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â THE CARNIVAL
â
. ARRIVAL & THE TEMPLE
You can read all about your character's arrival in the game lore.
You can see the lights of the Ferris wheel from the water, and by the time you pull into port you can smell popcorn, cotton candy, grease, sawdust. Music drifts on the air, interspersed with screams from the rides.
The carnival is in town.
Not just any carnival, either - the carnival. The one to end all others. Every circus you ever read about or saw in a movie, with striped tents filled with acrobats and sideshows, midway games complete with carnival barkers in straw boater hats. But it's also every shitty fair that ever rolled through your hometown, with unreliable looking men with greasy mullets smoking as they jockey the Wild Mouse, the Gravitron, the Zipper, the Corkscrew. There's a constant stream of 80s hair metal playing underneath the roar of the rollercoaster tracks, blending somehow with the traditional piping organ of the carousel.
Experienced Travelers will know by now that every island has its own temple, and this one is no exception. Itâs not in the carnival proper, though; if you step away from the lights of the midway and tents, youâll notice dozens of old wooden circus trailers, arranged in a circle, growing tighter together the closer to the center you walk. The trailers are functional living places, with built in beds - sometimes one, sometimes two - and a small table and an old wood burning stove with a cooking top just big enough to boil a kettle on. Thereâs a toilet, but if you want a shower youâll have to go outside and find a tent set up at the outskirts of the makeshift trailer park where there are tent showers set up, locker room style.
The clearing in the middle of the parked caravan is completely empty except for a solitary midway game: a towering high striker. It must be at least twenty feet tall, surmounted by a round, red bell. A wooden mallet is leaned against a sign next to the game that reads, predictably, TEST YOUR STRENGTH.
Step right up.
â Ą. HALL OF MIRRORS
When it comes to amusements, the Hall of Mirrors has always been second-fiddle to the Haunted House. But the line for the former was shorter, so here you are. The guy working the door has weasel eyes and is smoking. He gestures for you and whoever is behind you to enter together; "No singles. For safety."
The lights are a dull neon, cycling from deep blue to cyan to purple and back again. You find that your outstretched fingers will bump against smooth, clear glass as often as not. The mirrors reflect the maze back into itself over and over, disorienting and strange.
Some of the mirrors are convex, some concave, and as you pass them your reflection warps and bends alongside that of whoever you're stuck inside the maze with.
At some point you will realise that the reflection looking back at you isn't quite right. It's still you, sure, but it's not how you really look, not on the outside.
Looking back at you from the cold glass is how you perceive yourself. Perhaps that's stronger, perhaps uglier, perhaps as a sniveling child or an ancient hag. And this reflection is going to follow you from mirror to mirror as you desperately try to find your way out.
One of you spots an exit sign, bleeding red light. Only catch is that it's behind a pane of glass. And another. And another. You could break your way through all of them, certainly, but it's not as if there's anything laying around for you to use to do so. Just yourself, which might work in action movies but tends to cause a lot of physical damage in the real world.
Above the glass someone has placed a sticker that reads, âwho are you really?â in black sharpie. Answer it, and the glass will swing open. Don't, and well...
Guess you'll have several years worth of bad luck.
â ˘. THE CAROUSEL
CW: childhood trauma
Old fashioned organ music and a million flashing lights draws you to the carousel. It's a vintage delight: huge, with ornate animals carved out of wood and lovingly hand painted. There are horses, of course, but also lions and leopards and birds and rabbits and wolves... any animal you could want! In fact, you'll see an animal that looks perfectly YOU. You just have to climb up on it for a ride.

Settled on your mount, the ride begins to move. To your surprise, it begins to move backwards. You can't seem to ungrip the pole you're hanging on to, so you're helpless to escape as the ride spins again and again.
When it stops and you step off, you will be younger. You will in fact be the same age you were when a formative event happened to you.
You're a kid at a carnival! How fun! Well, maybe you're not that young, and it's probably not very fun at all considering that now your trauma is fresh.
