monstertruckers (
monstertruckers) wrote in
memestertrucks2026-03-07 04:59 pm
Entry tags:
MARCH EVENT/TDM
The Convoy leaves the mountains behind and sets off across a long expanse of strangely bleached and tangled up land. The landscape is littered with both Husks and spent moon shards alike… Along with strange ruins and remnants that clearly don’t belong to the wilderness.
And always on the horizon is a mass of buildings; a shining city that doesn’t seem affected by the chaos and ruins dotting the landscape. The Convoy database continues to try to update, but can only label the location as “Nirvana” and leave the information corrupted.
The surrounding landscape is match for the database: These lands are twisted. And navigating them to reach Nirvana is going to be a task.
01: PATH OF SPIRES
Dotting the landscape are tall spires glowing with ominious light. Moonshards have been gathered together and carved into radio tower spires and fixed with glyphs that mirror Sigils. Various Husks rest against the spires, and it’s clear that they gave their lives up to create these structures. The worst of the environment twists are centered around these spires, like they’re acting as magnets to Warps and sparing the rest of the area. Drawing close to the spires results in whispers in the ears of the Drifter, and seeping in through the speakers of their phones or vehicles.
“We can’t let them destroy what we’ve built. They’ve already sundered so much of the world… Whether it’s Tears or Wardens, they can’t be trusted. We turn our backs on them, we renounce what we used to be.”
Skeletons of monsters drift around the spires, orbiting in weird halos. Coming into contact with either the spires or their halos results in the spire trying to absorb the Drifter, even as it heals them of any wounds and tries to pull their changes out of them. The Spires also try to broadcast any thoughts or strong the emotions the Drifter is feeling to those nearby; that transmission disrupts the spire just long enough to pull at trapped Drifter free.
“We can’t let them destroy what we’ve built. They’ve already sundered so much of the world… Whether it’s Tears or Wardens, they can’t be trusted. We turn our backs on them, we renounce what we used to be.”
Skeletons of monsters drift around the spires, orbiting in weird halos. Coming into contact with either the spires or their halos results in the spire trying to absorb the Drifter, even as it heals them of any wounds and tries to pull their changes out of them. The Spires also try to broadcast any thoughts or strong the emotions the Drifter is feeling to those nearby; that transmission disrupts the spire just long enough to pull at trapped Drifter free.
02: SUMMONING CIRCLE
New Drifters arrive in a bleached out garage, looking like color and life has been drained out of the structure. Broken down walls are crumbling away, which at least makes it easy to get outside. A collection of spires rings the garage, but many of them are broken and give off sparks instead of drawing Drifters into them. It's enough to let people make a break for it, into the wilds.
There’s dark shapes prowling around the periphery… And strange metal, humanoid Husks gathered all around the towers. The towers give off faint, whispering messages that can be heard through the radios lining the garage.
“Nirvana… Imminent. Last leg of the journey almost complete. Advised to find your vehicles, and adjust to your powers and forms.”
There’s dark shapes prowling around the periphery… And strange metal, humanoid Husks gathered all around the towers. The towers give off faint, whispering messages that can be heard through the radios lining the garage.
“Nirvana… Imminent. Last leg of the journey almost complete. Advised to find your vehicles, and adjust to your powers and forms.”
03: START UP
Outside of the ruined garage, one can see there are various cars ringing the structure. Most of them are parked near the garage, but a few of them are placed near the towers. Approaching them increases the odd humming transmission in the Drifter’s ears: various snatches of information about Nirvana, and how it is only weeks away. That it is a safe haven from the rest of the chaos.
There’s also a certain connection between different newcomers and cars. Something that suggests a particular vehicle is theirs, backed up by possessing the key to that vehicle. The key to the vehicle may already be in the ignition, on the dashboard… It may have even been on their person, ever since they woke up in that garage. Either way, Drifters have the keys to the vehicle now.
…But there’s a few rough edges on these vehicles. Flat tires, cracked windows and mirrors, maybe some stuck doors and locks; all of them the sort of thing that requires two pairs of hands and supplies. The garage can take care of the supplies… Now it’s just a matter of finding some extra hands.
