else's web. The fear of being manipulated by someone else or having your actions controlled, being part of someone's master plan.

CWs: manipulation, loss of bodily autonomy, public humiliation.

The Mother of Puppets thrives on the illusion of choice. And as such, her domain features two charming venues for your perusal.

The first is the Black Widow Library. Greymare? No, you must be mistaken. This expansive institution is filled to the brim with tomes. But you feel particularly drawn to one, your hand lifting to take it almost instinctually. As you hold it in your hands, you feel a dread you cannot explain. What’s there to be afraid of? It’s just a book. Open it. Despite the way your stomach knots, and terror floods your brain so acutely that you feel lightheaded, you crack apart the cover, and read.

This is a story about you.

Your eyes pour over the text, absorbing information voraciously as some sordid tale featuring you as the protagonist spills out over the page. A knife raised in anger. A relapse into a toxic habit. An act of violence upon your own person. Whatever the tale is, you frantically scan the page, unable to stop until you know what happens next. When you finally lift your eyes from the page and snap back to reality, you find that the dreadful story has come to pass. Except for the last line of the book. ”Our hero, seeking solace from the terrible tragedy, reaches up to select a book from the library shelf…”

If you’re not in the mood to read, perhaps some bureaucracy in action will prove more interesting. You are in Town Hall, which is utterly packed today, knowing that today is the deadline to get your papers done. What papers? What are they for? It doesn’t matter. You need them. Otherwise, there could be consequences. What are they? Maybe a fine, or jail time, or worse. You’d rather not imagine what “worse” could mean.

The lines are insanely long, and the stress you feel is immense. How long will this take? Will you even have time to get your papers done today? Maybe you should come back. No, no, the lines could be longer if you do that. You have to stay and stick this out. You cannot afford to be late on this.

At last, you reach the front of the line. Your legs are weary as the disinterested receptionist listens to your request, produces a form, asks you a series of increasingly invasive questions. You feel like you could have written all this in yourself, but you can’t say anything. What if you can’t get any help because you protested? You answer the questions under duress, but you answer them all the same. Your stomach tightens. The receptionist hands you the form and instructs you to go to another room. You helplessly move on to a waiting room, taking a number and sitting again for hours, weighing the misery of being here against the anxiety of not knowing what might be next, or whether it’s worse than whatever punishment you might face for not having your papers done.

You spend an impossibly long amount of time being shuffled from room to room, queue to queue, asked to do increasingly ridiculous, inane, or degrading things in order to get yet another bit of documentation before being sent somewhere else. Sometimes you’re told you did something wrong, and you have to go back, and wasted all that time waiting. Each time, you feel utterly obligated to comply. What choice have you got? The instructions only continue to escalate, from humiliating and violating to repugnant and cruel. The longer it goes on, the clearer it becomes that this place and these people can do whatever they want to you. And there is nothing you can do to stop them.

THE CORRUPTION | All Pumpkin Hollow Clinics Also known as "The Crawling Rot", "The Flesh Hive," or sometimes simply "Filth." This represents the fear of corruption of bodies and spaces via disease, rot, insects, mold, and other things evoking feelings of deep disgust. The fear of unsanitary or revolting things. While this fear is almost always extremely literal, it can sometimes also manifest as toxic love.

CWs: parasitism, illness (recoverable and terminal), allusions to hospice abuse, medical abuse, trypophobia, insects (dead and alive + swarms), unsanitary conditions, body horror, disease, rot and decay.

The small clinics of Pumpkin Hollow have been linked together intrinsically by the crawling contagion, forming the labyrinthine halls of what has become Pumpkin Hollow's very own Jane's Grace Medical Center.

Each smaller facility has become a wing of this hospital, and all the patients are very, very ill. Diseases the likes of which have never been seen on the island have their hooks in any person unfortunate enough to have encountered someone contagious, and even still, they spread like wildfire, clashing together inside ailing bodies on hospital beds to create new, stronger plagues to stand the test of time. The sick wards are filled with those ailing, stretchers lining the halls outside of wards too full to accommodate them; patients weep, groan, scream in their agonies, while weeping rashes spread, sores bleed, wounds infect, and the stench of decay and death permeate every hall.

Doctors, some familiar faces, others covered by far too many medical masks to reveal any discernible features, will do their very best to see to it that they're able to treat these poor people. Contaminated implements, with normal sterilization procedures proving impossible, will simply have to do.

The lucky ones among the patients are simply sick. Some even more fortunate than that are delirious with illness, barely able to understand what is happening to them. Those with less luck are so very aware, or worse yet, become infested with any of the crawling, skittering masses that squirm their way between bedposts and tools alike. Skin bulges with scabies, pinholes spread as strange worms find new homes, and bedbugs chew beneath the bed-ridden bodies of those too ill to leave them.

The most unfortunate ones, deemed incurable, are placed where the hopeful few can't see their fate. A hospice wing for those "terminal" few, where any who know them are assured they will rest easy for the last of their scant few days.

Deathless as this place is, the dying do not die. Instead, their festering, weak bodies are piled into beds together, and they are forgotten. No matter how the rot takes them--- skin sloughing away, organs failing, joints collapsing--- they will never truly die.

There is an abundance of suffering to go around, but one question yet remains: are you a doctor, or a patient?

THE SPIRAL | The Oak & Iron Also called "It Is Not What It Is" or "The Twisting Deceit." It is the fear of madness, losing one's grip on reality, being gaslit, deception of the mind and the senses. Manifests as hallucinations or illusions and can cause victims to improperly perceive time. A common appearance is that of a door that should not be where it is and impossible spaces, as well as fractal images.

CWs: unreality, gaslighting, emotional manipulation, gaps in memory, madness, self injury (mild).

Welcome to the Oak & Iron! Finally, someplace familiar. The lovely timber, stucco, and steel building where you spent your earliest days and coldest nights in Pumpkin Hollow. The cozy interior welcomes you warmly. An unfamiliar receptionist works the counter--- a woman with the curliest hair you’ve ever seen in your life, dizzying amber eyes, and a dazzling smile.

You’ve lost your home in a terrible apocalypse again? Oh no, how dreadful. You poor dear. Well don’t worry, we’ve got you covered. Room and board is on town hall again, don’t you fret. Here’s your key. Your room is just down the hall. Go and get settled, love, you’re going to be just fine.

Everything is going to be fine.

You wander down the hallway. Then another, and another, and another. You’re sure the building didn’t used to be this big. Where is your room? You look at your key again, and it seems like somehow you missed it, even though you’re sure you were checking each number. You double back. This hallway seems different. Did you go the wrong way? No, it can’t be, you just came from this door. But this can’t be right. You turn around again, and the door you’d just come through is gone.

Okay, well, clearly you just got turned around. It’s okay. It’s fine. You keep going, looking for another door. You check your key again. The number isn’t what you remember it being. When did your fingernails get so messed up? It almost looks like you were… digging, at one of the doors. When did that happen?

Somehow, you end up back at the front desk. The woman there offers to help you find your room and you are just so incredibly grateful--- but as you’re looking, you accidentally become separated from her. How could you be so careless? Where did she go? She was right behind you. Where is this goddamn room?!

You find the woman again, frantic now and exhausted from wandering. She calms you down, gets you some water, assures you it’s all going to be okay. You must just be so tired. “Don’t worry, darling. We’ll find it together.”

THE DESOLATION | Larkin Estate Also called "The Lightless Flame," "The Blackened Earth," or "Asag." This is the fear of pain, agony, random destruction, loss, and burning. It often manifests in the form of destructive fire and things associated with it. Forest or house fires, destruction of potential, loss of loved ones, sabotage of success, and severe burn wounds are common. Its victims tend to lose the things they love most or die before realizing their potential, as well as come to harm by literal fire.

CWs: burning, suffocation, potential animal endangerment, entrapment, unreality, the potential for loss and grief.

Smoke sears your throats and stings at your eyes as you stumble your way through the Larkin Estate, granted the elegance it once had, only with intention to take it away again.

Tonight is the night that the estate burned, collapsing in on itself, bright and burning, like a dying star. You are dressed to the nines in formal-wear that hardly befits you, and regardless of where you find yourself--- guest rooms, servant's quarters, the grand dining room--- you can hear the fire roaring just down the hall, growing ever-closer with every passing moment. None of the windows will open, not even enough to let some of the smoke pour out of the burning home. Impact shatters them, but by the time you move to climb out of it, the glass has returned. The doorknob sears the flesh of your palm when you try to open it to escape.

Worse yet, over the flames, you hear them.