The only way to become your proper age again is to get on the carousel and get it to run forward. Depending on your age, you might not be able to figure any of that out, but surely one of the other Travelers can help you. You'll definitely need someone to man the carousel controls. Oh, and be careful not to knock it into overdrive...
â Ł. COULROPHOBIA
CW: clowns, suffocation
Who can possibly resist the big top? Not you! You're ushered into the tent and you take a seat in the stands, where you have an excellent view of the huge ring before you. The excitement in the air is palpable, and even if you're the grouchy type you'll find yourself a little bit thrilled.
It's a little surprising when the lights go up to the sound of screaming guitars. Mist belches from hidden foggers, and flames shoot from near the center of the ring. The lights stutter red, blue, green. The whole thing is a lot more rock show than it is Ringling Brother's.
At any rate, even if the ringmaster looks like a reject from a trailer park metal band and the music is liable to burst some eardrums, it's still a circus. There are trained horses and riders, contortionists, and a score of talented trapeze artists. It's all sparkling and impressive and terrific fun.
The trapeze artists take their bows, clearly ready for a break. And if a break is needed at the circus? You know what happens next, don't you?
SEND IN THE CLOWNS!
The clowns spill into the ring, all sorts of them! There's Harlequin and Pierrot, Auguste and Tramp. There's Bozos and Ronalds and Clarabelles and Krustys. Hopefully no Gacys, but there's so many of them that it's hard to know for sure.
One of these clowns - the one you hate the most, of course - approaches you in the stands. With comically exaggerated movements, it leans close to you and whispers...
Well. It whispers horrible things to you, really. It recounts to you some instance in your life where you delighted in the suffering of another, a moment where you really and truly were happy that somebody else was hurt. It's not a moment to be proud of, for sure, but as the clown tells your own secret shameful joy to you, you start to laugh. Really laugh - soon you're bent over double, tears running down your face, absolutely howling with laughter.
Your stomach hurts, and you're running out of breath. Very soon you won't be able to breathe at all.
Eventually, one of your fellow travelers won't be able to resist asking you, "What's so funny?"
The only way to stop laughing is to tell them. Otherwise you're going to pass out right where you sit, a creepy clown leering over you the whole time. Maybe your fellow traveler will be nice enough to drag you out of there if that happens, because if you're left alone? Everybody knows clowns get so much scarier alone in the dark.
It wouldn't be a party without some jams.
You can read all about your character's arrival in the game lore.
You can see the lights of the Ferris wheel from the water, and by the time you pull into port you can smell popcorn, cotton candy, grease, sawdust. Music drifts on the air, interspersed with screams from the rides.
The carnival is in town.

Experienced Travelers will know by now that every island has its own temple, and this one is no exception. Itâs not in the carnival proper, though; if you step away from the lights of the midway and tents, youâll notice dozens of old wooden circus trailers, arranged in a circle, growing tighter together the closer to the center you walk. The trailers are functional living places, with built in beds - sometimes one, sometimes two - and a small table and an old wood burning stove with a cooking top just big enough to boil a kettle on. Thereâs a toilet, but if you want a shower youâll have to go outside and find a tent set up at the outskirts of the makeshift trailer park where there are tent showers set up, locker room style.
The clearing in the middle of the parked caravan is completely empty except for a solitary midway game: a towering high striker. It must be at least twenty feet tall, surmounted by a round, red bell. A wooden mallet is leaned against a sign next to the game that reads, predictably, TEST YOUR STRENGTH.
Step right up.
Notes:
1. Please remember to mark threads appropriately with Content Warnings when necessary.
2. These prompts are a jumping off point - how they affect your character and their development is up to you.
3. The island temple is accessible to all. The High Temple is only accessible to new characters this month - it will re-open to all others next month.
4. The Test your Strength game can be played by anyone. How well your character does is entirely up to you, but the game does not necessarily measure physical strength.
