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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Thinking, Lemm runs a hand through his wet beard, leaving unintentional but distinct lines where he clawed through it and the damp hairs stuck together.
(...It really is quite long. The rain pulls it down more - maybe if he lived somewhere drier it wouldn't quite be scraping the floor, but he's in the City of Tears, so the floor is really doing a number on the ends even if he's careful to move with this in mind. All this to say the Knight is right in imagining it getting in the way were he to take up a nail. Good thing he's not the type.)
He gives a soft hm.
"As I understand it that's correct. Hard to look into. Not the sort of thing you do." Perhaps this says something, by itself. "A Charm's to be used. I'm not experienced in this, mind, but that's the impression I get, don't you? If I left behind some little piece of myself that still wanted something out of the world I don't think I'd want it stowed on a shelf."
A beat.
"Leaving for difference of opinion, of course, all Relic Seekers have one. But I wouldn't collect something that still wanted use. S'much better with someone like you, I think!"
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It might outwardly look like they're staring at his beard.
They're thinking. They agree with Lemm, really, about the use of Charms. There are some they don't use and won't give, like the Shape of Unn, and many they still do, like this one. A few, though...
The Knight's claws run lightly up the blades' edges, gone dull by time.
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More consciously, he catches them fussing at the charm.
The Knight seems to have a lot of gravity about this sort of thing, and about a lot of things. Lemm wonders sometimes what thoughts are passing behind their mask when they go still and quiet like this. (Quiet, as always, being relative.)
He shifts slightly in place and tries to say this in a quiet way, that doesn't interrupt.
"Maybe you'd show me a few, another time. You give the impression you have a few more."
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Ah, they should ask first.
Would you be opposed to taking one, should I find one more suited for yourself?
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Lemm's stance shifts subtly, just tidying itself up a bit. Feet closer together, bearing slightly more upright. Polite, maybe, in some half-remembered way.
"No, no opposition to it. May have to turn my shop upside down to find that notch, though." He's increasingly sure he has one. Somewhere. Anyway, Lemm tilts his head slightly, in some very, very flat approximation of humour. "Wouldn't happen to have one that makes you good at talking to Moths, would you?"
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Unfortunately I have
onetwo that would make it worse. The Dream Wielder was for the Dream Nail's holder specifically--passing it along would likely be read as an insult, and useless besides. Dreamshield is...not for anyone but a Moth. Seer didn't object to their wearing it, but best not to test....Hmm.
They produce Hiveblood. It looks like a longer, much larger piece of honey candy.
Heals wounds over time, without Soul use. It also keeps Hive denizens from seeing the bearer as an intruder.
I don't need this much now. I don't currently know if it's right for me to give, but borrowing it will be useful. It needs multiple Notches but I can share those temporarily.
I wonder if someone with a sense of taste/smell will notice anything?
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The Charm they take out... It does look like that. Lemm is momentarily reminded of the jar on his desk.
"Quite the will it must have, to cause something like that." Lemm reaches out - not to take, just to nudge a thumb over the crystalline surface, checking what the material feels like.
Lemm stares at the Hiveblood Charm, going still as he loses his focus in some private thought. When he comes back to himself it betrays nothing, and he gives a shrug.
"I don't plan on getting wounded. But I'll try it, if you'd like."
...Wait.
Lemm turns to stare at the Knight in obvious pause as several cogs snap together in his head at once.
"You don't -?" Obviously. Obviously now that he's addressing the subtler thoughts. So obviously. Lemm snaps the heel of his palm to his forehead and sighs, sharply. "That does put some things into context."
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I don't know this, they hastily clarify, but I feel I'm correct.
It wasn't for them, either, they think, but the Hive Knight can't, and there is no Queen to protect. Leaving it hidden beneath her corpse seems a higher disrespect. And Lemm could use an extra layer of protection, unless he's got Soul ability he's kept secret for this long.
They're lightly startled from such thoughts, staring up before realizing Lemm's realization.
Both paws reach up to drum at the base of their mask, amused. No, see, nothing here.
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"I'll lean on that, then. No sense second-guessing someone I've never met." It's acceptance, anyway, an agreement that he's content to borrow if they're content to lend.
...They are being obvious at him.
Lemm pulls a face and does some exaggerated head-flip eyeroll gesture, clearly caught out.
"Aye, aye! Well! Not all of us sense through our face, so you can put that smug look back where it came from!" He should have guessed, though. The biology doesn't add up no matter which way you look at it.
...Still.
"Urgh. Made a few blunders I think."
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To that, though, they drop their paws and deliberately tilt their head. They aren't entirely sure what he means. Is this about the tea?
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...If he'd been paying better attention maybe he might. This is not helpful. He gives up and huffs.
Either way they look uncertain...
"Said a few things," he offers very unhelpfully. "If you couldn't pick up - never mind." Awkward as ever and just as stunted. What he is thinking of is the Knight coming in with the Defender's Crest, of the moment with the Bluggsac in Ze'mer's pantry, of other milder moments besides - it doesn't matter.
"Does me worse than others," he offers, instead. "Ready to move on?" Absolutely a deflection.
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But moving on is right. They nod and hop to the side, gesturing grandly for Lemm to take the lead again.
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Lemm sets off walking. The doorway through to the high walkway is a wide one, and the walls continue a little way out along the corridor before a door shuts out the rain - after they're through, the sides are completely open with nary a handrail in sight, and a braced glass roof rattles almost deafeningly with the rain.