People you know, people you love, perhaps even people who shouldn't be here, scream in the distant manor, begging for help, calling out to you. They're always just out of reach, should you brave the flames that destroy your flesh down to the bone; no matter how you try, you'll hear them consumed by fire, over and over again, just as you are. You do not know if your pets or Pokémon are here, just as you are, or if they're hidden away in the home, but the unknown in that makes it all the worse. Everything you know, everything you've worked for, everything you love, ends here. Your future and everything it could have held is cut off, here and now, in an uncaring, hungry inferno.

But perhaps you escape from your room, and the flames aren't able to catch you before you flee from them. Maybe you're able to find a part of the estate that's yet to catch fire, and your burns have time to begin to heal. Maybe you find other survivors in the calamity.

Peace is granted to be taken away. Collapsing beams will separate you, and the fire spreads relentlessly, seeming to only burn hotter and more viciously the second a piece of hope enters your mind.

All will be consumed by desolation until nothing but ash remains.

THE EYE | Pumpkin Hollow Clock Tower and Surrounding Area Also known as "The Beholding" or "Ceaseless Watcher". The fear of being watched, stalked, followed, or exposed. Fear of a lack of privacy, fear of judgement from others. Fear of knowledge that could destroy you, and obsession with knowing. Manifests in the form of any eye, either real or symbolic. This can include drawings or photos of eyes, mirror images, camera lenses, and more. Its victims usually have experiences related to being watched intently, followed by unseen eyes, or other similar experiences.

CWs: scopophobia, stalking, paranoia, invasions of privacy, feelings of being watched or spied on, aggressive surveillance, maiming.

The heavy gears of the Pumpkin Hollow clock tower tick heavily, but remain unseen, in this monument of scrutiny.

Each level, once largely empty aside from scaffolding and staircases, is now a maze. Towering marble, austere and polished to perfection, is woven together with clear glass to create tight corridors. Cameras, befittingly old but strange no less, are perched in every corner of the room - and as soon as one becomes visible, the dreadful sensation that they know everything about you begins to sink in. These cameras not only watch your efforts, but they know you, all the way down to your core. Every foul thought, every cruel secret, every lie; everything is catalogued by some unseen force, one that will gladly expose what you truly are to the world.

The only way to escape this is to find your way out of the maze. The glass walls of the tower offer no suggestions, no hints, and the watchful eyes of the crowds below have nothing to give you, just the same. The only thing they cast your way is judgement for any single movement.

You aren't alone in this tower, no matter how high up you climb. Be it through one of the many glass panels in the maze, or finding someone in your corridor, you may find a fellow detainee. You may be able to help one another to escape this place faster with two brains, two sets of eyes...

Except, of course, that this person will learn your darkest secret the second you meet each other's gaze.

Those who are outside the tower fair no better. Searching spotlights will find you just as you feel as though you've managed to hide from them, drawing the attention of the watchful crowds that fill this place, full of shrouded figures who's only discernible feature are their bright, watchful eyes of countless numbers. Those closer to escape, reaching the outskirts that lead to other domains, will find these crowds thinned, will find a new threat: cameras, boxy and clumsy, skitter along on clattering tripods, roving in packs. Should they spot you, they will descend upon you, their sharp stands maiming you in their attempts to drag you back, and their lenses pressed close to your face, shutters snapping loudly as they drink in every moment of your terror.

Don't count on escaping without being seen. Your hope is better placed in hoping that whoever sees you will be trying to avoid your attention, just the same.

Northwest Hollow
THE SLAUGHTER | The Farmlands Fear of random, unpredictable outbursts of violence, pain, and death. Its most common manifestation is that of war and combat. However, it can apply to any form of random or mass violence.

CWs: war, gunfights, torture, harm of civilians in a war-zone, gore, loss of bodily autonomy, fits of unprovoked violence, military brutality, hypnosis.

The heartbeat in your ears thunders like the drums of war as you rush into the fields of battle, the weapon in your hand now a cruel extension of your own body.

Gunfire rains down upon you and your brethren, but no matter how many times you are mowed down, no matter how many bullet holes sear through your flesh and organs, you continue to rise to the occasion, over and over and over again. Your enemies have found you again, and they will see nothing short of your new home torn to pieces or burned to the ground. The only thing standing between your comrades and total destruction is your tools and your will to cut them down without reservation.

The sidelines of battle host only an illusion of being any safer than the battles themselves. Little farmhouses can only offer so much safety in the wake of stray bullets or carelessly-tossed explosives. Worse yet, they often become a target; how long will it take until the enemies set their sights upon one, to beat those inside within an inch of their lives, or shove a weapon into their hands, forcing them to take up arms against their own friends, neighbors, family?

Should the war drums in their chest be overwhelmed by the sounds of beating drums from the battlefield, maybe the weapon in their hands will no longer be an unwelcome addition.

The war is eternal, and your desire for blood to be spilled is insatiable.

THE VAST | Ripjaw Falls and the Black Jade Sea Also known as the "Falling Titan" or simply "Vertigo". It is the fear of heights, falling, endlessness, and the existential dread associated with inconceivably large spaces like the open sky, the depths of the sea, and the entirety of the universe. It also addresses the fear and despair surrounding being very small in comparison with grander things so as to be pointless or infinitesimal.

CWs: megalophobia, thalassophobia, heights, very large open spaces, existential dread, infinitesimality, natural disasters.

Occupying a section of sea that looks far greater than it is and the bluffs which overlook it is the domain of the Vast. Stone to your back and toes hanging off the edge, whipping wind steals your breath as you try to inhale. Don’t panic, don’t scream, don’t look down, lest you tumble in to meet your fate on the rocks below. You’ve never seen Ripjaw Falls this close up before, have you?

The dreamlike quality of this miniature apocalypse tricks your mind, lengthening the drop. Below you, jagged rocks that ache upwards, entreating you to break your body, or a deep and dark sea. Above you, a ravenous, cloudless sky. Stand on the ledge until your legs fail you or bite the bullet and leap right in--- you can fall into either. Fall up forever into the endless blue or down, down into unfathomable ocean depths where air is always just out of reach.

If you wander into this domain from elsewhere, don’t worry; your helpful host Avatar will make sure you end up where you’re meant to. Maybe if you’re particularly unfortunate, you’ll be present when she brings about the collision of Concorde with her own Dark Planet--- a colossal rogue planet with a churning surface of hungry black and phthalo blue, consuming the entire sky until it leans in close to kiss the surface of the Earth on which you stand. There is nowhere to run. The collision is imminent. You have no choice but to be consumed by the inky surface, and find yourself afloat in the immense vacuum of space. Stars burn impossibly far away. You could float for a thousand years and never find solid ground, and you have never felt so small.

If you’re lucky, you’ll find someone to float with you in any of these spaces. It offers little solace. Pray that the endless expanse doesn’t see fit to rip you apart.

Northern Wilds
THE HUNT | Hatchet Lake and Surrounding Woodlands Another fear born from that of animals, this is the fear of being prey or being chased by a relentless, violent pursuer. Manifests as predatory animals and monsters, animalistic tendencies and characteristics, and hunting of all sorts.

(CWs: violent pursuit, predatory behavior, animalistic urges, betrayal, violence with intent to kill, may include use of weaponry including knives and guns.)

Run, rabbit, run, rabbit,

Run, run, run!


It does not matter if you've been dropped in the woodlands behind Leeds Estate alone, or if you've been dropped with comrades. There are glaring truths that rule this place, and as soon as dead leaves crunch beneath your shoes, you know them implicitly.

One: You are being pursued.

Two: Everything that chases you is faster than you, stronger than you, smarter than you.

Three: You have done something wrong, and this misstep has not gone unnoticed.

Monsters in strange shapes and human forms alike prowl these woods, and running among them, you may find yourself changing, just the same. Rustling foliage and glimpses of bright eyes catching moonlight prevent you from ever truly being able to take a break, and every moment has the capability to be a fight for your life.

The options before anyone trapped here are laid out clearly: stay and fight, show anything that would dare challenge you that you are the apex predator here, or run, and save your fight for another day. Hunting or running in a pair or a pack poses it's own challenges; after all, won't the people nearest to you be able to see your weaknesses? Won't they kill you when they get the chance, to bolster their own chances? This, of course, is if you don't try to kill them first.

If the worst comes to pass, and something incapacitates you, don't worry. You won't go to waste. The Flesh Domain you'll be dragged to will see to it that no part goes unused, and once they're done, you'll be right back to play hide and seek all over again.

THE FLESH | Leeds Estate Also occasionally referred to as "Viscera". This is a strange Fear that is primarily born of livestock animals and their fear of butchery. However, this also has expanded into human fears such as the existential dread of just being electrified meat, gore, body horror, and other more subtle fears and discomforts with one's body or physicality in general.

(CWs: body horror, gore, cannibalism, meat processing, dismemberment, torture, force-feeding, disordered eating.)