5. These residents of the island are normal humans. Killing them is possible and will affect the colour grading of your Scrywatch depending on the situation.
6. Any food found on the midway is safe to eat, and is consumable by non-human entities.
7. Have fun!
â Ą. HALL OF MIRRORS
When it comes to amusements, the Hall of Mirrors has always been second-fiddle to the Haunted House. But the line for the former was shorter, so here you are. The guy working the door has weasel eyes and is smoking. He gestures for you and whoever is behind you to enter together; "No singles. For safety."
The lights are a dull neon, cycling from deep blue to cyan to purple and back again. You find that your outstretched fingers will bump against smooth, clear glass as often as not. The mirrors reflect the maze back into itself over and over, disorienting and strange.

At some point you will realise that the reflection looking back at you isn't quite right. It's still you, sure, but it's not how you really look, not on the outside.
Looking back at you from the cold glass is how you perceive yourself. Perhaps that's stronger, perhaps uglier, perhaps as a sniveling child or an ancient hag. And this reflection is going to follow you from mirror to mirror as you desperately try to find your way out.
One of you spots an exit sign, bleeding red light. Only catch is that it's behind a pane of glass. And another. And another. You could break your way through all of them, certainly, but it's not as if there's anything laying around for you to use to do so. Just yourself, which might work in action movies but tends to cause a lot of physical damage in the real world.
Above the glass someone has placed a sticker that reads, âwho are you really?â in black sharpie. Answer it, and the glass will swing open. Don't, and well...
Guess you'll have several years worth of bad luck.
Notes:
1. Yes, characters can bash their way out of the maze, but it is real glass and will cut anyone who isnât invulnerable. There is a first aid station run by extremely unreliable carneys on the premises, so hopefully they can patch themselves up enough there.
â ˘. THE CAROUSEL
CW: childhood trauma
Old fashioned organ music and a million flashing lights draws you to the carousel. It's a vintage delight: huge, with ornate animals carved out of wood and lovingly hand painted. There are horses, of course, but also lions and leopards and birds and rabbits and wolves... any animal you could want! In fact, you'll see an animal that looks perfectly YOU. You just have to climb up on it for a ride.

When it stops and you step off, you will be younger. You will in fact be the same age you were when a formative event happened to you.
You're a kid at a carnival! How fun! Well, maybe you're not that young, and it's probably not very fun at all considering that now your trauma is fresh.
The only way to become your proper age again is to get on the carousel and get it to run forward. Depending on your age, you might not be able to figure any of that out, but surely one of the other Travelers can help you. You'll definitely need someone to man the carousel controls. Oh, and be careful not to knock it into overdrive...
Notes:
1. If your character does not get back on the carousel and ride it in reverse, they will revert to their actual ages at the end of the month.
2. Please be especially mindful of content warnings with underage characters. A reminder that the game does not allow explicit sexual content with minors.
3. You do not have to regress your character to childhood - if a very formative event happened at age 20 for example, you can choose that route instead.
4. Speeding up the carousel while it is moving forward will result in, you guessed it, aging your character UP. Obviously you can ride it backwards again to fix this, or again the aging will be reversed at the end of the month.
â Ł. COULROPHOBIA
CW: clowns, suffocation
Who can possibly resist the big top? Not you! You're ushered into the tent and you take a seat in the stands, where you have an excellent view of the huge ring before you. The excitement in the air is palpable, and even if you're the grouchy type you'll find yourself a little bit thrilled.
It's a little surprising when the lights go up to the sound of screaming guitars. Mist belches from hidden foggers, and flames shoot from near the center of the ring. The lights stutter red, blue, green. The whole thing is a lot more rock show than it is Ringling Brother's.
At any rate, even if the ringmaster looks like a reject from a trailer park metal band and the music is liable to burst some eardrums, it's still a circus. There are trained horses and riders, contortionists, and a score of talented trapeze artists. It's all sparkling and impressive and terrific fun.
