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EVENT - Ripple and Warp IC log (part 1!)
ripple and warp
Hello and welcome to the IC log for Pluviosa's Fourth Wall event, Ripple and Warp!
In addition to providing information about how characters arrive on the new deck (whether they're existing passengers or not), this post also serves as a place where Fourth Wall characters can post top-levels without joining the game community.
Further information on Fourth Walls in general and the other accompanying OOC updates to the game can be found on the OOC information post here. This post also serves in lieu of a regular between-events Test Drive.
Finally, you may now start sending in your applications to keep your AU, CRAU, and so on characters around after the Fourth Wall! Be sure to note the minor changes to the Applications page (namely, the addition of an "AU information" section).
Without further ado - How did you get here? And more importantly, where is 'here' anyway?
Whether or not characters remember falling asleep on the evening of Day 37, they wake up somewhere different on Day 38, lying on a couch in an almost-familiar room. The couch is similar to the ones in the lounge, though those with keen noses will note that the cushions don't smell the same - there's no scent of your fellow passengers, or of the faint hint of an unknown, arid place that first accompanied the clean furnishings the Ship dragged out.
The room isn't one you've been in before, either, but it's still clearly on the Ship somewhere - there's the familiar motion of the legs moving, and the overhead emergency lights (the only source of light initially in the room) are the same as the ones in the hallways on Fern that the Ship has been working so hard to restore. However, that doesn't mean that it's hard to see - indeed, considering the contents of the room, the low lighting might be a blessing in disguise.
It's full of mirrors.
Not only the sorts of mirrors that character would expect to find, the ones that have been missing from the Ship's bathrooms and other expected places, though there are certainly plenty of those in the room - but the walls, the door, and the ceiling are also all mirrors. Mirrors hang on a portion of the larger furniture in what appears to be the living room of a suite. It's not as dramatic as it could be, but aside from the couch characters wake up on, it's pretty close. The floor, at least, is not reflective mirrors, though it's not much less shiny - instead of the usual hotel-esque carpet of the suites, there's seamless stone tile in stormcloud grey, slight variations in the color indicating marble. And all of those reflective surfaces are perfectly clean - although it's possible to find dried spots of decay on the backs of the mirrors, overall, it seems as though time doesn't have claim on this part of the Ship, much less the Growth.
And of course, where there are mirrors, there are reflections.
Some of them - probably the majority - are normal, perfect mirrors of the person the character expects to see. Some of them are distorted, but in a normal, mundane way - funhouse mirrors among the panels on the walls, making you wide or skinny or warped.
And then some of them show reflections of you that are distorted, not as in bent, but as in there being something different about the you that's in them. Different clothes; different hair; different age; different species. Added scars, or missing ones; limbs missing, or replaced with something else. A completely unknown you in the mirror.
For the most part, these altered reflections act the way you would expect, imitating the movements of the rest of the reflections in the room. But sometimes they don't. Sometimes they climb out of the mirror - and whether they're friendly or not remains to be seen.
There's a note on the mirror-topped table next to the couch. In backwards writing that needs to be held up to a mirror to be read easily, it says:
For those who are new around here, the method of arrival is... a bit different. This applies equally to characters who are just here for the fourth wall (alternates of existing characters etc) or those who will be apped as permanent residents - there isn't a distinction to these categories until the end of the event.
These characters arrive with a first sensation of being pressed against a hard, glass surface - not unlike the whispers of sensation that haunted the existing passengers over the last few days. The difference is that this time, the glass you're pressed against isn't a horizontal floor or bed - it's vertical or at least mostly vertical, and you can tell which way is down.
Or, put another way: Newly arrived characters start their boatride on the wrong side of the mirrors that are packed away into the unknown deck. They are facing towards the real world side, the way they would if they were reflections made physical, but turning around and looking behind them is nearly impossible.