There’s also a certain connection between different newcomers and cars. Something that suggests a particular vehicle is theirs, backed up by possessing the key to that vehicle. The key to the vehicle may already be in the ignition, on the dashboard… It may have even been on their person, ever since they woke up in that garage. Either way, Drifters have the keys to the vehicle now.
…But there’s a few rough edges on these vehicles. Flat tires, cracked windows and mirrors, maybe some stuck doors and locks; all of them the sort of thing that requires two pairs of hands and supplies. The garage can take care of the supplies… Now it’s just a matter of finding some extra hands.
04: CROOKED PATH
The landscape is twisted, even on the road. And the further one travels, the warping of the land becomes more volatile. Stepping off the road results in hostile terrain that fluctuates depending on the time of day.
During the daylight hours, the grounds are rife with streams of aether. The aether behaves almost like water with how it flows and refreshes those who come in contact with it. But while contact can heal, it also transforms Drifters by imparting Angel traits. Staring into the aether streams can also show people visions of "could have beens" in a Drifter’s life in a positive and hopeful way, and share those wishes with other people.
At night the landscape begins to burn, with streams of fire and lava. The unchanged aether currents react by flowing upwards and away from the fires as far as possible. It’s possible to ride the aether currents; either on wings, on feet, or on very swift and lightweight vehicles. Those who can’t avoid the lava will either be burned or forcefully turned into demons. They will also catch visions of potential disasters and nightmares that could happen in their lives… And these visions are easily visible to other characters.
During the daylight hours, the grounds are rife with streams of aether. The aether behaves almost like water with how it flows and refreshes those who come in contact with it. But while contact can heal, it also transforms Drifters by imparting Angel traits. Staring into the aether streams can also show people visions of "could have beens" in a Drifter’s life in a positive and hopeful way, and share those wishes with other people.
At night the landscape begins to burn, with streams of fire and lava. The unchanged aether currents react by flowing upwards and away from the fires as far as possible. It’s possible to ride the aether currents; either on wings, on feet, or on very swift and lightweight vehicles. Those who can’t avoid the lava will either be burned or forcefully turned into demons. They will also catch visions of potential disasters and nightmares that could happen in their lives… And these visions are easily visible to other characters.
05: THE HUNTER
Something else stalks the twisted lands; something that travels in a pack, and dwarfs even the Convoy. It walks on taloned legs that shriek with rust and metal on each thundering step. It keeps a maw full of steel teeth close to the ground, seeking out prey… And when it opens that mouth, a distorted roar spills out.
Once it comes into view, the Convoy screeches to a halt and throws up its shields, while blaring an alarm. An automated voice urges Drifters: “Remnant monster approaching. Seek shelter in the shields or retreat immediately. Remnants are hostile weapons of the Steel Wardens, seek shelter immediately.”
And as the monster sees an old, rusted car and pounces on it, it becomes clear why the Convoy must hide behind its shields. The Remnant monster looks like a dinosaur built out of machinery, and is hungry to absorb more… Or to simply make a meal out of any flesh and blood creatures it can find. The database urgently blurts all of this out... Even as the Remnant turns towards the Convoy.
Once it comes into view, the Convoy screeches to a halt and throws up its shields, while blaring an alarm. An automated voice urges Drifters: “Remnant monster approaching. Seek shelter in the shields or retreat immediately. Remnants are hostile weapons of the Steel Wardens, seek shelter immediately.”
And as the monster sees an old, rusted car and pounces on it, it becomes clear why the Convoy must hide behind its shields. The Remnant monster looks like a dinosaur built out of machinery, and is hungry to absorb more… Or to simply make a meal out of any flesh and blood creatures it can find. The database urgently blurts all of this out... Even as the Remnant turns towards the Convoy.
05-A: THE CHASE
The pack of robot t-rexes attack the Convoy, trying to beat down and break the shields. This close up, Drifters can see all the various vehicles and scrap that make up the robot… And worryingly, how some of those electrical components look almost human or cyborg based. They could easily have belonged to the Steel Wardens. A strange droning sound emits from the speakers; sounds that could be a creed or a doctrine, all blended together with snarls and roars.