The stench of iron invades your nostrils as soon as you register your surroundings. Whether this is where you originally came to, or you were dragged into the belly of Leeds Estate from the Hunting Grounds out back, the first thought is always the same--- it reeks here. The second thing you register is the screaming, and the buzzing of sawblades.

Normally, Leeds Estate is immune to these types of horrors somehow, and serves as a safehouse in the event of emergency. This time, however, is different. After all, how could the House of the Dark Feast not entertain such a kindred guest as the Flesh?

The basement, which once held a lavish wine cellar, now is home to masked butchers and mechanical meat saws. Livestock are strapped to tables or suspended on hooks, where toothy rotary blades, bone saws, and wicked cleavers carve them apart, all while they are still alive. Layers of flesh are peeled back from bone, organs discarded, hunks of meat chopped into bite sized chunks, all while the livestock are awake, aware, and screaming. And in between cuts, the butchers sort the cuts of meat, critiquing them aloud, pointing out all manner of flaws. But these livestock are not cattle or sheep--- they’re people. And you’re next.

Once you’re stripped sufficiently bare, you’re set aside, body hurled into a “resting room” where you and countless others like you lie in a heap, waiting for your spent bodies to slowly, painfully regenerate. Maybe if you’re particularly unfortunate, your body will heal wrong, and fuse with that of your neighbor into some unholy abomination. It’s also possible that instead of the resting room, you’re merely discarded out the back door, where a Hunt domain offers new horrors that may very well land you right back here.

If you don’t end up as livestock, there’s a chance you are condemned to another fate--- one that is a different flavor of awful, emphasis on “flavor.” Upstairs, there is a dinner party being hosted by one Olivia Fleischmann, a Flesh Avatar and Infernal Servant of Aster. Gathered around the dinner table in evening-wear, goggle-eyed diners eagerly await plates full of meat, fresh from the butchers downstairs. They sit around Olivia’s table, speechless, shoveling their food into their mouths. Unable to stop themselves, and unable to ever shake that gnawing, aching hunger in their bellies, they inhale meal after meal after meal. You can be one of the insatiable few invited up to the dinner table as well, if that would suit you better. It’ll surely be a dining experience that you will never forget.

THE DARK | Lockwood Forest An extremely old and deep fear of darkness, the unknown, and things that lurk out of sight in the darkness. Also sometimes called "Mr. Pitch" or "The Forever Blind". Often manifests as profound, endless darkness, shadowy figures, monsters that hide in shadow, deep and dark bodies of water and blindness.

(CWs: unreality, extreme darkness, hallucination.)

Once upon a time, there was a forest, dark and deep. The pine trees were as tall as a hundred men and covered the rolling hills and mountains with thousands of angry green teeth that cursed the sky and shrouded the land. And, most notably, it was laid with a blanket of eternal night. It was a cursed land, where the sun never rose and moons hid their faces.

This is where you find yourself now.

When you open your eyes, you almost can’t trust that you actually did so until you blink a few times. It is impossibly dark. So dark, and so sudden, that you feel alarm rising in your throat immediately. How did this happen?

You stumble in any direction and reach out, trying to get your bearings. Leaves and brush crunch beneath your feet, and your hands find their way to something--- a rough, cylindrical surface. A tree?

You look around, but to no avail. You still can’t see anything, it’s just an impulse. If you continue stumbling, you’ll find more trees. More brush, low lying plants, things of the like. Take care not to trip over rocks. It’s not hard to suss out that this is Lockwood Forest. But why is it so dark? Tipping your head up, you find that you can’t see the stars, or any of Concorde’s three moons. How could this happen?

Something snaps behind you. A broken twig. What was that? Far off in another direction, you could swear you hear a growl. The longer you try to see, the more your eyes play tricks. This is distinct from the simplistic, comfortable darkness of closed or even damaged eyes. This is the infinite, wide-eyed, disorienting blackness of the Forever Dark. And in that awful dark, your eyes begin tricking themselves into seeing shapes. Movements. And the sounds do not help. You need to get out of here.

Stumbling through the shadows, you go on and on, becoming wearier and more disoriented. Any time you stop to rest, you have no more than a few minutes before you hear something else. Breathing. A heartbeat. The sound of jaws opening. The crunch of leaves underfoot. Is it a person? Is it a beast? You can’t tell. You can’t leave it to chance. But as time trudges on you begin to feel a dread settle over you. One that says you could wander these blackened woods for a century and then ten more and never, ever find your way out. Surely it’s been hours now. Days, maybe. And yet, the dawn never breaks.

Every so often, you think you catch just the faintest glimpse of light. A shred of moonlight or the flicker of a candle flame. The first time you see it, it comes as a relief. An allusion to progress or rescue, perhaps. But once you see what it is the light catches, you are sure you were far better off without. There are things in these woods that want to harm you. You can only dream up what they might look like as a whole, but what you’ve seen can mean nothing good. You need to get out.

Good luck with that, though.

THE BURIED | Crane's Ridge Caverns Also known as "Choke" or "Too Close I Cannot Breathe". Claustrophobia, the fear of being trapped without enough space, suffocation, being buried alive or drowning, or otherwise being crushed.

(CWs: claustrophobia, limited air, possible mutilation by crushing, intense hopelessness and despair.)

The caves of Crane's Ridge, though once thought to be almost entirely known known, now stretch eternally into the darkest recesses of Concorde.

This far below the surface of the world, you can feel it. How the planet breathes, like the rising and falling of a chest, an eternal rhythm unseen by the rest of the world. In these tight, ever-narrowing passages, the world's inhale crushes you, pinning you into place. Bones bend, fracture, break, circulation cuts off. You are in a snare of stone, mud, and soil, of dust and debris that threaten to fill your throat and eyes, suffocating and eternal. And yet, every time you begin to lose hope for finding your freedom, the world exhales at last. The walls grant you small freedoms. You are able to squirm, crawl, sink nails into hard soil and drag yourself, given these fleeting hopes of escape. For some, maybe they will find themselves in a new cavern, wide enough to stand, air scarce and stale. For those less fortunate, maybe they're only granted enough time to reposition themselves.

Whatever the case may be, the world will find a way to bear down upon all beneath its surface again with merciless force. If the stone, dirt, and mud are not able to crush you, the burdens of the world above that you cannot escape from will feel that much more present, and threaten to smother you under their weight just the same.

Perhaps you're one of the fortunate few who seems to have found a light at the end of the tunnel. Whether it be a fellow victim in this inescapable place, or a literal light at the end of the tunnel, maybe you've found some glimpse of freedom. All silver linings come with a catch, however; mudslides and earthquakes will drag you back down into the darkest recesses that you'd just managed to claw your way out of, and other people, desperate to attempt to escape with you, may pull you back in just the same, like crabs in a bucket.

You are stranded, Forever Deep Below Creation, and the longer you are here, the more the sun and the sky begin to feel like nothing more than a distant dream.

THE EXTINCTION | The Train Also referred to as "The Future Without Us". This is a relatively new Fear that plays off of several others, but has begun to establish itself as unique as environmental issues and weapons of mass destruction become more of a pressing issue. It is the fear of apocalypse, of a mass extinction event created by human hands through violence or negligence.

(CWs: apocalypse, environmental destruction due to human behavior, human extermination, existential dread.)

There is a place where you can be safe from all this terror. You’ve seen the smoke signals, the flares up on the mountain’s peak. Emergency signals. Safety.

But how to get up there? The mountain itself is a domain until right near the peak. One owned by an entity that threatens to suck you beneath Cranes Ridge if you try to travel through it. So, you must take the train. Probably for the best--- no matter where you are in town, the journey to the South Station where the Hunt and Stranger domains meet was most assuredly a long and dangerous one.

There is someone already here, finding himself in the very front of the train---- Edgar, one of the young fellows from Baker Ranch. It is still, and seems unimpacted by whatever it is that’s going on. Maybe it’s an extension of the safe zone? It seems like the only thing amiss here is that it’s surprisingly full of garbage. Far more of it is plastic than seems appropriate for the location, and there seems to be some foul smelling liquid on the ground in a few cars. Oil? How odd. But it is otherwise empty, and cold.

After some fiddling with the controls however, it almost seems like the train might be non-functional. Until, of course, Edgar tries his hand. For some reason, the train will only run for him. But that could mean nothing.

Of course, it doesn’t. As soon as the train leaves the station, a belch of unruly, stinking smoke coughs out of the stack, followed by an excessive billowing forth of black and choking smog. Coal burns angrily within the engine, and the windows of each car begin to display visions of a terrible future. One where the land decays, burns, and freezes over with endless snow. Where oil and smoke and chemicals poison the land and kill everything in sight. Trash piles take human forms and attack passengers, spilled oil bubbles, smog rushes in through cracked windows to choke those inside. Riders are overcome with the feeling that this train and everyone on it are personally responsible for the death of the world. And none feel this more deeply than Edgar himself.