Indeed, there's a growing pressure forcing them against the glass barrier. It grows harder and harder to breathe, almost like drowning, or being crushed by water pressure -
Until, just when you think you can't survive any more, something gives way, and you stumble out of the mirror into the real world. It's not the glass breaking - it's more like forcing your way through a soap bubble or the membrane that sits inside an eggshell that separates the hard pieces from the white. Water, too, cascades down out of the mirror with you, splattering all over the floor, but it's just water, and it doesn't seem to have left more than a bit of surface dampness on you.
However, when characters turn around, they will find that while the glass is still in place and unbroken, the mirror will no longer reflect anything - not even the shine of light cast on the glass - rendering these mirrors completely black. This reflectivity stays on the puddle of water around your feet instead, which aggressively reflects the area around it even if taken elsewhere - even if poured into a cup. In motion, it's too transparent to be taken for mercury or silver, but when pooled undisturbed, it does not ripple in response to the motion of the ship. Only the actions of characters or other forces can cause ripples. Otherwise, it appears to be normal water.
Characters who are alternates of each other might come out of the mirrors while they're literally being reflected (a certain surprise for those who are on the normal side of the mirror doing the looking), but they might also just appear in rooms all by themselves, or in the presence of someone else they know (or think they know). Those who don't have any immediate connections among the current passengers are more likely to appear in some empty room, but ultimately this is left to player discretion.
Not all reflections are as potentially friendly as those played by those of us on the player side of the screen, however. In addition to the "deeper" reflections played by real humans, who have or at least appear to have personalities and histories of their own, there are also "shallow" reflections. Unlike the Fourth Wall arrivals, shallow reflections can't be of characters who aren't present at the time - they only appear in response to characters looking into mirrors (whether those characters are existing residents or new arrivals).
The shallow reflections come out of the mirrors just like the Fourth Wall arrivals, but there's always something a little off about them. Some of them stay reversed like a reflection; some of them don't make any noise when they move and cannot speak; some of them come out of the mirrors with the funhouse-esque warped reflections and stay that way. Like their more 'real' counterparts, the mirrors the shallow reflections come out of turn completely flat, unreflective black; unlike their counterparts, they don't really hesitate in striding out, much less stumble and potentially collapse.
What do they want? To shove whoever they're a reflection of into the black mirror they came from. What happens if they succeed?
You die. I mean, probably. There's no way of knowing unless one of them does succeed, after all. If you want your character to die in this fashion, please let the mod team know. While we cannot guarantee that interesting things will happen to all characters (and those who are only here to visit for the Fourth Wall are not eligible), this may have permanent consequences for your character, take them out of play for longer ICly than a typical death, or impact other characters in the game beyond the typical levels of emotional harm. Or some combination of all three.
Fortunately, the shallow reflections only have physical strength on their side - they do not possess any powers of those they take the shapes of, and they can be killed in largely the same way as unremarkable flesh and blood humans. A killing blow causes them to collapse into the same hyper-reflective water as described above; the mirror they came out of remains black.
The deck itself is open fully to character navigation. Like the lab specimen storage of Zinnia, this deck - whose name is not posted anywhere for characters to find easily - is clear of any signs of Growth, and manages to feel chilly even if you get up to the top deck where the sun is shining.
Or... Should be shining. Regardless of the weather on other deck dimensions, the skies above this deck are
always, at best, a cloudy, half-stormy grey. The air above hangs tense, like the clouds are waiting for something to happen. Unlike the other instances of Ship weather, you don't need Neuvillette's particular affinity with water to sense it - any character with empathic or telepathic powers will be able to feel the sense of looming, helpless frustration in the clouds.
The most notable feature of this deck, of course, is that it's full of mirrors. Indeed, it's not only the mirrors that are missing from the suite bathrooms, the public restrooms by the cafeteria, and so on - there are far more mirrors than the Ship would reasonably need to outfit the decks it has, even including the multidimensional nature of it. Mirrors hang from the walls, and then more mirrors lean against those, or against the other furnishings, or even against each other (since some of them are standing mirrors), and the groups against the walls are often five or six panels deep with the largest at the back the side of the glass panels of the Ship's sliding glass balcony doors. (Yes, those are also replaced by mirrors, reflective in both directions.) Tabletops are reflective in their own rights, and then littered with even more, antique-looking hand mirrors and makeup compacts and those little circular mirrors sold in bags by the dozen at the craft store, only an inch across.
