the knight (
focusedvoid) wrote in
boxfullofzeroes2022-10-31 05:57 am
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voicetest the voiceless
They're not dead.
Less dead than they'd felt, at least. Their shell doesn't normally take so long to reform.
Then again. Their shell doesn't usually break of their own violation as they ascended in a boiling rage, ate at least one realm, a god, and all the Godseekers.
(That last point is debatable, actually. There's some odd sense, deep under their...shell? Void? Wherever they once stored things like Isma's Tear, much deeper now...that the sea-mind is still there, sluggish and held in a stasis. They're already adjusting enough, and they don't seem to be dying or trying to kill them, so that problem is neatly sorted as 'for later'.)
They push their body to stand. Their horn clangs uncomfortably loudly against the grate they've apparently woken up beneath. They're somewhere in the Royal Waterways. A quick check of the map--or, not so quick, as it takes time to locate where it had been--shows they've risen about halfway through, closer to the City of Tears than the White Palace. They'll go to the Stag Station in the City Storerooms next.
So they think. Complications arise on the way.
The Infection is gone, leaving dead Flukes, Pilflips, and Hwurmps in piles enough it takes time to force their way past. Their body seems too small. No, their body is fine--there's something wrong with perception itself. That will take time to adjust to.
Then, they discover the Monarch Wings now stretch and warp when used, twisting around the nearest pipes after landing before the Knight forcibly calls them back. Shade Wings, they decide to call these.
Once they're high enough to hear the rain above, they realize a noise they'd ascribed to water running in the distance is, in fact, something swirling behind their mask. Many somethings. All the fragments of Siblings with enough self left, staring out from their eyes. It's disconcerting.
By the time they actually get out of the Waterways, they're using their Shade Wings to grip ledges and drag themselves up, with those holding onto things better than their own arms are with the Mantis Claw.
The Knight faceplants awkwardly onto the floor of the building Lemm's shop is in. If the City is the same as below, there's little left to try killing them in the area.
They'll just take a moment here, thanks.
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Greenhorn's not too worried by their concern, but they make sure to reach up and pat where they were tangled around once or twice to check. For...wounds? There's definitely no cracks or melting, but the Knight doesn't elaborate from where they are, so they settle into contentment. They're both fine!
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"Ah, aren't you fussy. No, you'll find I'm a sturdy old thing... What about you, then? I hardly know where to look, or what to do about it if I found anything."
Lemm peers at the little shade and searches for signs, his hand lingering and sort of gently nudging them to turn this way and that. He really doesn't know what he's looking for. Maybe he should ask the Knight about that, but already he's doubting there will be a next time, so maybe there's no point.
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Finally, the Knight drags their body back up onto land. They're somewhat less irritable from the time spent to sort out their feelings, and heartily helped by Greenhorn's cheer seeping through despite themselves.
They write out a note in advance before they amble back and hand the paper over, completely ignorant how they reek from being directly atop acid for a while.
It looks like that way is a dead end without acid resistance, which I'll assume you're unequipped with. I could possibly dig through it in a larger form, but I'm not sure if that's worth the risk of destabilizing tunnels or luring other Goam.
-Goam weren't smart enough to ambush or give chase while Infected. It would make sense that survivors are. I was angry about the surprise and that I hadn't thought of it.
My apologies.
Greenhorn doesn't read it, but the Knight offers apology to them as well, which they accept without thinking on it too hard. They're enjoying poking the cloak's ruff now.
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Eyes narrowed, he reaches out and plucks the paper from their grasp at arm's length. A quick scan and his demeanor softens again, but he still can't let exactly let it slide.
"No, I'm not equipped to weather acid, so that's a write-off. But apparently you are," he says disapprovingly, "since you smell like a chemical test! Urgh, and it wouldn't be the first time! You'll be washing that off before you touch a thing in my shop, Knight, make no mistake."
...His fingers tighten against the paper and he whips it down to his side like he's done with it, but this is followed by a stiff, pointed stare off to one side and then Lemm forces himself to look the Knight in the face.
"If that's - what that was about. I know who I've had as my guard today, don't think I've forgotten. I doubt anyone else could chase off one of those things, so - don't go telling yourself off for a job well done. Ugh, let's just..." He gestures back the way they came.
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They indicate agreement. There'll be plenty of places to rinse off or dip in through the City...although they should possibly look for an alternative on the way before they meet with the Old Stag again.
In fact--they pull out their map and indicate the lower path, where a Hot Spring pin gleams, and how it leads to the Stag Station at the end. Would this route be reasonable?