As soon as the train stops, however, the visions do as well. That’s a relief. It seems as though the Extinction’s youth as a Fear makes it less effective as some of its siblings. However, it does remain the only somewhat-safe way up to the top of the mountain. And it can only be run by one person--- the person most deeply impacted by the onset of the Extinction’s terror.

It seems as though the Future Without Us will make itself an Avatar yet.

THE SAFE ZONE Regardless of if your freedom was hard-fought by trying to escape from the grasp of the Fears, or if you were plucked by an unseen hand and brought here for your own good, there is safety at the summit of Crane's Ridge.

It's a small foothold near the peak of the mountain, only enough for a small collection of people, but here, the terror that has swallowed the rest of the island cannot reach you. Wounds can begin to truly heal, both mental and physical, and the sky is clear, dotted with glimmering stars. All three of Concorde's moons shine above; with the way so many of the domains obscure the sky, this is the first time you've been able to see it clearly. It's difficult to enjoy such a beautiful night with the sounds of torment echoing out down below, of course. But at least, for the moment, you are safe.

Survival is no given here, as well; fires are lit and tended to keep people warm, and supplies to tend wounds are scarce. Survivalism skills here are more valuable than ever before.

Fortunately, with some reach there, Celestine, who admits to being the one who plucked certain unfortunate souls out of the start of the fray, can aid with the worst of it. But with the Barrier trapping the Fears inside as much as it prevents her reach fully inside, there's only so much she can offer to the few who have escaped towards her safety towards the sky.

Even with the hardships, though, the peak of this mountain holds a glimmer of hope. With any luck yet, together, those free from the Fears' grasp can keep each other alive until the calamity ends.

General OOC Information
Life Within the Fear Domains It is important to note that the Fifteen Fears are derived from primal, existential, universal things that all living creatures have wired into their brain to some degree, as a matter of survival. They are based on not only the fears of human adults, but animals, and even children. As such, they are adaptable. They are capable of flexing and adapting to suit your terror. They don’t just feed on fear. They are fear. And as such, they know exactly what shape to take in order to cut to the heart of your terror.

That said, you must put your character in a situation they are meaningfully afraid of, or opt out. It’s not feasible to spend this entire event completely unafraid and in control of the situation, nor is it canon-compliant to TMA. (Avatars may be partially exempt from this, but it’s complicated---- see the Avatar section for details.) No-sells, moments of personal triumph, overcoming the Fears in their own domain, or avoiding a character’s personal terrors wholesale are not suitable for this event, and the event itself may not be suitable for certain characters as a result. If that’s something you want for the future, let’s do a rain check! But in this specific situation, fear is the goal. Opted out characters do play an important role in assisting and caring for new arrivals to the safe-zone and will be prioritized for interactions with Celestine, so please let me know if this is your plan!

Because of the dreamlike quality of the Fears and how that interacts with the barrier, for the duration of this event, (almost) no one is capable of completely dying. Instead, you will be able to sustain impossibly grave injuries and remain alive, allowed to slowly regenerate if you remain at rest long enough, keep going as normal despite the damage, or even simply reset to hale and whole in a blink, all in the name of reliving the torment. The only exception is the End.

Those who find themselves in the End and have it as a key source of their terror will be offered the opportunity for a rare ability--- to respawn from death in as little as three hours for the duration of the barrier. However, because this is a very generous gift, it comes with a high cost. Each cycle through the End’s gauntlet of deadly visions will be a chance to escape, but leaves victims with a new, carried-over injury. Players MUST roll a 17 or higher on a D20, or repeat the cycle. There are no modifiers--- the End adjusts to meet you at your level. You don’t necessarily have to write out every cycle, provided that you thread out at least a little bit, but you should make some narrative decisions as to injuries, scars, and exciting new traumas your character sustained during each cycle. You do not have to try for the bonus if the dice rolls are kicking your ass, but you do have to keep every attempt that you make canon. Additionally, it should be noted that this is NOT the same as becoming an End Avatar, although they can be linked. Characters who receive the bonus do get to keep it until the barrier goes down, but will feel a persistent, creeping anxiety about the barrier’s fall and the possibility of death returning, culminating in a profound terror when the barrier does indeed go down. The Fears don’t do anything to help anyone without a cost, after all.

Becoming an Avatar Something that is possible within the Magnus Archives universe is becoming an Avatar of one of the Fears. This is when a person makes an agreement with one of these entities, accepting power from that Fear’s domain and becoming an extension of it, which can happen after prolonged supernatural exposure. It typically only happens to those with a strong predisposition towards it for one reason or another. Examples include things like aligning with one Fear that feels “safer” in order to protect oneself from another, or developing a relationship with a Fear that thrills you rather than being solely frightening, makes you feel important or powerful, or has a symbolic connection to you and your personal history.

This is effectively a deal with the devil--- accepting it does make you much more difficult to kill, and gives you thematically appropriate powers that often have a lot of utility, but it also means becoming an extension of that Fear and abandoning your humanity. In the podcast, Avatars have a biological obligation to feed terror to their patron by terrorizing people deliberately, and this remains true of Avatars that are present or created during this event. Once the incursion ends, it won’t be a requirement, but the temptation will be incredibly pressing, and you will find yourself handsomely rewarded for feeding what feeds you. Those who serve their patrons even in their absence will find their powers expanding, their physical strength increased, and their mood lifted. It’s amazing what a good meal can do for you!

In order to become an Avatar, there’s a few things that one should consider. It’s possible to functionally have an Avatar role over the course of the event, but shed it when the Fears leave. However, if you decide to carry it with you into the rest of the game, it is not reversible after this point. Additionally, becoming an Avatar is always consensual. Even if you don’t fully understand the gravity of what is happening or how it will impact you going forward, Avatarhood is always a deliberate choice. It involves a death of the self, whether that is a “death” of the body that marks the moment of transition or whether it is an ego death, this plot beat is a requirement in TMA canon, and thus is required here. Becoming an Avatar leaves you forever changed. And lastly, it should be thematically appropriate. It’s important to consider that you are becoming an embodiment of fear--- Desolation Avatars aren’t fire itself, but the fear of fire and everything that goes with it, for example. Even if something seems symbolically connected to an aspect of your character, it’s important to consider that terror is ultimately the linchpin of being an Avatar, which may be in conflict with other aspects of your character. Someone with a relationship with Mortanne, for instance, and an avatar of the End would find that they have little in common despite the shared motifs. If you’re not sure, reach out! Talk to a canon-familiar mod today to see if becoming an Avatar is right for you!

And lastly, becoming an Avatar isn’t an immediate given. It’s usually a process. In this case it’s expedited by the intensity of the miniature apocalypse, but it should still be something that one grows into with key character moments. As such, we’re asking that the change not be hand waved--- please make sure you write something out! Incorporating it into a thread is strongly preferred, but a solo writing piece such as a top-level feature may also be appropriate depending on the situation. Have fun experimenting with evil powers!

The Aftermath Since the incursion is mostly an overlaying of dream logic with reality, townsfolk will find their environment has mostly gone back to a surprising degree of normal when the switch abruptly flips off at midnight on Halloween. However, everyone will reappear wherever they were the moment the incursion started, but in whatever physical condition the incident left them. This may result in a large amount of very abrupt deaths, so have fun with that! Those in the safe zone will be able to visibly see the change revert back from their vantage point on Crane’s Ridge.

Additionally, the train will also go back to normal, except when it is being driven by Edgar. That certainly can’t mean anything bad or scary at all.

Happy Halloween!

This event ICly be taking place from October 17th to midnight of the 31st.
ghostbullet: (ohhh boy)

A better line of work, than motherfucking vigiliance [OTA, IMMUNE]

[personal profile] ghostbullet 2025-10-19 04:51 am (UTC)(link)

The world changes. Horror made manifest asserts itself over the island and subsumes the structure of reality into itself, swallowing the town's residents whole into domains made of their worst terrors.

And Melanie remains near completely untouched.

The shift is almost imperceptible, a dizzy spell that vanishes as quickly as it comes that she'd have written off entirely at first if not for the very clear change in texture beneath her cane's tip. She's not in the radio station, anymore—the floor is smooth stone and a single sweep collides with a wall, so the space is tight. Where the fuck...?

"If this is another bloody opera, I swear—" she mutters to herself, only to stop short when she hears the whir of a focusing camera. Or, more accurately, a camera trying and failing to focus, over and over again.

The pieces start to fall into place. The others told her about this.

The feeling isn't quite the same as Elias, that strange blank spot, the feeling of a thread that had been cut, but it's close. The world around her is changed, and it does not Know her. She is a blindspot, a loose connection, an incompatible part. It can't see her and though she can't see anything at all, she can work with that. She thinks.