Considering all the reflective surfaces, it might be a good thing that there is only emergency power supplied to this deck - enough to keep the guide lights on and ensure that the sliding doors (though not the elevators) are working, and that whatever system pumps water through the faucets and showers is still going. The water is all cold, however, and there isn't any food available on the deck so far as characters are able to find. In the place where characters are used to finding the cafeteria, there is instead a terrifying mirrored bar filled with empty bottles and glasses as well as - well. Take a guess.
With the exception of the sliding glass doors in the suites, the glass of windows and so forth seems to be what it should be - though it's more reflective than seems natural, too. Like Zinnia, the cleaniness of this deck means that characters have full run of it, all the way down to the lounge on the bottom of the Ship - which is the only place that isn't completely clean on this deck. The super-reflective water that pours out of the mirrors seems to have flowed down here at some point, where it sits, unaffected by the motion of the Ship, about an inch deep across the entire floor. This water is the only feature down in the bottom lounge - there is no furniture, in contrast to its Zinnia counterpart.
And on this floor, at the very bottom, and only this floor, the reflective water has the smell - only the smell, not any other qualities - of fresh blood.
The Ship will not answer characters here - although the terminals in the residential deck that can normally be used to communicate with it (in whatever limited capacity) are present, their screens are (of course!) mirrors, and unresponsive. There's also no signs of drones about, not even the basic roomba-like cleaning drones; there's no evidence that they've been here recently, either.
A follow-up log, in which the Ship manages to make contact with characters wherever they are, will be posted later (mod goal time is 2-3 weeks from now). That log will take place on Day 40 and will bring with it food (for everyone who has gotten very hungry by then) and drone assistance, but whether characters actually manage to escape at that point or later on on Day 42 is left open to the opinions of you, the players! Both current players and visitors will be able to vote in a Discord poll on the matter, to be posted in the Discord announcements channel tomorrow (after you've had the chance to sleep on this post and let it cook in your brains a little).
Happy playing! Questions can be asked on Discord or added to the usual questions header below this post.
In addition to providing information about how characters arrive on the new deck (whether they're existing passengers or not), this post also serves as a place where Fourth Wall characters can post top-levels without joining the game community.
Further information on Fourth Walls in general and the other accompanying OOC updates to the game can be found on the OOC information post here. This post also serves in lieu of a regular between-events Test Drive.
Finally, you may now start sending in your applications to keep your AU, CRAU, and so on characters around after the Fourth Wall! Be sure to note the minor changes to the Applications page (namely, the addition of an "AU information" section).
Without further ado - How did you get here? And more importantly, where is 'here' anyway?
existing characters
Whether or not characters remember falling asleep on the evening of Day 37, they wake up somewhere different on Day 38, lying on a couch in an almost-familiar room. The couch is similar to the ones in the lounge, though those with keen noses will note that the cushions don't smell the same - there's no scent of your fellow passengers, or of the faint hint of an unknown, arid place that first accompanied the clean furnishings the Ship dragged out.
The room isn't one you've been in before, either, but it's still clearly on the Ship somewhere - there's the familiar motion of the legs moving, and the overhead emergency lights (the only source of light initially in the room) are the same as the ones in the hallways on Fern that the Ship has been working so hard to restore. However, that doesn't mean that it's hard to see - indeed, considering the contents of the room, the low lighting might be a blessing in disguise.
It's full of mirrors.
Not only the sorts of mirrors that character would expect to find, the ones that have been missing from the Ship's bathrooms and other expected places, though there are certainly plenty of those in the room - but the walls, the door, and the ceiling are also all mirrors. Mirrors hang on a portion of the larger furniture in what appears to be the living room of a suite. It's not as dramatic as it could be, but aside from the couch characters wake up on, it's pretty close. The floor, at least, is not reflective mirrors, though it's not much less shiny - instead of the usual hotel-esque carpet of the suites, there's seamless stone tile in stormcloud grey, slight variations in the color indicating marble. And all of those reflective surfaces are perfectly clean - although it's possible to find dried spots of decay on the backs of the mirrors, overall, it seems as though time doesn't have claim on this part of the Ship, much less the Growth.