The trapeze artists take their bows, clearly ready for a break. And if a break is needed at the circus? You know what happens next, don't you?
SEND IN THE CLOWNS!
The clowns spill into the ring, all sorts of them! There's Harlequin and Pierrot, Auguste and Tramp. There's Bozos and Ronalds and Clarabelles and Krustys. Hopefully no Gacys, but there's so many of them that it's hard to know for sure.

Well. It whispers horrible things to you, really. It recounts to you some instance in your life where you delighted in the suffering of another, a moment where you really and truly were happy that somebody else was hurt. It's not a moment to be proud of, for sure, but as the clown tells your own secret shameful joy to you, you start to laugh. Really laugh - soon you're bent over double, tears running down your face, absolutely howling with laughter.
Your stomach hurts, and you're running out of breath. Very soon you won't be able to breathe at all.
Eventually, one of your fellow travelers won't be able to resist asking you, "What's so funny?"
The only way to stop laughing is to tell them. Otherwise you're going to pass out right where you sit, a creepy clown leering over you the whole time. Maybe your fellow traveler will be nice enough to drag you out of there if that happens, because if you're left alone? Everybody knows clowns get so much scarier alone in the dark.
Notes:
1. What happens if you really do get ditched with the clowns? Great question. Maybe they make you one of them. Maybe they eat you. Maybe you just wake up in the Big Top dressing room and see all the clowns smoking cigars and taking their floppy shoes off to film Clown Foot Erotica.
Gideon Nav | The Locked Tomb (content
The islands, Gideon continues to learn, are full of color. She expects as much compared to the Ninth House. Perhaps even next to the dead decaying First House. It's still so much. Colors blur, and Gideon ducks her way around and through the loud noise. Only way out is through, yeah? (no, but it's her answer for a lot of things). Her mind skips from element to element, unsure how much it resembles the other houses or even farther abroad parts of the universe.
The element that grounds her and nabs her focus is the hammer with the sign: test your strength. This, yes, this. Gideon knows this. Someone's ahead of her, and she's got enough sense of fair play to wait her turn. She postures, watching them. "How hard is it?" she asks, teasingly.
â Ą. HALL OF MIRRORS
CW: murder, blood/horror
Buddy system is a little suspicious (the last time Gideon followed the buddy system people were being murdered), but sure. The first reflection she sees looks a lot like her. Her clothes are all black (she's got some color now), and most importantly Gideon has her sword. She longs for it the way she needs air and food and sleep and Harrow. Gideon holds up her hand to the mirror and stares.
She's no Naberius Tern, so Gideon moves on.
The Hall of Mirrors stops being as fun when Gideon sees herself falling asleep in a broad mirror that drips with blood. It drips from her too, even as her eyes droop. Each time Gideon blinks, a spear of light sears against her eyes, and more blood coats her hands. Her mistakes. Her failures. Her face flushes, and Gideon strides farther on. She glimpses further images of herself--holding Harrow in that water-filled hole (and her corpse impaled on a wrought-iron fence), eleven year old Gideon dazed, Gideon fighting heralds (as herself, not as Harrow, which she knew didn't technically happen, but she had fought them, so it had, shit just got complicated).
Standing at the exit doors, Gideon sighs and feels scraped dry. "Gideon fucking Nav," she declares at the glass series of reflections, holding all of the versions of her. Nothing happens.
â ˘. THE CAROUSEL
Other people may have learned to expect shit to happen. Gideon is slow or stubborn or both. She's having fun damn it, and sometimes that means riding some four legged construct that's pinned to the floor. She laughs as it speeds up and laughs and laughs and-
She's laughing but gasps shut. The gangly eleven year old gulps back and eyes everything suspiciously. This has to be Harrow's doing. No one else just does this. Even these people look much too young (how many corpses is she puppeting now? Are there more?). Her jaw sets, and Gideon climbs off the construct (Harrow is soooooooo going to scratch her face off if she learns Gideon climbed her precious skeleton construct). She backs up and backs up and what the ever-dying fuck there's a sky.