She just has to figure out where the fuck she's going.

Around the corridors, down the stairs—for those trapped inside the tower, the passage of one Melanie King does not bring the same threat of exposure as the other poor souls caught in the Eye's sights. There are no eyes in her skull to meet and a sense that, instead, she may be a way out. Maybe you still don't trust it, maybe you're still far too paranoid to accept the possibility of escape, or that the consequences won't outweigh the benefits, but the chance is still there. "Hey, hey, you—I think I can get us out of here. This might even be easier if we actually have a pair of eyes to work with."

Outside, the shrouded figures pay her no mind at all, and the cameras skitter around aimlessly trying to find the source of a sound they cannot see the maker of. Out here, if you stick close, move fast, your chances of at least making it to the next domain over with her help are high—not a sure thing, but maybe this is your best chance. Maybe it's your only chance.

One way or another, Melanie is leaving the Eye behind and moving onto horrors new. An unseen traveller, ignored by every monster and power that haunts this wretched place, she's going to try and find her friends. And maybe a few other strays, along the way.

[ Melanie is immune to the apocalypse, due to having severed her connection to the Eye way back in the original Magnus universe by removing her eyes. This is unique to her circumstances, you cannot do the same thing by any means available here in Pumpkin Hollow. This means she can traverse with comparative ease and cannot be sucked into a domain, any fear she feels will be mundane and she is free to rescue a limited number of people. She'll take those people as close to the safe zone as she can. Whilst she'll be prioritising friends, if you want a rescue for a character, tag in with your domain and we'll go from there or hit me up if you want a tag-in. ]

abhorrently: (origin.)

[personal profile] abhorrently 2025-10-19 04:57 am (UTC)(link)
is it possible to gain the end domain respawn and keep it only for the extent of the event, shedding it at the end like we can do for avatars?
abhorrently: (hold.)

fever (dark urge) | baldur's gate 3

[personal profile] abhorrently 2025-10-19 05:24 am (UTC)(link)
abhorrently: (birth.)

(end) thus we focus on your death.

[personal profile] abhorrently 2025-10-19 05:38 am (UTC)(link)
additional cw: gore, body horror, ego death, mind control

first attempt.The earth is no longer the same earth of Marrow Isle. The landscape bears the ruin of a past battlefield, where all troops have withdrawn, in a distant land where trees are felled and the dirt squishes underfoot, too soaked in blood, walking on an open wound. The sky is red, a warning color, and the stench - damp and rot and corpseflesh - seems to overwhelm. There is something heavy, heavy in the air. It presses down on bones, it makes every movement harder, more deliberate, and there is a threat curling up inside her mind. Get out. Fog rises from the hemorrhaging, living ground, a mist that blurs the edges of everything, and still the threat grows. Get out.

But where to go? It's everywhere, the pressure makes it so you can't even run, and it's coming, it's coming, and the salt spray of the ocean shall be forever tinged in blood when it has its way. The Grand Design has no room for deviance. Errors shall be excised. Submit, or face destruction with extreme prejudice. And submission hasn't been in the cards for a long, long time. She took the tadpole out - she rejected her place in this overwhelming order, in the new face of the world. And the presence knows, and the fog clears enough to speak hatred. Raw flesh, the blood-pink of viscera, is underfoot and around. A giant brain creature looms before, and its voice sears the landscape down to the very breath inside the lungs.

"Die."

Without the tadpole, the command shouldn't do anything. But it burrowed and left traces, and psychic energy finds them to latch onto and tear the mind apart. Ripping, rending, chunks falling apart and away - the self going with it, the physical capacities involved with each ceasing and breathing becoming a struggle.. Fever falls to her knees, her head nothing more than exposed nerve endings, blood pouring from her nose, her ears, the corners of her eyes. Time bleeds out with it - memories start to unravel. Bleeding out the back of her head - she has to press them back in.

Her legs don't work anymore. People are leaving, fading, growing fuzzier - don't, don't. She can't die here, can't yield, everything's falling out of her grasp and if she dies she can't put it all back. The blood needs to go back in. The people need to stay put. She can bring it back, she can bring it back, they're important-
Her hands don't work anymore. They're dead, dead things. The blood flows. There were people, but why was she so desperate to collect them? This is, this is-
Her throat doesn't work. Things are leaving, help, someone, anyone, I can't go through this again-
Her ears stop working. Hold onto the core, the important things. Her name is Fever, and she cannot die here. Her name is Fever, and she has to stay alive.
Her eyes stop working, blurred and then dark. Her name is Fever. No matter what, she has to remember. Her name is-

Her name is-

who am I?

Everything stops working.

She wakes up with her heart pounding in her chest, lying in a grave, and blood leaking from the back of her head.

Her name is Fever, and she has to get the hell out of here.

[ooc: so End is going to work a little differently from my other headers! Fever can be encountered in the cemetery checking out graves or taking a breather between death runs, in a merged world where one of her scenarios blends into one of yours, or fully in one of her scenarios, all of which are guaranteed to end in death for the participants. if you're interested in the latter two, I will write something custom and adapt to who shows up!]
Edited 2025-10-19 18:57 (UTC)
abhorrently: (break.)

(slaughter) temper the blaze with the twist of a knife

[personal profile] abhorrently 2025-10-19 05:42 am (UTC)(link)
The battlefield welcomes her back, prodigal daughter of murder that she is. It sings an old song, a song she could hum in her sleep, and she raises her voice to join in. Anger and rage and hatred rise from the depths, stirred up from their waiting room, and Fever is swept away in their power. The living storm, come back to destroy her foes. Some bear the vague features of foes she's faced in the past - an amalgamation of all those she seeks to punish, those who have wronged her and those she cares for, those who would stand against her. Even herself - herself in triplicate, the figures that face the most terrible undoing until their gore darkens their colorless hair, and if they bore any true features, they would be crushed.

She dances through the gunfire - her weapons of choice are her own hands, alight with magic geared towards ultimate destruction. Lightning ripping through the endless opposition, bullets of red force that unerringly look for vulnerabilities, fire that arcs up and through despite efforts to quench it, sleet that chills and breaks focus. Knives also take their dues, and the weapons she steals from her opposition's corpses. What she is is a creature who kills and kills freely.

Others' enemies can become hers as well, caught up in the determined effort to survive this endless conflict. Her enemies might be theirs, a strange amalgamation of human and inhuman foes. Or at times, Fever's catching her breath in places of shelter, alert and vigilant for those who would enter and start the cycle again. Those who can prove they bear no ill will can join her, though sanctuary can never last too long in a place like this. Her blood-bright eyes never truly dim, and might yet decide that friend is now foe.

And rarely, in moments of pure lucidity, she turns to another, soaked in gore, with her eyes wide and horrified. Instead of a weapon, what she grasps them with is her own hands, leaving stains on them, a desperate and frantic look in her eyes.

"Please - I have to get out."

Or this place will keep her, until she remembers how to be its child again.
abhorrently: (strife.)

(spiral) searching out fear in the gathering gloom

[personal profile] abhorrently 2025-10-19 05:44 am (UTC)(link)
By the time Fever stumbles through the front door of the Oak and Iron, she could cry from the relief of something familiar. The receptionist is different, but weary from the other happenings, it hardly seems to matter. A key, a place to curl up and recover and call for other people, a haven in the midst of the everything. Surely, surely, there is some kind of mercy to be found. Somewhere. It can't have overtaken everything, can it?

It's going to be fine. It's going to be fine. Inside, safe and sound. She walks down the hallway, looking for her room. That's all she needs, and she'll be able to sleep

She walks down the hallway, certain she's missed the number of her room. And the space feels endless, and her mind is, her mind is, her mind is -

(torn to pieces, rendered down to the spores, are you sure you aren't missing something?) Wood splinters under her nails, things she has to pry out with the edge of a knife and watch them bleed, frustrated at their sudden appearance. Like she'd been clawing at the doors to mark a path instead of using any knife she has.

Double back. Remember last time? Remember last time? Last time it was dark and cold and angry. Maybe it's come back. Maybe it's finally found her again, and she never got out, and the last months have only been a dream curled up in the dusty, dark bed. No, no, she's out, she's awake, she has to be awake. If this is a dream, she's awake in it. But there's no doors, not even paper ones she can tear apart. No doors with knobs that yield, and every time she reaches for the knob, she finds herself touching wood grain instead.

Endlessly turned around. Endless doubt. The seeds of the realms, the dual nature of it all, and journeying on a path that does not open.