It’s clear the Convoy won’t be able to last forever under this assault. Fast Vehicles are needed to act as bait, and lead the Rexes away from the Convoy. Meanwhile, Tough vehicles need to brave the off road warp conditions to see if they can find something to help weaken these monsters, or find a hiding place.
05-B: THE DOCTRINE
During this time the Remnant gives off a piercing roar while attacking and chasing vehicles. And now there’s words audible in that roar:
“We are denied a place in Paradise, because of our zeal… We do what we must, what we know. We hunt.”
The Rexes do their best to run cars down, trying to throw them off their wheels or paralyze the drivers with a thundering roar and shaking footsteps. The Warden’s Doctrine also spills out of the speakers, causing adverse effects for any Drifters who listen too closely. At close range The Doctrine weakens monsters by driving them feral and activating all of their monster traits at once.
Those speakers will need to be silenced if anyone wishes to go toe to toe with the Rexes. And since no one can get in close at the moment, that means either ranged attacks and magic to temporarily silence the speakers. Fortunately, there’s a tool for disabling the speakers permanently, close by.
06: SPIRE ANTENNA
The burnt out moon shards forming the towers aren’t that burnt out, after all. And they seem to be providing some power to the spires, along with a strange and almost melodic hum. There’s a build up of residue that needs to be torn off the towers, as they seem to be muffling the transmission…
And there’s still the Rexes prowling the landscape. But any time the robots get close to the towers, they reel back in pain or confusion. It seems that once these Spires are cleaned, their sound should be boosted. The coating can be burned or washed away.
And once they do, the hum is amplified and overwhelms the Doctrine; the speakers on the Rexes short circuit, busting out completely. It leaves the Rexes reeling and retreating away from their attacks on the Convoy. Other attacks can also short circuit the speakers, leading to similar results.
And there’s still the Rexes prowling the landscape. But any time the robots get close to the towers, they reel back in pain or confusion. It seems that once these Spires are cleaned, their sound should be boosted. The coating can be burned or washed away.
And once they do, the hum is amplified and overwhelms the Doctrine; the speakers on the Rexes short circuit, busting out completely. It leaves the Rexes reeling and retreating away from their attacks on the Convoy. Other attacks can also short circuit the speakers, leading to similar results.
07: SHATTERED TEMPLE
The closer the Drifters get to the city the more old ruins crop up; they look far more ancient than many of the structures previously encountered, like they belonged to an ancient temple, long since exploded and had various pieces thrown across the landscape.
There’s still some strength left in the old stones, and it’s possible to duck into the ruins and evade the monsters swarming the lands. Old cloisters can also be turned into improvised parking garages. And while the hazards outside are kept at bay… There’s the various altars to investigate.
There’s always an altar in each of the ruins, along with the usual incense smoke and stained glass decorating the halls. The symbol of the Silver Tears has been painstakingly, artistically carved onto each one. Along with a scripture. Coming into any contact with the altars, or even staying there long enough to read the inscriptions can also activate event monster traits… Or swap them between Drifters.
Those who visit more than one shrine may also find their monster forms becoming more fluid, enabling them to swap or fuse as they need to… Which may prove to be very important in facing against the robot T-rexes.
There’s still some strength left in the old stones, and it’s possible to duck into the ruins and evade the monsters swarming the lands. Old cloisters can also be turned into improvised parking garages. And while the hazards outside are kept at bay… There’s the various altars to investigate.
There’s always an altar in each of the ruins, along with the usual incense smoke and stained glass decorating the halls. The symbol of the Silver Tears has been painstakingly, artistically carved onto each one. Along with a scripture. Coming into any contact with the altars, or even staying there long enough to read the inscriptions can also activate event monster traits… Or swap them between Drifters.
Those who visit more than one shrine may also find their monster forms becoming more fluid, enabling them to swap or fuse as they need to… Which may prove to be very important in facing against the robot T-rexes.
07-A: SCRIPTURE
Snatches of the following text can also be found all over the shrines:
“Those not forsaken by the moon, we’ve called to you across worlds. We are no longer worthy of carrying the blessing, so it falls to you. Bring the gift back to the Moon, where its body lays shattered… Just beyond the reach of Nirvana.