Greenhorn graduates from poking the ruff to becoming a half-scarf draped over it. The Knight's hardly going to object if Lemm doesn't care.
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A terse nod. "I should think so! You need a good soak, anyway." A glance down at himself, and Lemm makes an unhappy noise and smooths down his beard. The ends are picking up road dust, and probably worse. He relents a bit. "Maybe you're not the only one. Alright. We'll stop off at the spring first, then..."
Lemm starts walking. It's easier not to have to look at the Knight sometimes.
"Then the Stag. And then you can be done with all of this. I'm sure you have places to be."
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Lemm begins walking, and they trail a little behind, out of presumable scenting distance. The Hot Springs aren't far. They just need to be careful about the spikes on the way.
He's not wrong. They do have a few places they're going to visit. Truthfully, though, they're somewhere around overwhelmed. Something they'll just need to get used to for future endeavors, if the whole Goam incident and the Stag rides aren't enough to put him off. They've travelled with others before, and they can remember how to do it again.
Once the party makes it to the Hot Springs room, Greenhorn abruptly peels off from where they'd literally soaked into the ruff. They're not going in there, even for Lemm maybe telling them things about it. It's too bright. They're going to hover here, outside, instead.
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He barely registers Greenhorn lifting away until he's halfway through the entrance, but the realisation stops him short.
"Hm? No, come. Can't have you floating about out here by yourself..."
When it becomes clear coaxing is not going to work, Lemm - hesitantly, and with a curious glance at the Knight - thinks about improvising. He gestures to Greenhorn, then pats his bag.
"Knight. Do you think...?" It closes. If he takes out a few things first... or maybe it's a bit much. The Knight could simply take Greenhorn back, or however that works, he's sure - Lemm knows there are others and that must work just fine for them. And yet he's offering. Might as well.
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The little sibling sinks down low. They don't want to get near the glowing water. They know it's fine, with one of them splashing around in it right now--but they just...rather wouldn't! It's okay they're over here, Lemm, right?
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Lemm gives a resigned little hm - he'll defer to the Knight this time. Still, though...
...He picks the lumafly light out of his bag, tosses it aside, and then scoops out literally everything else - and hangs the open bag on the signpost. Greenhorn is given a curt bow of the head, and then he follows the Knight inside. The rest of his stuff is carried to the bench and shoved somewhat roughly underneath it with a rattle of metal implements and glass. He will not be explaining himself.
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Alright, they're busy with their own thing, including shoving their mask under the water. It's a difficult thing to do. They've already heard all the jokes, friendly and meanspirited both, about being empty-headed, thank you.
Greenhorn ends up in the bag. Not because that's what Lemm implied, though they got that on some level--they're trying to see if there's anything left on the bottom. Even a little bit of weird detritus would be fun to poke at. Or at least better than watching Lemm and the Knight in the uneasy glow.
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Lemm quells a pang of concern when he walks in to what looks like the Knight drowning themselves. He knows that's not what's happening!
He discards the coat on the bench, splashes in up to his knees, seats himself on the edge of the pool, and heaves a sigh. For a trip he expected (and hoped) to be as unremarkable as possible, it has felt long and kind of intimidating. And there are conscious, patternless dangers in Hallownest now, which will probably make everyone's lives harder. He wonders how much the bugs of Dirtmouth know about the changes down here. Probably something, at least, if the mapmaker's still about.
...Right, the point. He'll just be busy washing today's outing off his beard in the hot spring, as you do. And - maybe keeping half an eye on the Knight. And occasionally checking a glance over his shoulder to keep another half-eye out for Greenhorn.
heee
The Hot Spring visit was a smart idea. The warm waters alone do wonders settling the Knight more than the time on their own. They truly need to do this more, they decide. Having deeper reserves doesn't mean they're required to avoid the Soul-rich waters.
After they're done with the wild head-dunking and light scuffing of their wings, they let their body pop back up and drift through the slightly deeper parts.
They peer at Lemm upside-down.
Hmm.
Slowly, they reach a paw behind their back. It's not possible to be stealthy proper with Lemm stealing glances their way. But hopefully, it's enough to obfuscate what they're about to do before they do it.
Splish!
It's not as much as they did with Quirrel, already in the water and face shielded by Monomon's mask. But there's definitely a bit hitting him that wouldn't have reached him through beard-washing.
CRIME!!!