â Ł. COULROPHOBIA
CW: suicide, child neglect
Gideon hasn't seen Harrow, and she doesn't know what to make of the other people. No one knows her, and no one's immediately come up and done whatever. AKA absolutely fucking normal. Except most people aren't wearing face paint, and those that do aren't skulls. That's even weirder than people not wearing face paint (because that is the way her face is when she wakes up in the morning, before someone holds her down and paints it on).
Then it's worse. Because someone knows what she did, what was supposed to be that 'gotcha' moment. Everyone who knows was dead or Harrow. Harrow wouldn't tell. Gideon definitely wouldn't tell. Someone knows? Even as the laughter racks her body and the tears are as much from guilt and the sinking sensation in her stomach, though not the painful way all this laughing tears at her stomach (Aiglamene's lessons are harder), Gideon's scared. She tries to find a way to be alone, but it is hard to slink around in broad daylight (thank something for the sunglasses) and while laughing.
OOC: Internet access issues --> responses will be sporadic for the time being.
II
As they move through, the changes in his own reflection are far less dramatic. His outward appearance has always reflected the otherness he feels, and he's cultivated it--growing his hair long, rejecting the standard SOLDIER uniform. His reflection shifts to show his chosen uniform: the long black coat and gloved hands and white pauldrons. His sword, too, appears in his left hand, a part of his identity. The truly uncanny parts are subtle. His reflection's eyes glow more prominently, and somehow, it appears more distant from the glass than it should, throwing off his spacial awareness. He takes to keeping a hand against the glass to feel his way.
He doesn't comment on Gideon's reflections, much as this place might want him to, and it doesn't surprise him to find something barring their exit. He doubts it wants anything so easy from them as their names. Still-
"Perhaps without the expletive," he suggests dryly.
II
âOr we have to say it together or hold hands while saying our names or maybe itâd like a fighting demo. I vote we try that one,â Gideon says. She looks to the dead end of mirrors stretching out. âGideon Nav.â
She waits. No luck.
âYou can try yours. If it wants poetry, I know some that will never leave your head.â
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Nothing happens, of course.
"Unless you are, secretly, a poet, I doubt poetry is the answer." And he really doesn't care for it.
He glances around them, at their various reflections staring back at them. At least his are consistent, but he is starting to feel hemmed in. These halls might be largely empty of people, but they're hardly spacious. The exit is right in front of them, but the red light tells him he cannot pass.
Oh, he is absolutely not confessing that aspect of his identity. "We might simply break it," he proposes, even if his current clothes don't offer the best protection against shattering glass. It's better than certain options.
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The mirrors arenât so much telling a story as depicting Gideon the different ways people could see her. Some of them good, some of them bad, some of them Gideon wants to turn away from but always continues to see in the corner of her eye.
âWe could,â Gideon agrees. She bites her lip rather than moving forward on that. Harrowâs voice is in her head, and Gideon knows Harrow wouldnât simply brute force her way out (Harrow does not do brute force). Surely Harrow will be disappointed in her if Gideon breaks it all down. âWeâll always have that option, so lets take a minute.â
What would Harrow do? What would Harrow see? If these are Gideon moments, they are ones Harrow has almost seen all of. Gideonâs eyes slide back toward the bloody vision of herself, the one that clearly must have been how she looked the night Gideon went down into the complex with the Fourth House. Isaac. Then Jeanne-Mary. Thatâs their blood on her hands. Whatâs the point of showing her that? Gideon fucks up, and it gets people killed. (see also not killing the Saint of Failing to Kill Harrow (wait, thatâs like two of them) and everything going to shit). It feels like doing those tests again, somewhere between the two they completed. She doesnât get to fight anything with her sword, but sheâs also not in how-the-fuck-am-I-alive agony.