Listen to our tale, know the truth of your blessing and our woe. When the creator shaped our world, a spark of brilliance and madness was placed in us. A fragment of the divine. But our flesh was too weak to hold such a thing. Our bodies needed to change to better accommodate that blessing, to wield the magic and knowledge. Sometimes. Many times. It drove us mad. But we were determined to master it… Until the Creator took pity on us, took much of the power and sealed itself and the blessing into our moon. Trying to protect us and purify the blessing… Though pieces still found their way to Revan. Moonshards to transform us, test us.
But of course, the wretched Wardens viewed it as a curse. Hunted the blessed to ‘safe guard’ humanity, unaware how they stifled us. Almost hunted the blessing to extinction. We’ve had no choice but to try and awaken the Creator, to break the moon open and release the secrets once again… No matter what it may do.”
08: MONSTER SHIFT
Due to the twisted energy and moon warps wracking the landscape, Drifters can also find themselves gripped by changes in turn. Two monsters reflect two extremes of the landscape and try to manifest in Drifters. Angels and Demons are both available, with the following traits:
+Chaos Pull: Drawn to places of chaos and conflict. The wilds are an especially powerful draw.
+Order Pull: Drawn to places of order and tranquility. The Convoy shields are a powerful draw, as are the shrines and temples.
+Light Switch: Monster powers and traits grow more powerful when bathed in light, whether that's daylight or headlights.
+Night Switch: Darkness powers up monster traits and powers.
+Hellfire Surge: The nighttime lava and fires cause hellfire powers to grow in power, but also lose control and fires grow more chaotic.
+Heavenly Surge: Contact with the aetherstreams boosts holy and light powers to a high degree, but leaves the Drifter half blinded from using them.
+Chaos Pull: Drawn to places of chaos and conflict. The wilds are an especially powerful draw.
+Order Pull: Drawn to places of order and tranquility. The Convoy shields are a powerful draw, as are the shrines and temples.
+Light Switch: Monster powers and traits grow more powerful when bathed in light, whether that's daylight or headlights.
+Night Switch: Darkness powers up monster traits and powers.
+Hellfire Surge: The nighttime lava and fires cause hellfire powers to grow in power, but also lose control and fires grow more chaotic.
+Heavenly Surge: Contact with the aetherstreams boosts holy and light powers to a high degree, but leaves the Drifter half blinded from using them.
09: METAL MOSH
Since the Doctrine speakers have failed, the Rexes are all the more eager to hunt down the Drifters and consume them and their vehicles. Fire leaks out of the jaws to try and melt metal. And equally worrying, the dinosaur can combine that with a sonic scream/roar, to make a combustive hunting cry.
The Rexes try to use this cry to ignite anything in a cone in front of it; flesh, plant, or anything flammable. If there is nothing to take the impact, it super heats the ground and turns the dried sand to glass. If the Rexes manage to weaken anything with their roars, they try to close with fang and claw. The robots also become briefly disoriented after using its roar, leaving them vulnerable.
The Rexes would sooner be destroyed… Which considering the capacities of fused and empowered Drifters, is more than doable. Due to assorted attacks and mishaps with the tower spires, there is also one Rex that is too weakened to fight back, and all of its vital circuits are exposed and open for reprograming. When the Rexes are reduced to scrap
MICRO ENCOUNTERS:
PLEASE NOTE! These are small bits of set dressing for players to include in threads if they wish, rather than full fledged prompts or events. You may handwave your exploration of these areas, or thread them out.
1. Twist: The landscape isn’t always content to stay in the same shape. In fact, it seems conflicted between being a bleached out desert and badlands, and warping into a landscape populated with venomous and vivid plant life. Said plants have a way of causing wracking pains or vivid hallucinations with too much exposure; either way it’s advised to step carefully.
2. Torment: The pathway off the roads is sometimes lined with spikes, ready to pierce all but the Toughest tires and feet. And if the ground draws up blood, it eagerly drinks it in and begins to shape a calcified echo of whatever it bled; the pale sculpture looks like it is in pain and shifts between various monster phases and forms the Drifter has experienced.
