Week 14.
WEEK 14 Sunday is a rough day all around; it's for the best that you remain where you are for the day, for the sake of regrouping and recovering, and perhaps getting some sleep - assuming that any will come. However, as difficult though it may be (and as futile though it may seem) Monday is likely best seen as a day to depart - a day to start to take whatever actions can still be taken, and to assess where to go from here. A good place to start is Canalave City; it's where you were going to meet with Cynthia, and where you were planning on looking into the legends of Sinnoh. The city itself is beautiful, a massive port town split down the center by a large canal system filled with boats and clear water leading out to sea; however, the recent changes to the world have affected this place as well, perhaps making it a bit difficult to enjoy the city in its entirety. However, the library is here, as are several other points of interest; as difficult though it may be to see the world like this, the trip here will hopefully be worth your while in the end... POKEMON AVAILABLE: WITHIN CITIES SURROUNDING ROUTES: PLAINS/FOREST / NEAR WATER MONDAY | TUESDAY | WEDNESDAY | THURSDAY | FRIDAY [OOC: Welcome to week fourteen of Azume; feel free to make as many top levels as you'd like and tag out to other characters! This post is for all of your interactions this week... at least until the weekend. Don't forget that a write-up is due this weekend!] |
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Are you going to check the upper floors and stuff as well?]
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[And, provided the whole floor isn't liable to collapse, the pair of them will indeed head upstairs. No point leaving things half-finished unless a whole horde of ghosts boots them out, after all.]
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That said, the rooms are all unlocked, there don't seem to be any that aren't, if you try the doors. They seem like pretty standard hotel rooms, perhaps a little on the upscale side. Actually entering one of the rooms, though, will get you a fair amount of quiet before the sound of footsteps moving down the hall can be heard. Moving in the direction of the room you're in, not away; they don't seem to be in any particular rush, however, nor are they the heavy foreboding sort that sound like someone's on a mission to fuck your shit up. They're slower than that, almost casual in pace.]
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[...He's not immediately going to throw down if someone walks in the room, but he's certainly ready for anything.]
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[So hey, screw it, let's open the door.]
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In other words, you are going to walk through that door and remember absolutely nothing else you may or may not have done in that room.
It's immediate, the speed with which you pass out, though you won't remember hitting the floor; you won't remain on the floor, either, though whether that's welcome or creepy is a little difficult to say. When you wake up the next morning, you'll be lying on the bed like you just...decided to go to sleep there, though you certainly won't remember actually deciding to do that; the sleep wasn't particularly restful, either - in fact, it was sort of the exact opposite of that, given that you were plagued with nightmares all night. The nightmares are largely about encroaching darkness and isolation, as well as the inexplicable sense that something highly malevolent is aware of you and there's no shielding yourself from it.
Good night, Ignis.]