And of course, where there are mirrors, there are reflections.
Some of them - probably the majority - are normal, perfect mirrors of the person the character expects to see. Some of them are distorted, but in a normal, mundane way - funhouse mirrors among the panels on the walls, making you wide or skinny or warped.
And then some of them show reflections of you that are distorted, not as in bent, but as in there being something different about the you that's in them. Different clothes; different hair; different age; different species. Added scars, or missing ones; limbs missing, or replaced with something else. A completely unknown you in the mirror.
For the most part, these altered reflections act the way you would expect, imitating the movements of the rest of the reflections in the room. But sometimes they don't. Sometimes they climb out of the mirror - and whether they're friendly or not remains to be seen.
There's a note on the mirror-topped table next to the couch. In backwards writing that needs to be held up to a mirror to be read easily, it says:
Thanks for visiting! I'm sorry I couldn't be there to meet you, but there's just so many people here today!
I wonder if you'll get a chance to meet the real you?
Good luck!
new characters and visitors
For those who are new around here, the method of arrival is... a bit different. This applies equally to characters who are just here for the fourth wall (alternates of existing characters etc) or those who will be apped as permanent residents - there isn't a distinction to these categories until the end of the event.
These characters arrive with a first sensation of being pressed against a hard, glass surface - not unlike the whispers of sensation that haunted the existing passengers over the last few days. The difference is that this time, the glass you're pressed against isn't a horizontal floor or bed - it's vertical or at least mostly vertical, and you can tell which way is down.
Or, put another way: Newly arrived characters start their boatride on the wrong side of the mirrors that are packed away into the unknown deck. They are facing towards the real world side, the way they would if they were reflections made physical, but turning around and looking behind them is nearly impossible.
Indeed, there's a growing pressure forcing them against the glass barrier. It grows harder and harder to breathe, almost like drowning, or being crushed by water pressure -
Until, just when you think you can't survive any more, something gives way, and you stumble out of the mirror into the real world. It's not the glass breaking - it's more like forcing your way through a soap bubble or the membrane that sits inside an eggshell that separates the hard pieces from the white. Water, too, cascades down out of the mirror with you, splattering all over the floor, but it's just water, and it doesn't seem to have left more than a bit of surface dampness on you.
However, when characters turn around, they will find that while the glass is still in place and unbroken, the mirror will no longer reflect anything - not even the shine of light cast on the glass - rendering these mirrors completely black. This reflectivity stays on the puddle of water around your feet instead, which aggressively reflects the area around it even if taken elsewhere - even if poured into a cup. In motion, it's too transparent to be taken for mercury or silver, but when pooled undisturbed, it does not ripple in response to the motion of the ship. Only the actions of characters or other forces can cause ripples. Otherwise, it appears to be normal water.
Characters who are alternates of each other might come out of the mirrors while they're literally being reflected (a certain surprise for those who are on the normal side of the mirror doing the looking), but they might also just appear in rooms all by themselves, or in the presence of someone else they know (or think they know). Those who don't have any immediate connections among the current passengers are more likely to appear in some empty room, but ultimately this is left to player discretion.
shallower reflections
Not all reflections are as potentially friendly as those played by those of us on the player side of the screen, however. In addition to the "deeper" reflections played by real humans, who have or at least appear to have personalities and histories of their own, there are also "shallow" reflections. Unlike the Fourth Wall arrivals, shallow reflections can't be of characters who aren't present at the time - they only appear in response to characters looking into mirrors (whether those characters are existing residents or new arrivals).
The shallow reflections come out of the mirrors just like the Fourth Wall arrivals, but there's always something a little off about them. Some of them stay reversed like a reflection; some of them don't make any noise when they move and cannot speak; some of them come out of the mirrors with the funhouse-esque warped reflections and stay that way. Like their more 'real' counterparts, the mirrors the shallow reflections come out of turn completely flat, unreflective black; unlike their counterparts, they don't really hesitate in striding out, much less stumble and potentially collapse.