âCavalier Primary,â she tries. âDumbass-in-chief.â She looks over at Sephirothâs reflections. Back at hers. Hmm? âGoths who like boobs.â
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"SOLDIER, First Class. The Demon of Wutai." Nothing. "I don't think it wants titles either."
He stares into his reflection, a face that looks a little more off, a little less human. Is that what it wants from him? Would it even accept a negative? An admission that he may not be human, that he doesn't know his own origins? Even that is something he's reluctant to speak aloud.
"...the son of Jenova," he tries, and if he'd really understood what that meant, then it probably would have worked. But he doesn't. He ascribes the name to the wrong person, thinking her a human woman. Nothing happens, and he lets out a frustrated breath. He looks to Gideon, his expression saying that he's about out of ideas-- or at least ideas better than breaking the glass.
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They arenât meaningless, but itâs information people can have without really knowing anything about her. Silas Octakiseron knew her last name because he spoke to a spirit. He didnât understand anything about the Ninth. Not really. Much less her.
Gideon needs to channel Harrow. Harrowhark Nonagesimus. Gideon cannot unravel the magic or understand itâs underlying theorem. Nor does she want to. Harrow, she knows, would be so frustrated with her, with Gideon standing here the fool embarrassing the Ninth House. âGriddle,â Gideon grumbles in Harrowâs voice.
That name is theirs. When Gideon is embarrassing or too stubborn or stupid or impressive or working together. Itâs always Griddle.
The reflections waver and snap together, a myriad of images in one. One person. Her. The mirrors start to part, letting them closer to the exit. Not out but halfway. Maybe.
âYour turn,â Gideon says. âYou still going to punch your way out?â
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If he had anything else to offer that she wouldn't understand... Well, he does, but it's not something he's ever allowed himself to put words to, and if it didn't accept his mother's name, then what's the point of anything further about his parentage?
"To be quite honest... I would rather give it a little blood than play this guessing game any longer."
In other words, yes. He won't warn her to step back, but she has a few seconds while he pulls out his utility knife; he could use his fist, but this should at least save him a few cuts. Assuming the glass isn't a magical barrier...
It's something of a relief when the handle of the knife connects and the glass breaks the way glass ought to break, even if he does suffer a few cuts to his exposed skin. No big deal.
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âYou do you, bro,â Gideon says. She steps back enough to avoid most of the splash zone. If only the shards would come together into some mirror construct tom fight this would be a lot more fun. She picks up some pieces of moderate size. Theyâre sharp. Theyâre different. They could be useful. A lifetime in the Ninth House teaches people not to waste things.
Staying some steps behind, Gideon watches his reflection. âAnything important about the way your reflectionâŚâ she motions toward what doesnât match. âIs like that?â
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"I am unlike others," he says, tossing his hair back as if for emphasis. "What a revelation."
His sarcastic observation does nothing to open the way, so he promptly smashes through the next mirror, leaving just one pane of glass between them and the way out. He'll move to smash that, too.
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âWho does get you?â She asks. âYou can hate it all you want, but unless you grew up in a society of one, I bet someone knows your hair flipping ass better than youâd like.â
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i.
From behind: a compact, muscled body dressed in those now-ubiquitous traveller's robes. Black hair, still cut blunt at her chin. A young woman standing light on her feet as if she's perpetually ready to bolt, even as she scrutinises the game in front of her. Of course cavaliers would be drawn to feats of strength— except, remembering how the puzzles had gone back at Canaan House, she hasn't actually put hand to hammer yet.
At the sound of that lightly amused voice (also hauntingly familiar—), Camilla spins on her heel to look back at Gideon.
And something flickers in her expression: surprise cracking through that usual stoicism; startlement, disbelief. She's usually so much better at that poker face, but even more than Palamedes, she has a few reasons to be surprised at seeing this particular cav. "Ninth," she says, blinking. That blink is the equivalent of a dropped jaw, in most other people.