If Fever's not storming through the halls, she's trying her key in every door, one by one, desperately hoping something opens, looking up like a startled animal if she hears someone else and pointing at the lock. Or she's taking a break, leather bound notebook in her hand, flipping through it slow and careful, trying to regulate her breathing. The more she goes, the more exhausted she gets, until at a point she's just sitting curled into a ball by the wall, shoulders shaking. She's trying not to cry - or laugh, depending on the point of view, with her broken fingernails clutching so tight at her own forearms they're bleeding again and leaving red fingerprints on things.

Looking for a way out opens the door for something to come in.
abhorrently: (when.)

wildcard.

[personal profile] abhorrently 2025-10-19 05:53 am (UTC)(link)
(have a different idea? hit me up and let's go for it! I'm also open to writing custom starters.

note that i am opting out of interactions with the Vast.)
nothingbadeverhappensto: (Default)

Leon S. Kennedy | Resident Evil 4 (Remake) | OTA

[personal profile] nothingbadeverhappensto 2025-10-19 06:15 am (UTC)(link)
I. I learned in the field, when to fight, when to yield [ The Hunt ]
[CONTENT WARNINGS: Zombies/mind-controlled cult members, probable knife violence ]
When it happens, Leon thinks for a moment that he's just having a nightmare again. It's not the first time he's been asleep, dreaming of something mundane like washing the dishes, then in an instant found himself in the Raccoon City Police Department again, or the jungle surrounding Javier Hidalgo's mansion, or the decaying village of Valdelobos. Of course, usually he doesn't realize that he's having a nightmare at the time, but maybe he's just lucky this time. Taking a deep breath, he flips the kitchen knife he'd been washing - still in his hand, by whatever grace afforded to him in this moment - into a reverse grip and stops to listen.

He has to strain his ears for it, but what he hears makes him grimace - groaning, gurgling, chanting. "Corazón, corazón, gloria las plagas." The snapping of twigs under careless, shuffling feet, too many to take armed with just a knife.

"Shit," he hisses under his breath, gaze darting about to try to find some place to lie in wait until they pass, or some way out that won't involve crashing through the underbrush and making a ton of noise in the process. Finding neither, he huffs in irritation and makes the snap decision to run for it, leaping through the bushes - and potentially past some other soul unlucky enough to be caught up in this mess.


II. See if silver don't kill her, it makes quite a shield [ The Hunt ]
[CONTENT WARNINGS: Hallucinations, altered mental states, zombies/mind-controlled cult members, almost definite knife violence, hunting traps turned against people]
As it becomes more and more clear that whatever's happening here is more than just a shitty dream and not letting up any time soon, Leon's mind becomes, well. Less and less clear. Something takes a hold of him - fearful, yes, but also visceral, angry, even indignant at the thought of being hunted again (again, again). The moment he puts enough distance between himself and the latest batch of shambling pursuers, he sets about putting a plan into motion.

This one corner of the woods becomes just that much more dangerous, thanks to him. Hunting snares, sized up to deal with more robust prey, have been placed at random intervals throughout the area, made of skillfull but hastily twisted grass rope and hidden under the leaves. Most people, in possession of two hands and likely a lot of adrenaline at this point, will probably be fine and able to free themselves if or when they get caught, but maybe you're unlucky. Maybe the one who set the trap is lurking nearby, waiting for one of his many pursuers to stumble in and give him a chance to thin out the pack.

"Gotcha." Leon doesn't leave it to chance. The moment he's sure his quarry is distracted trying to free themselves, he drops from the tree he's been hiding in, knife in hand and a steely, determined look in his eyes. In the moment, whatever or whoever he's caught doesn't register - the smell of rot fills his lungs, and all he can see is another monster out to get him.


III. Broken ice, got a price, cut me up more than twice [ The Flesh (processing) ]
[CONTENT WARNINGS: Cannibalism, torture, dismemberment/limb loss, difficulty breathing, sexually loaded comments, gender dysphoria]
Of course, there's only so long he can last out there like that. More than once he gets dragged all the way to the Leeds estate. This time he's missing his right arm, groaning through gritted teeth at every bump and jostle as he's hauled along by his left. The butcher, a hulking figure at the back door to the kitchens, looks him over and sneers, before tossing the zombie that dragged him here a chunk of brain.

"Be more careful next time. You're bruising the meat."

"Fuckin'... flesh wound," Leon mutters, delirious with pain but still doing his best. The butcher hauls him up by the front of his shirt, pulling him into the kitchens, where she lifts him up and slams him down onto a meat hook back-first, driving it in between his ribs. He howls, agonized, trying to kick her away, but she takes the blow like it's nothing, reaching up and tearing away what's left of his shirt.

"Huh," she snorts, looking over the scars covering his torso. With no ceremony or reverence, she reaches out and digs her fingers into the gnarled, years-old bite marks on his shoulders. "Looks like someone tried to beat us to it. A shame. Scar tissue's tough to work with."

Her hand trails down his chest, a broad, callused fingertip tracing along the surgical scars that sit beneath his pectoral muscles. The gesture makes him squirm, gentler though it is, and she grins with too many teeth. "I'm sure these would've been good eating."

"I'd say 'buy me dinner first'," Leon spits, blood seeping between his teeth, still trying to shy away from her touch with little success. "But somehow I'm - hhhhrk - starting to think we have pretty different tastes. Maybe we just call this whole thing off."

"Oh ho, a spicy one, are we? We'll see how well you can mouth off when I'm through with you." She licks her lips, the toothy grin not leaving her face for an instant. "Just you wait while I get my knives."

And with that, she bustles off, leaving Leon on the hook - very literally. With one final burst of energy, he thrashes his legs, trying to swing hard enough to free himself, but to no avail and a lot of pain. "Fffffuck," he groans, panting with the agony of it. Frantically, he looks around the room - and catches sight of someone else, hanging or lying in wait for processing. "Hey. Hey. You still alive?"

At this point, he's not really sure if he hopes so or not. This is the kind of shit he wouldn't wish on anybody.


IV. Crying no, baby no, just be nice [ The Flesh (dinnertime) ]
[CONTENT WARNINGS: Blood, gore, surgical horror, dismemberment/limb loss, cannibalism, autocannibalism, uncontrollable hunger, emeto/nausea]
In what kind of feels like a farcical recreation of Dahlia's gala dinner, Leon finds himself dressed in a suit (one that is immediately ruined by the blood still seeping from the Y-shaped incision across his torso and the stump of his right arm) and marched up to the dinner party. His stomach turns as he's led past the tables stacked high with glistening viscera, knowing where it came from, and he makes a point to avert his eyes and look pointedly as his feet as he's forced to put one in front of the other - until he's sat down at one of the tables himself, that is.

There's a human hand on his plate. A very familiar right hand, surrounded by thin cuts of meat that he can only assume are what's left of his own goddamn arm. His demon escort pats him on the shoulder and smiles.

"Dig in."

"Fuck offffffff," Leon replies, too exhausted at this point to even try to be witty about anything. He tries to get up, but realizes with a sinking feeling that he genuinely doesn't have the strength. How long has he been at this? When was the last time he drank anything, or ate? His stomach growls, despite his continuing nausea, and he closes his eyes and tries to take deep breaths and not think too hard about the smell of blood and meat all around him.


V. I'm up every night, I'm holding up the light [ Aftermath ]
[CONTENT WARNINGS: limb loss/dismemberment, cannibalism, autocannibalism, emeto]
And with another blink, it's over. Leon finds himself standing in front of the kitchen sink, the water still running and the basin still full of suds, just like none of that had happened at all. The evidence to the contrary, though?

Agony. His arm, scabbed over by now but still very missing no longer attached to him, throbs, and he doubles over the sink, bracing himself with the hand he has left as he vomits into it - as much from the pain as a semiconscious choice to get everything he ate over the course of that god-knows-how-long out. For a long moment after, he just watches the water circle the drain, slowly tinged with less and less red until it runs clear again, before scooping a few handfuls into his mouth and rinsing it out.

He closes his eyes, takes deep lungful of air that doesn't reek of fresh meat, and stumbles outside, looking for anyone who might be able to confirm for him what just happened, but also, perhaps most critically, a fucking doctor.


VI. To the blood on the bark, gotta paint it just right [ Wildcard ]

[ Need something else? Plot with me by PMing this journal or at quodvide on Discord! Happy to write additional prompts if needed.]
configuration_birdwatcher: In-game spray art of Bastion's head and torso with dangling cables and a red eyepiece, in high-contrast monochrome apart from the eye. (crisis)

SST Laboratories Siege Automaton E54 Bastion, serial number D4C730AA78AD | Overwatch 1 | OTA

[personal profile] configuration_birdwatcher 2025-10-19 08:39 am (UTC)(link)
configuration_birdwatcher: A battlefield of the Omnic Crisis. A red-eyed Bastion unit is firing its arm gun while it advances; the background is an indistinct jumble of debris, armored vehicles, larger battle robots, and the red glow of fire and explosions. (omnic crisis: battlefield)

The Slaughter | Forward, he cried, from the rear; and the front rank died

[personal profile] configuration_birdwatcher 2025-10-19 08:41 am (UTC)(link)
[Content warnings: Wartime gun violence, dissociation, mind control, brief mention of car-on-robot violence]

What year is it?