3. Warp Weather: The assorted moon shards have been pulled toward the towers. Gathered together their warping nature is channeled towards the sky. And various weather starts to unfold; auroras snake across the sky before turning to thunderstorms, then rain shifts into a fog that distorts sounds and melts into bright sunlight. The weather is wild and varied, and often hostile.

no subject
The man's attention is drawn to the spires. The buzz in the air has bothered him enough that there's a speculative air and mix of suspicion in the manner which he observes them.
"I doubt it's interference because of this place," he then points out. Vincent's specialty might not be up to date in his world. He also isn't near Donnie's caliber when it comes to technical systems.
"The information on the local monsters didn't have errors." And if transmitted data were being scrambled for the Convoy because it's connected to Nirvana, wouldn't there have been data loss there as well?
"How many times has there been data loss... other than the place we're going? The seat of the people we're supposed to meet?"
It must be important to Vincent. There are so many words there.
no subject
He's trying to reason it out because it's all too easy to start getting worked up about things. Frankly he thinks they're too close to be doing that. But then so was considering alternatives what with their destination being so close by.
Tail twitching behind him, Donnie lowers his goggles to look out towards the towers.
no subject
"I'd prefer to have knowledge of that city before we have to face it." Whether or not it's purposefully scrambled or lost because of these spires or just something else.
"Can you determine the source of where it's being downloaded from..." Though it was probably the complete question, Vincent trails away, noticing Donnie's use of the technical looking goggles. Probably best to let the turtle-harpy focus for a moment without conversation to interrupt it.
Meanwhile, the wings begin to return to being a cloak. And the cloak is wrapped further around him, the collar pulled up as far as it can be. Is there something shade-like on top of the tank? ...The underside of the nest maybe? Hmm.
no subject
His tail lashes about now, but he studies the scans his goggles have to offer, grimacing. Donnie waves a hand over his left wrist to bring up the holoscreen of his computer, tapping at a few things to pull up past scans.
"...those are made of moonshards..."
He'll pop the moon roof for you if you just ask, Vincent, but at the moment he's a bit preoccupied. Anyway, there's not much underside to the nest because the taxi cab that it's in is more or less attached to the Tank's roof, unless Vince were to climb down into the Tank itself from within.
no subject
You know what? Just watch him do just that. There might be a scuttle of noise as Vincent finally gives up on standing there being miserable.
The noise itself is cut off far more abruptly than it should be because, while it takes more effort to harness his gifts in the sun, Vincent is capable of doing that as well, silently misting into wisps of red which sink through and into the tank below.
Moonshards huh? Yeah. He heard that. The gunman certainly eyes the surroundings of the (nice!) dark!! place he's settled into; a chair much larger than he needs but he'll settle in, thank you very much.
Vincent suspects he'll be chased down eventually when Donnie gets done observing things. If not he'll come back out in a bit.
no subject
He monitors the towers and the energy readings for a few more minutes before finally pulling his goggles up.
"They're...focal points," he says, turning to look towards the vampire who...isn't there.
Donnie frowns, but he supposes he can't be too surprised if the man's up and left. It never occurs to Donnie to ever tell anyone to lay off when he takes direct requests oh so very seriously, more burdens to bear, but he won't be quiet if it seems like someone doesn't think he's doing his absolute best. That's just insulting!
He clambers back inside through the moon roof of the nest, and from there it's down the ladder into the back of the Tank proper. While he has his reservations about proceeding into that winding way ahead of them, it doesn't seem like they have too much of a choice. Donnie walks past Raph's chair and over to the driver's side, bringing his wings in as tightly as possible, tail curling around him as he settles in.
"The area's unstable, which is probably why the database can't update properly, because everything's in a constant fluctuation," he mutters, speaking his thoughts aloud as he takes the Tank out of park and shifts it into gear to start forward.
"Those towers seem to be the main reason for it, pulling the worst of it towards them as focal points. Probably to keep it from spreading outwards towards the city..."
no subject
He's napped in worse places though. Consider now you have a vampire sprawled in the suspended chair like it is the least flexible hammock in the world. Not quite a bat in yhe belfry but still.
Also yes, nap. Vincent probably won't admit he started to doze off. But it does take until Donnie pads over and settles in with running rhetoric that the man opens his eyes and turns his head a bit to observe.