But she marshals herself together quickly. The Sixth are always quick adapters. "Haven't tried it yet. Don't really trust it. Also, hi."
i.
âDoesnât look like siphoning,â Gideon comments. Thatâs a low bar to beat, but having gone through it some number of times, Gideon feels itâs a fair starting point. âDoesnât look like you need a necromancer for it.â Gideon tilts her head. It looks simple. So did the walk across the room uh oh vaporization test. Camilla has a point.
âI donât know half these clowns, but whatâs the worse choiceâletting them do it or doing it ourselves?â Camilla is one of the most badass people Gideon has seen fight. âWhatâs the worst that can happenâdying?â Been there. Done that. Didnât even get a crappy shirt.
inevitable locked tomb spoilers everywhere
(Pot kettle black, really.)
Unlike her necro, Camilla isn't much for hugging. But she steps closer, reaches out, and automatically touches the other woman's arm, those biceps which had so impressed the Fourth. Confirming it's actual warm flesh beneath her hand, not some kind of intangible illusion.
"Looks like you got better," she says. But there's still that bitten-down smile, a brightness to her eyes. "Glad to see it, Ninth."
Re: inevitable locked tomb spoilers everywhere
Gideon smiles and gives a slight shrug. âIâm bad at dying,â Gideon says. Itâs not the first time she should have died. Only the first time she did. She hasnât talked it over, but Gideon is pretty sure itâs Harrowâs fault this time. Dying isnât the hardest task. The fence was straight forward.
She bumps Camillaâs arm in the shoulder. âSeriously, you look good. Iâm glad it worked.â Because there is a chance Camilla is dead/was dying and brought here before sheâs separated into her component parts. Gideon longs to hear the Sixth is okay.
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She gestures vaguely at the other cavalier. The last she'd seen of this particular physical form, it had been in horrifically worse shape and yet not rotting somehow. The Blood of Eden had retrieved what remained of Gideon the Ninth (a much easier task than Camilla's own gruesome collection), and it had certainly not been walking and talking at the time.
"You've got your own body again. How?"
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She absently reaches for her sword. It's not there, so Gideon runs the hand through her hair instead. Camilla's more important than her sword, but what she would give for her sword. "1/10 do not recommend being stuck in the back of someone's mind," Gideon says, "Saw plenty of things, but in a toddler conducting a shadow puppet play with their first constructs kind of way. Very patchy, incomplete, and lacking a lot of normal ass context. Not helped by people who've known each other ten thousand years barely needing words and NOT needing to complete their thoughts in a way the new kids can follow. So, eh?" Gideon shrugs. It's underselling it.
Camilla, my father is GOD and my mother is WAKE ME UP INSIDE and his mortal enemy is right there. Mostly because Camilla's question reminds Gideon of the weirdest fucking conversation in her life. She hasn't talked about it yet. Not going to start now.
"Sorry I couldn't stop Palamedes from exploding himself," Gideon says instead. She still remembers being pinned like a butterfly. Too many god-damned conversations where Gideon can't do jack shit.
â ˘.
This understanding, resultant of her meeting with the Oracle and showing her faith as about as pure as any faith could ever get around here, has essentially resulted in Harrow's shifting of her religious duties for the most part to the Ancient. Thus every new island and every new trial is a test, as they should be, and most of them she embraces them with the confidence and surety of a proper nunlet. Largely, this is downplayed to simple acquiescence to participate; occasionally she shows a genuine sign of enthusiasm for something.
A carnival has not won the genuine enthusiasm, but she hasn't been refusing to leave her sleeping quarters or anything of that nature,a nd has even forced herself into being willing to explore. That doesn't mean she's touching anything, because she knows the divine will lead her where it may, and so she will be drawn to something if it's terribly important--
Oh, and then there's this.