- his reaction is comedically loud and over the top. Lemm gasps in shock loud enough to echo and shoots straight up into a stand like someone dumped ice on him. This is very swiftly followed by a wave of embarrassment and even more swiftly followed by righteous indignation.
"...Oh, you uncivilised little brute. You crude little -!"
Lemm splashes straight into the water and beelines for the Knight. He looks about as pissed off as an old sourpuss can get.
jail 4 ghost
The Knight's genuinely alarmed, shooting to stand straight up just as quickly as Lemm, until he actively leaps in the water. He's either too furious to be reasonable and jumping straight into more of the stuff that upset him, or exaggerating. (He doesn't have any tools for a serious murder attempt anyway.)
So they don't go as far as they really could when they dash diagonally away, slapping the surface with their wings.
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They get a split-second of Very Alarmed Relic Seeker Face before he faceplants with a loud splash.
...With markedly way less angry energy than before, he scrambles as fast as he can back into a stand with perhaps the most unimpressed expression ever to grace the poor guy. Bedraggled does not come close.
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Not as though they're going to allow an attempt at dignity even without that. If he wants to try something for revenge, he'll get a pretty solid chance as they dash right back and flutter over his head in a wild arc.
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Lemm gives a low growl of frustration and sweeps one arm behind his beard, and flings the whole wet mess over his shoulder and out of the way.
"Get - down here!"
He bends his knees, winds back his arms, and manages what to any other bug might be a fairly unimpressive jump - but he's timed it very well for when their arc is just coming down. Vengeance is a good motivator. His hand grabs tight around their stubby leg and he attempts to yank them out of the air.
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Maybe a little too hard to be sensible with just Lemm's momentum.
In any case, he gets an entirely unnecessary face-full of wet wing.
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When Lemm rises once again from the water, he's holding the Knight captive... upside-down by the ankles. A strand of his beard has found its way around one of their horns, stuck to the smooth material like wet paper. Lemm is actively still recovering, but this was obviously worth it. He gives them a light shake.
"You little monster!" he rages. "Fiend! Contemptible little - little cretin!" They are raised to eye level. A little too out of breath to keep going, Lemm's expression slips, just for a second. There's something very smug about the way he very deliberately and very measuredly lets go of their legs.
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The Knight wriggles around with each word. They're wounded. It's gone absolutely terrible. They haven't any chance of recovery.
They drop straight down into the water, sinking a smidge before bobbing back up, not too far from the same back-float they started with. Defeated...
in attempting the feat one proves their courage may your shade at last find rest etc
A brief glance back at the entrance, and then back down at the
totally dead dead forever dead deceased This Is An Ex-Vesselfloating body of the Knight, and back up at the entrance. Lemm plucks one hand out of the water and gives Greenhorn a small wave. "They're - fine," he reports, just in case.His beard is floating up at the surface like unbecoming tentacles. Lemm sweeps it all out of the way again.
"You're a menace," he tells the Knight. "You know you're a menace."
Still. It's bothersome that they look so limp and not-alive like that, and Lemm reaches out to take up one of their hands and attempt to guide them back upright. Game's over, they can stop being dead now.
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The Knight is motionless but for the water's gentle wave from the small waterfalls at the spring's edge.
For a little while, anyway. They let themselves be pulled to stand and tip their head up, significantly pleased.
It's been a difficult trip. This was needed, they believe.
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- He gives them a sardonic look as they 'recover' from their totally convincing death scene, and his hand drifts loose of theirs once he's sure their feet are touching the bottom.
"I haven't done anything like that in a good while," he announces, and only barely manages to sound huffy about it. "Do you think you're clever, making a fool of a Relic Seeker? I should write into the record that you're a nuisance, and then everyone would know. That's the power I have, Shade Lord."
Lemm catches himself in the very obvious and awkward mid-way of reaching out to pat them on the head. His hand falters, then switches direction and pretends it was always just going to sweep his silly, intrusive drifting beard out of the way again. The action is rather unconvincing.
He's feeling comfortable enough to say something from the heart, though.
"This went very well, for a test run... I thought. All spiky, bitey tunneling things considered. I'm not sure what your thoughts are. Maybe you'll tell me when you've paper and dry hands."
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His hand swerves away from them, and they have a moment's wonder if he's more bothered than they thought. They're not certain why. No, perhaps he just expects them to splash him again, and they seriously consider obliging before letting it go.
They lightly tap the water with both paws to make it ripple before slowly ambling their way towards the water's edge. With the Hot Springs melting the worst tensions away, their urgency to get this over and done with is far less.
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