"Worst of what?"
no subject
Now Donnie is not at all expecting a response, and it's probably a good thing that the Tank isn't going that fast, but it still lurches to a stop when the turtle lad slams the brakes, wings bristling, half-spread as he startles.
"OH my muffins what are you trying to do, give me a heart attack?!"
no subject
He slides sharply on a horizontal plane, seems to start to fall like a normal ass person would. Then there's this split second like the framerate sinks to zero.
Finally Vincent falls downward, managing to tuck his feet under and land gently.
Just you know. Don't worry about that.
"Sorry," he offers again. Finally he's making his way near Donnie. Look he really is sorry. But let's not linger overlong on that okay?
"What did you learn about the spires?"
no subject
Donnie is still gaping at Vincent even as the man manages to defy gravity again. At this point he's not even questioning it anymore, just attributing it to the ever growing list of Vampire traits, even though he doesn't recall something like that specifically being on there but you know what, who's keeping track?
The lad lets out an extremely exasperated sigh before fixing his goggles and looking back out the windshield.
"They've been crafted from moonshards with the intention of drawing the chaotic fluctuations of the landscape and keeping it more localized to this one area, probably so it doesn't seep past and affect Nirvana. Which would explain why the data isn't updating correctly, because this area is basically screwed up, so it can't settle on any one thing because it's always shifting."
no subject
Still not completely convinced there isn't something further involved but Vincent won't deny the added evidence.
"Any sign... no. Nevermind." He might finish what he was going to say if asked but for now he changes his question.
"Are we going to be able to get past it without making a hole?"
There's that. Maybe the Convoy shields will help. But they're in a way infected, maybe, with the same sort of energy that warps the land. Certainly moon shards affect things. That's been proven.
At the same time if they punch a hole through the field these spires generate, will it stop 'protecting' Nirvana itself?
no subject
"But naturally it's best to be cautious and probably not touch the giant radio towers or get too close in general."
no subject
"Let's not bring that up to others," comes a mutter. Vincent falls into a contemplative silence. It stretches for a few seconds, a few more. And....
You know...
...By the way...
"...So. 'Oh my muffins?'
Did Donnie think Vincent was going to let that one slide without comment?
no subject
Donnie gives him a flat look from over his shoulder before returning his attention to the road. It might look like there's plenty enough space to pass between, but he doesn't trust things, especially when the towers are basically magnets for the terrain-altering energy.
"....but you sure we shouldn't say something? If someone ends up doing something dumb then it'll be on them either way, but at least we can't say we didn't warn them."
no subject
"Yeah."
And kmow what else he'll do? Quiet shake of shoulders and a chuckle that's very close to a snicker. But he's actually laughing.
He laughed at a good friend naming internalized fear 'Gillian'. No one he feels comfortable enough around to relax his guard is getting away with 'oh my muffins'. Not when they call him vampdad and remind him of that one time in the canyon.
Thankfully he isn't the type to laugh very long when there's something serious to discuss. Vincent lets out a quiet sigh as he turns back to things.
There's a few people I'd worry about. Given the way things went during the first contact we had with the city.
And if he's honest, that Alastor fellow isn't the only one to worry about. At least one other seemed driven to incandescent rage at being brought here and if it gets into that person's head that removing the towers might send problems Nirvana's way...
"At least be careful who you tell," Vincent amends.
no subject
"Amazing, you actually do have a sense of humor somewhere."
He does at least consider what Vincent says, slowly looking back towards the road as he takes over control of the wheel again.
"Maybe if we just keep it to the facts, that this is potentially keeping the rest of our way from being even more obstacle-ridden, then it'll keep people in check-"
Even before he finishes speaking, the Tank's radio sputters and fizzes with static and words still however hauntingly clear enough:
"We can’t let them destroy what we’ve built. They’ve already sundered so much of the world…"
no subject
"Of course I do." As if there should never be any doubt. And for just a moment there is enough of a smile that a glimpse of fangs are caught. Look at him grin.
But anyway, moving on to controlling... no, handling the information. About to voice his thoughts to the suggestion, Vincent is given pause as the radio picks up the static-riddled message.