That specific shock of red hair isn't the most unique thing anymore, but it's unique enough, and if she catches sight of those golden eyes, more the better. Harrowhark pinches the bridge of her nose, closes her eyes, and slowly inhales. Then exhales just as slowly. That is most certainly a Gideon Nav she has seen before, wandering away from the spinning thing, or maybe having been trying to before she was startled by how everything looks, which Harrow can completely understand because it's not the Gideon Nav she was expecting.
"God help me," comes the sigh, and then she picks up the pace to catch her frightened sword-child. Not literally. Just to approach. "Gideon."
This is Harrow, for sure, but a Harrow at eighteen with face paint that includes red and blue and a little bit of purple, and she's wearing a black-and-white batik skirt with her black boots and black turtleneck. One of her black-painted nails is chipped. And she just looks tired.
Re: â ˘.
Something is wrong with Harrow, more than being an oversized greedy lump of muscle and sinew. Her face paint is wrong, and her face paint is never wrong. No one ever pins Harrow down and rubs gritty paint on her face. Her clothes arenât proper Ninth either. Gideon doesnât know what that white is doing on her skirt, but itâs halfway to the Eighth House, and Gideon knows that one isnât much better than the Ninth.
âHarrow,â Gideon says warily. Everythingâs gone ass up since what was supposed to be Gideonâs moment of victory. This cannot be anything good. She thanks her lucky stars Crux isnât around, but that never lasts. âWhat happened to you? You look bonkers.â
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Like --
Oh.
"Do you want--" This is so painfully awkward. She is a child. "Let me fix your face. The scratches."
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She steps back instinctively. âI donât need them to match,â she says. âAnd I donât need more face paint.â Itâs not up to Ninth standards, but itâs grimy and gross and forced upon her against her best efforts. Thereâs a zit forming under it, and itâs sure to have followers. âFix your own face. Crux ought to make you clean the steps for that.â Gideonâs sure that somehow the marshall (a skeleton overdue for freedom from its meat prison) will still blame her.
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Thirteen year old Gideon had much more notable acne than this one does. Harrow remembers that; Harrow knows why she remembers it and wishes she didn't. "I just--I wanted to undo what I did." She should take a position of authority over this genuine child who later became her cavalier. She does not know how to cope with children, whether or not they are Gideon, and she's pretty sure Gideon doesn't believe she is actually an adult. She is failing at what she should do. She is nervous and her attempt to hide it makes her sound even brusquer and meaner than normal.
"It is your face, though. And it's covered well enough. So is mine. The colors are to blend in a little more, it's respectful and it is the best way to represent the Tombkeepers. The--local faith is a part of ours."
Harrow is the only Tombkeeper left and she can go right ahead and say that.
She has spoken to both gods.
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In ten thooooooooousand years, no one in the Ninth has heard of a color as bright as one on Harrowâs face. If anyone did, the great aunts would die of shock. Harrow, the most Ninth nun to ever Ninth, is not one to throw off tradition.
She pauses. There was that time Harrow opened the Locked Tomb. Okay, all bets are off.
Gideon looks around them. The average age in the area has dropped fifty years at least. âWhat locale is this local faith in?â Gideon asks. âDid the Ninth branch out with an army of your constructs? You cannot go and make yourself god, Harrow.â
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"I should slap you for that," she sniffs, keeping her face stern rather than letting any emotion leak through the edges, "But considering I don't make it a habit to inflict harm on anyone younger than I am," she has only recently even met people younger than she is so even with her tendencies toward violence that hasn't been that hard, "I won't. That kind of accusation is beyond inappropriate--anyway, this is a different system. So our God does not oversee it, their Ancient does. We've met and I have taken on her cause; they are not incompatible."
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getstay away from the house."Don't know how anyone dragged you away from that pit in the ground," Gideon mutters. A moment before, she had no idea other systems (beyond the ones they are fighting) exist or that any other god exists. "At least this one likes color. What's her/your cause then? Beyond not hitting kids." Which is already a huge step up from the Ninth. No one's ever held back on her account. Even when Harrow's the one in the wrong.