What do they want? To shove whoever they're a reflection of into the black mirror they came from. What happens if they succeed?
You die. I mean, probably. There's no way of knowing unless one of them does succeed, after all. If you want your character to die in this fashion, please let the mod team know. While we cannot guarantee that interesting things will happen to all characters (and those who are only here to visit for the Fourth Wall are not eligible), this may have permanent consequences for your character, take them out of play for longer ICly than a typical death, or impact other characters in the game beyond the typical levels of emotional harm. Or some combination of all three.
Fortunately, the shallow reflections only have physical strength on their side - they do not possess any powers of those they take the shapes of, and they can be killed in largely the same way as unremarkable flesh and blood humans. A killing blow causes them to collapse into the same hyper-reflective water as described above; the mirror they came out of remains black.
??? deck
The deck itself is open fully to character navigation. Like the lab specimen storage of Zinnia, this deck - whose name is not posted anywhere for characters to find easily - is clear of any signs of Growth, and manages to feel chilly even if you get up to the top deck where the sun is shining.
Or... Should be shining. Regardless of the weather on other deck dimensions, the skies above this deck are
always, at best, a cloudy, half-stormy grey. The air above hangs tense, like the clouds are waiting for something to happen. Unlike the other instances of Ship weather, you don't need Neuvillette's particular affinity with water to sense it - any character with empathic or telepathic powers will be able to feel the sense of looming, helpless frustration in the clouds.
The most notable feature of this deck, of course, is that it's full of mirrors. Indeed, it's not only the mirrors that are missing from the suite bathrooms, the public restrooms by the cafeteria, and so on - there are far more mirrors than the Ship would reasonably need to outfit the decks it has, even including the multidimensional nature of it. Mirrors hang from the walls, and then more mirrors lean against those, or against the other furnishings, or even against each other (since some of them are standing mirrors), and the groups against the walls are often five or six panels deep with the largest at the back the side of the glass panels of the Ship's sliding glass balcony doors. (Yes, those are also replaced by mirrors, reflective in both directions.) Tabletops are reflective in their own rights, and then littered with even more, antique-looking hand mirrors and makeup compacts and those little circular mirrors sold in bags by the dozen at the craft store, only an inch across.
Considering all the reflective surfaces, it might be a good thing that there is only emergency power supplied to this deck - enough to keep the guide lights on and ensure that the sliding doors (though not the elevators) are working, and that whatever system pumps water through the faucets and showers is still going. The water is all cold, however, and there isn't any food available on the deck so far as characters are able to find. In the place where characters are used to finding the cafeteria, there is instead a terrifying mirrored bar filled with empty bottles and glasses as well as - well. Take a guess.
With the exception of the sliding glass doors in the suites, the glass of windows and so forth seems to be what it should be - though it's more reflective than seems natural, too. Like Zinnia, the cleaniness of this deck means that characters have full run of it, all the way down to the lounge on the bottom of the Ship - which is the only place that isn't completely clean on this deck. The super-reflective water that pours out of the mirrors seems to have flowed down here at some point, where it sits, unaffected by the motion of the Ship, about an inch deep across the entire floor. This water is the only feature down in the bottom lounge - there is no furniture, in contrast to its Zinnia counterpart.
And on this floor, at the very bottom, and only this floor, the reflective water has the smell - only the smell, not any other qualities - of fresh blood.
The Ship will not answer characters here - although the terminals in the residential deck that can normally be used to communicate with it (in whatever limited capacity) are present, their screens are (of course!) mirrors, and unresponsive. There's also no signs of drones about, not even the basic roomba-like cleaning drones; there's no evidence that they've been here recently, either.
A follow-up log, in which the Ship manages to make contact with characters wherever they are, will be posted later (mod goal time is 2-3 weeks from now). That log will take place on Day 40 and will bring with it food (for everyone who has gotten very hungry by then) and drone assistance, but whether characters actually manage to escape at that point or later on on Day 42 is left open to the opinions of you, the players! Both current players and visitors will be able to vote in a Discord poll on the matter, to be posted in the Discord announcements channel tomorrow (after you've had the chance to sleep on this post and let it cook in your brains a little).