16:55
2077
The year is 2051.

Their system clock is glitching, but it's the last datestamp in their logs attached to anything that makes sense. They couldn't have returned here from a peaceful forest, or a ship full of humans, or a populated human town. There are no other Bastion units within radio range; D4C730AA78AD's preliminary assessment is that their remote commander found a concealed route to a location deep behind enemy lines and manually piloted them there. No location-specific objectives downloaded. Their goal is to neutralise all human opposition they encounter until they reconvene with other omnic forces. Their mapping function marks the nearest city centre. If they don't fulfill their directives their commander will take control again. Smoke fills the sky.

At the first sight of a human figure their combat protocols immediately engage, compressing every other part of Bastion's mind into some small and distant vantage point as they burst-fire their gun arm into the human's vital organs. Uniformed soldiers, guerillas in improvised armour, irregulars in a mix of civilian clothing and specialised equipment such as the chronal accelerator strapped to the chest of one spiky-haired human who moves with improbable speed. Humans run for cover or try to fire back as their friends and allies fall to the ground around them. Some of the humans land their hits first; knives and small arms fire barely penetrate their armour, but occasionally find a vulnerable spot, severing a cable or shattering an optic that was lit up in warning red.

Damage accumulates. They cannot use their self-repair function to mitigate it while taking fire in the open. The Bastion unit retreats to the cover of two wrecked machines: an OR-14 heavy-duty quadrupedal combat omnic and the car that rammed it into a wall. As another function takes priority, their combat protocols release their grip. They can think about other things again. Their optics turn back from red to- blue? Unearthly purple? Are there plants growing on their damaged armour? They're unable to determine that information, and it's hard to remember why it matters. This would be the closest thing to a good time for anyone organic and humanoid to approach them, when they're too preoccupied with patching themself up to shoot on sight. But they don't have enough power to do so indefinitely, or to keep up their repairs for more than a few moments while actively sustaining damage.

They don't have long behind their protective shell of scrap metal before they're yanked back out of it by the massive metal hands of a human in powered armour, who tosses them bodily into another Bastion unit before their combat protocols can fully reactivate and crushes another Bastion's upper body in one blow with a rocket-propelled hammer. A Crusader. They crawl off of their dented ally and onto their feet, reconfiguring into sentry mode. The Crusader charges directly into their sentry fire; the bullets barely seem to slow them down. Either they stop the Crusader here or they die in the next few seconds like every other omnic infantry unit that faced one at close range.Generals sat, and the lines on the map moved from side to side...
Edited 2025-10-19 11:25 (UTC)
peoplepleaser: (3)

Kabru | Dungeon Meshi

[personal profile] peoplepleaser 2025-10-19 12:06 pm (UTC)(link)
[ooc: all starters open to tag-ins unless specified closed! throw me a line if you want something specific! i will match format so if you want to do brackets just reply with them]
Edited 2025-10-19 12:14 (UTC)
peoplepleaser: (31)

hunt (initial visit) | this world is not made for you

[personal profile] peoplepleaser 2025-10-19 12:15 pm (UTC)(link)
no additional content warnings

Kabru happens to be maintaining the blade of his sword when the familiar surroundings of his messy abode disappear, instantly replaced with thick forest. Teleportation magic?

He takes a cautious step forward, and immediately freezes. There's movement in the surrounding woods, just in the corner of his vision. Something big. Something distinctly not human. His sword hand doesn't shake, but it still feels like a flimsy protection against the unseen threat.

There is a chilling shrieky cackle from a completely different direction, a longer distance away, and Kabru is far from adept at identifying monsters by the sounds they make, but he knows in his bones that that was a harpy. A harpy wouldn't be moving so low to the ground, right? So, that's two monsters. He needs to get his back to something-- no, he needs to move. He needs to run. If one of them comes straight at him, he might freeze up for a moment, and without anyone to fight at his side-- that's all it will take.

Until he can find someone else capable of fighting alongside him-- or until he's given no other choice but to stand his ground and fight, even knowing he'll lose-- he'll run.
peoplepleaser: (38)

hunt (return trip) | they're trying to catch you

[personal profile] peoplepleaser 2025-10-19 12:16 pm (UTC)(link)
no additional content warnings

The monster hunting him has started to toy with him-- that wasn't something he knew it could do. But it must be, playing with him like a cat with a half-dead mouse. There is no other explanation for how he's escaped its capture for this long, not while injured.

Blood streams from a gash on his leg-- he can't even remember if it's from a claw or a tooth or-- some other sharp monster bit anymore. He can't stop to tend to it, can't try and heal himself of any wounds-- the former would take too much time, and the latter would leave him too exhausted to continue in his current state. Not like he has much of a store of mana to begin with.

Not like the sadistic beast wouldn't just do it again.

All he can do is keep moving, the trail he makes through the woods obvious in his heavy steps from limping, in the blood left behind.
peoplepleaser: (24)

flesh | now that i've become the perfect identity take a bite of me

[personal profile] peoplepleaser 2025-10-19 12:21 pm (UTC)(link)
cw: cannibalism, body horror, (vague but very present) torture, restraints

Left in a heap near the back door of the Leeds Estate, Kabru barely has the strength to shout in pain as a hand grabs him by the hair and proceeds to drag him in. He's slammed carelessly onto a table, tries to draw from some last well of adrenaline to escape the hands trying to strap him to it, and utterly fails. Leather straps hold him in place, tight around all four limbs, his chest, and across his forehead, keeping him from turning his head.

"Scrawny one, isn't it?" The man strapping him down scoffs. "Hunters probably took all the good bites out first." Cold metal against his skin, and Kabru jolts in fear of more pain, but the butcher only impassively cuts the clothes off him with a pair of kitchen scissors. The man turns to someone else in the room, out of Kabru's field of vision. "I don't know if it's even worth the effort trying to process this one."

The voice that replies is smoother, amused. Likely more senior to the man with the rough voice and hands? "Sure, it's on the thin side now, but look at the hands. Probably was someone's spoiled pet before... some people like delicate meats. There's enough lean muscle on there to do something with."

Kabru tries to gather words, something that might get him out of this situation. "No, you're right, I--" His words are cut off with a scream of agony as the butcher shrugs and begins carving into him, ignoring his words entirely. He wishes he could have blacked out during it, but he remains horrifically aware during the entire process, his voice screamed raw when they dump him in the "resting room".

Why hasn't he passed out? Why hasn't he bled out? The questions are somewhat distant in his mind, which is primarily focused on the sheer burning agony his body is in. His eyes catch on movement in the room with him and he forces himself to look at his fellow captive despite the pain even the slight movement causes. Speaking makes it worse. "W-We have to get out of here... Can you stand?" It hardly matters whether they can or not if they're not willing and able to carry Kabru out too-- he can't even push himself to sitting up in his current state, they took so much out of him.
peoplepleaser: (118)

flesh (closed to olivia) | sometimes my appetite is violently contrary

[personal profile] peoplepleaser 2025-10-19 12:22 pm (UTC)(link)
cw: cannibalism, loss of bodily autonomy, nausea, disordered eating

This time, when Kabru is once more dragged through the back door of the Leeds Estate, he is not deposited on a butcher's table. Instead, he is led to one of the upstairs parlors. Rather than the torn and bloodied clothes he arrived in, he finds himself dressed in formalwear. It's such a jarring change from the constant fear and torture he's been subjected to since being teleported to the forest that, rather than relief, he only feels a further sense of dread.

Something's going to happen. Maybe something even worse than everything he's already experienced.

There is nothing to do but to move forward, and when he opens the only door available to him into a dining room, he can already feel his stomach revolt. No. He knows first-hand the source of the food they serve here. Wide blue eyes are immediately drawn to the woman sitting at the head of the table, and he knows intrinsically that she is the one in charge here. A charming smile slides too easily to his lips, even now.

"Thank you for the invitation." Somehow, his voice doesn't shake. "But I'm afraid I don't have much of an appetite right now."

Only that is, horrifyingly, a lie. His stomach is roaring in spite of the sick feeling there. The thought of eating anything at all right now is abhorrent, let alone-- what he knows will be served-- and yet, he has never been hungrier.
Edited 2025-10-19 12:24 (UTC)
peoplepleaser: (106)

end | i must have slipped between his teeth

[personal profile] peoplepleaser 2025-10-19 12:26 pm (UTC)(link)
cw: a literal pile of dead bodies, panic attack, difficulty breathing (due to panic attack)

The grave Kabru wakes up in has no headstone. There are no dirt walls to claw his way out of, no coffin to escape from-- mass graves do not afford such individuality, nor any loving remembrance.