Lemm pauses halfway across and gestures to the north side, having to raise his voice to be heard:
"More residential the further away from the square you go," he explains. "Might be worth a look later as well, if you've any need of basic supplies. You did mention. Back that way -" towards Fountain Square, again "- that's where you'd want to be for business. Where all the people are, close to the gates and the main lifts!"
Not a tour guide, indeed. Lemm continues along and leads them through to a... lounge, on the other side. Glass tables left with chairs neatly stacked on them like it was closing time (now scattered, and one table very smashed). There's a small bar in the corner, and a raised platform in a corner backed by curtains that looks like it may have been for speakers or singers.
Lemm doesn't have much to say about this one, though he does watch the Knight curiously to see if it takes their interest.
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...The urge to break things is much higher here.
The Knight paces their way around, slapping a few shards of the ruined table with their Nail to skitter across the floor the other way. The stage will be examined from atop it.
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Lemm comes to the stage, though he doesn't stray up onto it, just stands there in front of it with his arms folded - like he's an audience member and they're a performer. The absurdity of this thought isn't lost on him.
"This was called The Glasswing - nice little bar that got itself patronised mostly by the noble folk from the Royal Quarter nearby, who would get themselves three sheets to the wind and entertain themselves with the usual bored rich activities. Scavenger hunts and dare parties and the like."
He sounds amused.
"Song, as well, though from what few tipsy lyrics that got written down they weren't as good at it as they thought they were. One bug at a time'd get up where you're standing and give it a go."
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No voice to cry suffering, rises suddenly, with bitter amusement: wrong, as everything else.
They can poke behind the bar later.
The Knight pats their mask again where no mouth is and waves for Lemm to step back.
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The list of other things they could be about to do is not short.
Lemm is getting practice in at taking their cues; he backs up and stands himself at more of a distance, behind one of the tables. He also looks faintly curious.
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The sight is impressive, and the thundering noise is more, rattling the bar and the bars above. The latter catch on the end of the spell and a few snap loose; it's barely an effort for the Knight to dash off the stage in a dodge.
They land on the floor, smug to themselves. Look at that spellwork.
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...Also safe to say he recovers fast, because he heaves a relieved sigh that ends in a sound suspiciously close to a laugh.
"Is that what that noise was!" It had sounded the same when they'd chased off the Goam, not that he had been looking in the right direction at the time - it's a hard noise to mistake. "You're so loud! I'm surprised you haven't shattered a window."
Lemm comes up by their side once he's certain nothing else is about to fall on them, and the Knight may be pleased - he looks very impressed. After a moment examining the damage, he plants a hand acknowledgingly on their head.
"Certainly more pithy than O Towers Of My Heart, I'll give you that."
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They were going to bow, but Lemm settles his hand on their mask first. They reach up to pat-pat-pat his wrist instead, and nod vigorously under his claws: the Knight's shattered many a window doing this.
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"You won't be doing that in my shop." (It's tacked on without much fuss. He knows they won't. He still has to say it!)
Satisfied, he turns to scan the room one last time, unable to stop himself thinking of the damage they're obviously capable of doing versus the times they've reeled it in. Which are many, if he's reasonable.
"I'll have to think of somewhere I don't mind you wreaking some proper havoc. Might be interesting to see, as long as it's not taking history with it."
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There's not a lot to interest them, so they absently push bent bits of cutlery around and pick up a few spare candles in thought.
There aren't many places without history that are also safe to go full-spell dangerous. The Blue Lake? They've likely knocked all the stalactites that were already dangerous loose.
--The Knight could potentially use some of these candles as gifts, if nothing else. They tuck a couple smaller ones away.
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The shout, though. Now that he's seen it - well, the spell looks violent, but he suspects it was reined in very well. He knows he's dealing with the Lord of Shades, that it perhaps could have been far more destructive. There was a thunderous tremor to the floor when the Soul Sanctum shattered. He's making some connections here.
...Hm. And it's not a bad hm, for the advocate for delicacy and historic preservation.
Lemm unfolds his arms and goes to the door, which leads to a curling iron ramp that leads gently to ground level again. There is a park down there, across the street, still heading west. Last stop, maybe.
Lemm will be holding the door when they're ready, pretending to be interested in the decor he's seen more times than anyone else alive.
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Dirtmouth, at least, might have a few appreciators. They don't have illusions of much below. Fire is orange, after all.
(The Radiance, they drowned and died to inside Dream and out, but the cold light of the White Palace hooked into their mind worse.)
They scavenge a couple bowls and cutlery, chosen for sturdiness over looks, and flutter back to Lemm's side.
They pause. A park. It's only natural a City would have such, but--hm. They wait for Lemm to lead the way again.
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The park is quite small, and mostly paved; an iron-wrought roof of a sort arches overhead like a canopy, designed to look like leaves, though it's not solid and does nothing to keep out the rain. The pavings make swirling patterns that meet in the centre to make the usual Hallownest crest, and here and there are stone-lined shapes of damp earth that used to be planted beds, once upon a time.
There is nothing in them but dark earth now, except in a far corner where some dull-looking fungi seem to have endured, and thrived, and taken over most of the earth in that corner and a wall.
Lemm takes a meandering path towards a decorated bench, under a trellis still sporting the withered remnants of whatever was growing on it. There's a sign here - Please do not feed the Maskflies.
A tarp of sorts has been draped over the top of the trellis, and the bench is as dry as anything gets in the City of Tears.
"Not in a rush, are we?"
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absolutely would be a semi-playful middle finger if that was a hk thing. and if they had fingers
u little squit
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