Happy playing! Questions can be asked on Discord or added to the usual questions header below this post.
no subject
He's afraid, so afraid and his head aches and he keeps scrambling for footing, trying desperately to pull away. The darkened mirror looms, his heart catching in his throat. Sunday doesn't understand what's happening, why this is happening. Federico's gun fires, killing the mechanical double.
Sunday wants to run, to escape, to pull Federico out of here. An animal caught in a snare, desperately trying to free himself. The other man is close, so close. If he could just reach out--- Sunday turns, stepping, slipping. His reflection presses the advantage, yanking him back harder, out of Federico's reach. It laughs cruelly, as it uses Sunday as a shield, pulling him closer to the mirror.
Inches away from its surface, Sunday gains his footing, trying to turn on his heel and shove the beast away, once and for all. It isn't enough. The reflection presses the halovian into the glass, yet the surface doesn't act like glass. It takes a moment, the flat pane curving inward with the pressure of his body against it. Sunday squirms and kicks and tries to grasp hold of something, anything.
"Get out of here! It's no use," He calls out to the sankta, struggling to maintain his strength. "It'll be okay. I'll be okay."
It was a small lie, like the ones he used to tell Robin. Sunday knows he doesn't have long, wholly unaware of what might be waiting for him within. He prays that Federico doesn't stick around long enough to find out.
"Federico! Run!" He pleads, "Get everyone out of here!"
no subject
A cruel laugh. A sharp yank.
Sunday is ripped away, and all Federico is left with is a glove.
The empty weight of it in his palm is nauseating. His stomach twists, his chest seizing with something hot and ugly. His fingers clench around the fabric, shoving it into his pocket. His gun is up in a blink, his grip like iron. The reflection grins, using Sunday as a shield, taunting him, daring him to take the shot. Federico doesn’t hesitate. He fires—
Not at the thing. At the mirror.
A dull thud.
Nothing.
His arts strike dead center—and dissipate. The mirror swallows it whole, smooth and unbroken. Not even a scratch. Bad call. His pulse kicks up faster, faster. Too many bad calls. He’s running out of time—
He surges forward again, heart hammering, breath sharp and ragged—but Sunday is already being pressed into the mirror. The surface bends inward, warping like liquid, like a yawning mouth about to swallow him whole—
No.
No, no, no, no—
"No! Your request is unreasonable—denied!" His voice is raw, teeth bared as he throws himself forward—
Hands clamp around his arms. Not just one. Many.
Cold. Unforgiving. Reaching from other mirrored surfaces. Fingers like iron vices dig into his arms, his shoulders, his wings—clamping down hard and yanking him back, ripping his momentum away. Static bursts in his vision for a moment as his halo gets pulled against.
His breath jolts out of him as he twists, fighting, heels digging into the floor, his body straining with everything it has. His wings snap wide, straining away from him, as he aims the sharp, pointed edges at the ones holding him back.
Pain lances through him, hot and sharp—his wings aren’t fully healed, the wounds barely mended—but he doesn’t care.
Sunday is slipping.
"You're a part of everyone, I can't. I will not leave you!"
Another laugh. Low. Cold. Amused. Then—
A hand. Too cold. Too strong.
It clamps around his throat. He coughs in shock as air fails to enter his lungs.
The hand shoves.
Federico is airborne for half a second before slamming into the ground, the impact cracking through his ribs. The air is ripped from his lungs in a strangled gasp. His gun skids from his grasp, clattering uselessly across the floor.
No.
"NO!"
[press F to pay respects]
It hadn't been enough.
Request unreasonable-- Denied. The halovian shakes his head. There is a hand on his throat, squeezing, pushing. It hurts, but he still speaks, begs this last request of his friend.
"Please!"
He doesn't think he's being too pessimistic this time. Sunday could only tread water within this empty frame for so long, he could feel himself slipping further, the horrible thing in his shape forcing him deeper into the mirror, no matter how he struggled. Sunday knows where this ends, and he knows how it pains Federico. His friend. His best friend. They only had so much time, were unable to stop what had begun, the mirror's glass seeping up to his chest. The halovian's expression pleading as his eyes sting with tears.