Even still, he would know on sight that this grave is meant for him. The bodies are familiar ones-- though the last time he saw them was over a decade ago, he could never forget them. He could never allow himself to forget them, not when he was the only one to live.

Kabru has escaped this particular grave before. He'd been a child then, and it was only through luck and the quick hands of the Canary that had stopped him from running to his mother (and straight into the jaws of the creatures consuming her) that he had. This time, he has to do it on his own, desperately shoving at the bodies piled on top of his own and trying not to look too hard at any of the faces. (She must be somewhere in this pile, his mother is here somewhere but he can't bear to see her like this, not again, please not again--)

Eventually he shoves his way free of the pile, gasping for air and covered in blood that is not his own. Even getting shaky feet on solid ground again, all he can smell is death. Though all he wants is to get as far away from it as possible, his body will not cooperate. His chest feels too tight, heart fit to burst from it-- his stomach is tied in knots. His knees give out, sending him crashing to the ground only a few feet away from the pile, his lungs seemingly unable to get enough air to carry him any further.

[ooc: i have an idea for the death scenario but wanted to give the opportunity for kabru to end up in your character's scenario instead if they go over the fence together! he'll be back at the Corpse Pile a few times anyway and he will never become inured to it]
Edited 2025-10-19 12:43 (UTC)
peoplepleaser: (40)

web | i know i'm subservient, but all of this is necessary

[personal profile] peoplepleaser 2025-10-19 12:32 pm (UTC)(link)
cw: humiliation, references to dunmeshi flavored fantasy racism

Kabru is truly not sure how he got here-- but he knows the papers are important. Getting these papers taken care of will fix everything-- or is it that not getting them taken care of will ruin everything? Maybe it's both. Either way, it's absolutely vital that this gets done, and that it gets done today.

The elf woman at the front desk asks him such startlingly invasive questions, but Kabru manages it well enough. It's uncomfortable, but he can tailor his answers enough to be satisfactory. She notes something on the form she gives him before she sends him off, but he can't make any sense of it. And he tries, reading over the whole form while he waits for-- whoever he's supposed to bring it to to finally call him in.

Finally his number comes up, and it's another elven woman, smiling ever so gently and benignly at him. When he explains why he's there, she tuts at him, giving him a look like he is a small, confused child. "Oh dear, Kabru. I'm afraid I can't help you with that. You need office 376, it's just down the hall. Do feel free to take some candy before you go." She waves to the candy dish on her desk.

He swallows back the reflexive anger at the condescending treatment, swallows back the response that he was told to come here. Instead he stands, apologizes for taking up her valuable time, and moves to office 376. He does not take any candy.

The second long wait erodes his patience even more, but what choice does he have? The papers have to be handled. It's so important. It's worth any indignity, and certainly a little inconvenience and irritating attitudes.

The next office is staffed by a dwarven man, and he looks over Kabru's papers and nods. There is a moment of relief. "Everything looks good. I just need one thing from you." What could it be now? "It doesn't seem like you really want this. Why don't you get on your knees, and beg me to sign it?"

Again, rage rises in his chest, and again Kabru forces it down. Aware that some of that emotion made it onto his face, he lowers his head, stands up out of the chair... and kneels on the floor. Any indignity. It's not the first time he's lowered himself to this. The consequences, if this isn't taken care of-- it would be so much worse than this humiliation. "Please... I need these forms signed. I beg of you." When he looks up again, he is appropriately pleading, eyes widened purposefully to make himself look younger, more helpless.

The dwarf chuckles, reaching down to pat his head. "Very well, my boy. Consider it done." He signs with a flourish. Kabru stays kneeling until he makes a gesture for him to stand once more, just in case. "Now, there's another form you'll need to have filled out..."

Of course there is. Kabru smiles and nods silently as he's given his next direction, gathering up his ever-growing pile of forms and placidly filing out of the room with a polite 'thank you, sir'.

Another busy waiting room. More sitting and waiting and wondering what he will have to do next, just to do this one thing. It's like they don't even understand that if this doesn't get done, everyone will suffer-- there is no rush, no urgency, no recognition of the vital importance. It's maddening.
Edited 2025-10-19 12:44 (UTC)
not_a_traitor: (officer of the fleet)

Felix Gaeta | Battlestar Galactica (2003)

[personal profile] not_a_traitor 2025-10-19 03:23 pm (UTC)(link)
[also open to wildcards and custom starters -- just hmu via DM or discord to plot!]
Edited 2025-10-20 01:20 (UTC)
incomingchoppers: (please don't kill me sir)

Radar O'Reilly | M*A*S*H

[personal profile] incomingchoppers 2025-10-19 03:23 pm (UTC)(link)
[also open to wildcards and custom starters! just hmu via DM or discord to plot]
Edited 2025-10-19 21:04 (UTC)
cyansoldier: (air)

Agent Carolina | Red vs. Blue

[personal profile] cyansoldier 2025-10-19 03:26 pm (UTC)(link)


cyansoldier: (down)

The Desolation / Breathe In, Die Out. / OTA

[personal profile] cyansoldier 2025-10-19 05:29 pm (UTC)(link)

[ CW for gore, emeto-adjacent organ nastiness, and all related warnings for The Desolation. ]

Fire chews through curtains and walls; wood cracks black then disintegrates as charcoal; smoke turns saliva into a thick, grainy paste inside the mouth. There is no way out. If there was, Carolina would have already found it.

Her attempts to leave go nowhere. She beats on glass that won’t break, despite having shattered seconds ago, shards still cracking under her heels. Do you hear the voices? The animal baying that accompanies death? They’re soldier’s cries. Carolina, help us. Carolina, this way. Carolina, we can’t hold out much longer. You’re supposed to lead us. You’re supposed to take care of us. Help me. Help me. Help me–

There’s no knowing what room she’s in. She fights through thick, billowing silhouettes of pillars and furniture; feels wooden paneling buckle and give way under her feet. The air is acrid. Too hot to think. All the good oxygen is snuffed up and out, and on each inhale she smuts her lungs black and dry and withering. She tries a knob. It brands her palm in the shape of a sun. She beats on the door. Nothing. Carolina, Carolina, Carolina. She needs out. Be the selfless kingpin who isn’t afraid of dirtying her hands to usher her team to safety. Do something. Anything, for fuck’s sake.

Through a flameless arch, she takes action. A patch of wall– half-eaten by fire, wallpaper curling like plastic– is her point of escape. Breathing hard, she uses her shoulder like a battering ram. Once– twice– again and again until the joint buckles in its socket. The wall starts to give way in flecks of plaster and wood. Again. Again. Ignore the pain. Ignore the great masses of fire at her back, burning the hem of her fancy dress to webs. Her shoulder joint screams. Pins and needles attack the arm. She registers none of this. How can you, as a rat trapped behind the hot bars of its cage? Pain is nothing. Means nothing. (It hurts, it hurts, it hurts.) Where else to go, save for through? And so, like teething open a man’s stomach, she scrabbles at the wall.

Maine’s down. Connecticut’s not breathing. This is your fault.

Washington is right. What she is– what she was– dies here. The Agent dies here. The daughter dies here. How could she be so stupid, to think there was anything other than this?

Blood streaks the walls where her nails peel back; where flesh is rubbed away by the force of her tearing. Clawless– the soft, pink nail beds stuck with a dozen splinters– Carolina resorts to punching. Breathing in, crying out ugly, dying wheezes. Progress is made. Slow, skin-eating progress. She can see the corridor to the next room now, which means she attacks the wall with twice as much vigor.

Hotter, hotter. Glass shatters and reconstitutes itself. The far end of the room collapses, forms anew, collapses again in a war-raucous of bug-eaten foundation. The coughing starts. Terrible, full-body coughing– heaving forward and back– working smoke out of her lungs in thick globs of saliva that slap the floor. She curls her fingers– if they can be called that, in their state– through the hole and wrenches hard.

It comes away.

She enters the next room and begins again.

And again.

And again.

Do you find her between wall and corridor? Do you find her squeezing through the hard-won hole to nowhere? Do you watch as she hacks up spit, black with blood and soot? Or maybe she sees you first.

“We’re getting out of here." Wheeze. "I’m getting you out of here.”

(She can feel her throat yawn; her lungs start to surface.)

Edited 2025-10-19 17:48 (UTC)
lovethyneighb_or: (Default)

father mulcahy | M*A*S*H

[personal profile] lovethyneighb_or 2025-10-19 05:29 pm (UTC)(link)