The gunman's expression fades to grim, thin-lipped frustration.
"Be nice to get context one day." Oh how ironic those words will be when they find that temple a little later. But for now, which side is wanting to stop the other? Does Vincent care about the rest of the hidden meaning? In a manner of speaking, yes and even beyond how being on the planet where people are slowly destroying themselves for their beliefs. It's just...
It's a tired story to him. And doesn't do any good too worked up over it.
Vincent straightens himself, as much as one might in the Tank. ...Well, he's probably fine, thanks to Raph.
"Sticking to the facts will work. Emphasizing it's beneficial for us more than our destination should work." It may be belated, but definitely approval of Donnie's ideas.
no subject
Donnie stiffens at the sudden transmission. "Guh, I really hate when that happens," he mutters, but he glances between the radio and the closest of those towers outside of the windshield.
"Whether it’s Tears or Wardens, they can’t be trusted. We turn our backs on them, we renounce what we used to be," the whispers continue.
"O-oh, those sure are bodies..." the turtle-harpy shudders.
no subject
"...Are these... memories?" Or perhaps the voices of spirits trapped. It's been seen here before. And the voices of spirits, those that can't rest. And memories given voice or form by imprinting on the land and formation. These are not foreign concepts to Vincent's own world.
"...When night comes, I'll go take a closer look." Donnie doesn't have to go with him. And Vincent isn't going to go when he's weakened by the daytime. They can backtrack if needed.
There's a pause. Then. "....Can you wait til then?"
Vincent won't deny Donnie coming to investigate with him. But he doesn't want the turtle-harpy to feel like he should go by himself either. The gunman himself isn't too happy with the necessity of waiting.
no subject
Creepy as it is, Donnie can't help but be curious. But it feels like a risky thing to be going too close to those towers. He tenses as Vincent announces he'll be doing just that, but at least Donnie knows he's the careful sort.
The suggestion of an invitation to join him is a little surprising, but it makes him feel better if both of them have a look. He nods.
"That's fine. Not in any particular hurry there..."
no subject
Once. And definitely with a partner for backup.
"Alright. Then I'll take a nap."
And you know where he's seems to be going to take a nap? That's right, looks like he intends to go back up into Raph's chair.
Rather than you know. Politely leave Donnie's tank. Or ask if that's okay.
no subject
oldwho's a vampire."Sure."
Donnie glances briefly at him again, and probably would have offered the nest space, but Raph's chair is pretty spacious even for a full-grown adult. He doesn't seem to mind that it's where Vincent's decided to have his nap.
no subject
There is nothing wrong with taking a nap before a mission.
Especially if you're old and/or a vampireVincent would have been honored to have the nest offered, but he also knows that's Donnie's nest. He wouldn't intrude unless the need was dire. Up into the chair he goes. There's only a bit of adjustment to his original sprawl; it's clear he's going to account for sudden braking. The cloak is settled around him and he closes his eyes.
At least the man doesn't seem to snore. At least, not unless he's trying to make a point about being asleep and not wanting to be further disturbed, Cloud.
Don't worry, Vincent more or less knows when the sun starts to set. He has a sense for it and it's only partially because he's got a routine about waking up in time to open the gunshop when the Convoy stops.
no subject
"Roger that."
Truthfully he's just glad to have someone else in the Tank with him. It's always weird soloing it, but when all of his brothers have their own rides, it's become a common thing here. Still, common doesn't mean he's used to it. The Tank may be his baby, but she's also always been theirs.
While Donnie could go faster, he keeps the Turtle Tank at a steady pace, not wanting to gun it through uncharted territory, especially when it's potentially unstable.
Time Passes~
Well if he does, there's no sign of him stirring. The day passes and dusk begins to settle in. The Convoy will surely be stopping soon to pitch camp. There's the rustling of cloth and the light tap of metal as Vincent stirs from his roost.
He certainly has no objections if his presence alone had happened to make the day a nice one for Donnie. At least this time when he speaks, it's known that Vincent is there.
"...It'll be dark soon. Any sign of where we're stopping?"
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Look! More Time Passing!
zooooom
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Bat Watch
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