"Swear it to me. Protect yourself. Protect the others."
The glass envelops him, as the mirror accepts its offering. His gaze was glued to Federico's face, the hands reaching for the other man, dragging him back, forcing him down. Sunday is afraid for himself, yes, but more afraid for him, for the others. The sankta could very well be next. Fou-Lu. The thought of anyone else ending up like this leaves Sunday with a sick feeling, much worse than his own fate. He takes in one last ragged breath, closing his eyes as the glass creeps over his face, preparing himself for whatever might come next. If anything was truly next.
The mirror's surface settles, the ripples slowly fade, and Sunday is trapped within.
F bass boosted (More serious title: Don't go where I can't follow)
No. He’s imploring Federico to run. To leave him behind.
A sharp, painful breath catches in Federico’s throat. His chest seizes. It aches.
An Executor honors—
"I—"
Carries out the wills of the dead—
"Sunday—"
And the dying.
His throat burns, tightens, like a vice around his voice. The words refuse to come out. His breath shudders violently as he pushes himself up on trembling hands and knees, fighting against the hands clawing at him, the inhuman grips pulling him back. He lunges for his weapon, fingers brushing the grip before another yank tears him away.
He gasps, chest heaving. He can’t look away. He can’t.
He can't save him.
Sunday is dying right in front of him—and Federico can do nothing to stop it. A fractured breath rattles out of him. His hands clench against the cold, unyielding floor. His vision is a blur, burning.
"I—I..." His voice cracks. This is his duty. He has always honored his duty. He has always carried out the wills of the dead with unwavering certainty.
But this. This.
This is the hardest vow ever asked of him. Because for the first time in his life, his duty is in direct opposition to his desires.
And he is losing.
His chest shudders with the effort of breathing, of forcing the words out when everything inside him screams against it.
"I... swear it."
Something wet slips down his face, warm against the unnatural chill in the air. He doesn’t know what it is. He doesn't care.
"It will be done."
Sunday's eyes slip shut. His body gives way to the mirror’s pull. A breath, half-drawn—then silence.
He is gone.
The breath stutters in Federico’s lungs. His head bows forward, shaking, his fingers clawing against the ground as though he can ground himself against the unbearable weight pressing down on him. Tears strike the floor. His shoulders quake.
He’d failed.
Sunday’s gone.
He’d failed.
The words hammer into his skull, over and over, a crushing, relentless certainty.
He’d failed.
But an Executor still has a will to execute.
A broken, guttural noise wrenches out of his throat. His hands tremble as he reaches for the clasp of his cloak, unfastening it, letting it slip away as the clawing hands snatch it. Slowly, shakily, he forces himself upright, staring down the distorted, grinning thing in Sunday’s stolen shape.
Every fiber of his being screams for him to raise his gun, to take one of his precious few originium bullets and put it through its skull.
Instead, he turns.
He runs.
Before the hands can seize him again. Before the twisted echoes of Sunday’s voice can sink their claws into his mind. Before the resonance between them, once sharp and familiar, now empty and silent, can suffocate him completely.
He runs.
Sunday’s final words reverberate through his mind, over and over, in circles.
"Swear it to me. Protect yourself. Protect the others."
His vision is a mess of blurred shapes and flickering shadows. He can’t see. He doesn’t know where he’s going. He doesn’t look at the figures shifting behind the glass.
All he can do is run.
He doesn't know how long he runs, how far he goes, where he is. He doesn't know. It's like his mind has no capacity to consider those questions. But at some point, his legs finally give out. He stumbles, crashes to his knees, chest heaving, lungs raw. His wings curl around him, folding in tight as his body shakes, wracked with broken, choking sobs. He tries to stop. He can’t stop.
Crying is useless. It fixes nothing. It serves no purpose.
It won’t stop.
Sunday is gone.
And the weight of his dear friend's will crushes down where it's stored over Federico’s heart.
He had failed.