What I Want to Know Is, When I'm Asleep, Do I Really Remember How to Fly?
When; February 26th, 27th, and 28th
Rating; G to PG-13 (please make a note if your thread goes higher and needs a warning!)
Characters; All residents of the City who are not native-born to the City
Summary; The Animal Trinity and their entourage have opened ways out of the City. All those who are not native-born citizens will be asked to leave before March 1.
We would like to ask for your cooperation in this part of the endgame plot. Even if you think your character would refuse to leave, we are asking you to find an IC reason for your character to leave. No player characters will be left in the City. So please find a reason for your character to leave the City. If you can't think of a reason for your character to leave, the Animal Trinity or their entourage or the Deities or the Anonymous Movement may offer your character incentives to leave. (We're also not putting too many limits on what or how much characters can take with them. They can't take an entire building, brick by brick, but if you want your character to cart all their furniture and possessions out of the City with them, feel free!)
The choice is up to each person where he or she wishes to go after leaving the City. Remember the Happy Ending Clause that we set up.
One can go home, one can go to another world entirely, one can accompany someone else to his or her world, one can find a world not so unlike the City. Perhaps there are more and other doors elsewhere even after the City. But know that the ways into the City will be shut hereafter. The City will no longer draw in unwilling captives. Those whom it tries to draw in will be turned in their path by the new guardians of the City and sent elsewhere.
But choose a world--perhaps a place to start anew, perhaps a place to live the life that was shown by the City's own curse, perhaps home. The possibilities now are endless.
Please feel free to use this log as a place for final farewells and to play your character's exit from the City.
Log; The Doors out of the City have been opened. The Animal Trinity have been settled as the new guardians of the City. Their message was clear (more or less): they and the Deities and now the Anonymous Movement will guard the City and keep it as a world for all those who have known no other world.
The Clock will always tick, the Carousel will always turn, the City will stand forever.
And now it is time for all those who have known other worlds than this to go on to still more and other worlds. To their own world, to a chosen world, to a world by chance, to another world entirely.
They meet in Misery Square--such a name; it suited it once before, and perhaps it suits it still--to say their last farewells to the City and to each other and to make their choices in what path their futures will take.
As the citizens begin to depart, all the names in the City Cemetery and in the Hall of the Missing burn across the sky in fiery and glittering letters. These are others who have been here and who are gone.
There is a sense of sadness but also of joy among the native-born citizens, the Anonymous Movement, and the Deities. This is their City now, their World, and they will live in the relative peace that it affords. And they wish all those who are leaving it well--and they truly do. There is a sense of a ship leaving port, of a long journey just beginning.
This is only the beginning of the adventure. Anything might happen.
After the last person has departed from the City, the Carousel will play a sweet and haunting song, a remembrance of all who had been here...
Rating; G to PG-13 (please make a note if your thread goes higher and needs a warning!)
Characters; All residents of the City who are not native-born to the City
Summary; The Animal Trinity and their entourage have opened ways out of the City. All those who are not native-born citizens will be asked to leave before March 1.
We would like to ask for your cooperation in this part of the endgame plot. Even if you think your character would refuse to leave, we are asking you to find an IC reason for your character to leave. No player characters will be left in the City. So please find a reason for your character to leave the City. If you can't think of a reason for your character to leave, the Animal Trinity or their entourage or the Deities or the Anonymous Movement may offer your character incentives to leave. (We're also not putting too many limits on what or how much characters can take with them. They can't take an entire building, brick by brick, but if you want your character to cart all their furniture and possessions out of the City with them, feel free!)
The choice is up to each person where he or she wishes to go after leaving the City. Remember the Happy Ending Clause that we set up.
One can go home, one can go to another world entirely, one can accompany someone else to his or her world, one can find a world not so unlike the City. Perhaps there are more and other doors elsewhere even after the City. But know that the ways into the City will be shut hereafter. The City will no longer draw in unwilling captives. Those whom it tries to draw in will be turned in their path by the new guardians of the City and sent elsewhere.
But choose a world--perhaps a place to start anew, perhaps a place to live the life that was shown by the City's own curse, perhaps home. The possibilities now are endless.
Please feel free to use this log as a place for final farewells and to play your character's exit from the City.
Log; The Doors out of the City have been opened. The Animal Trinity have been settled as the new guardians of the City. Their message was clear (more or less): they and the Deities and now the Anonymous Movement will guard the City and keep it as a world for all those who have known no other world.
The Clock will always tick, the Carousel will always turn, the City will stand forever.
And now it is time for all those who have known other worlds than this to go on to still more and other worlds. To their own world, to a chosen world, to a world by chance, to another world entirely.
They meet in Misery Square--such a name; it suited it once before, and perhaps it suits it still--to say their last farewells to the City and to each other and to make their choices in what path their futures will take.
As the citizens begin to depart, all the names in the City Cemetery and in the Hall of the Missing burn across the sky in fiery and glittering letters. These are others who have been here and who are gone.
There is a sense of sadness but also of joy among the native-born citizens, the Anonymous Movement, and the Deities. This is their City now, their World, and they will live in the relative peace that it affords. And they wish all those who are leaving it well--and they truly do. There is a sense of a ship leaving port, of a long journey just beginning.
This is only the beginning of the adventure. Anything might happen.
After the last person has departed from the City, the Carousel will play a sweet and haunting song, a remembrance of all who had been here...
no subject
He wears a pack on his back, a secondhand Boy Scout pack bought at a thrift store in some other world. He has packed his gunna for this journey, a familiar journey, and folded up an empty duffle bag inside it--that had been intended for another use, but that use is perhaps past now. It may come again. The wheel turns. He grins at the view before him.
Clicky-clocky bootheels have led him to this time and place and doorway. Clicky clocky bootheels have led him through time and space and it is by chance or by fate or by what some might call ka that he stands here now. And here, at this doorway, he stands a while, pondering his journey across such a small gap, a doorway, and into another world.
A familiar thing, this desert. He has seen it before. He knows he has seen it before. And he knows that he is bound unto this track as are so many and there are times when the endlessness of this existence, this turning and turning, threaten to break even the kind of supernatural madness that rests within his brain. But that is another matter. For there are ways to break that track. And he has the ways and means.
A familiar thing too, to step through such a door, from world to world, as though they were only rooms. For so they are. If no place better proves the truth of the Tower for those who do not believe, it is the City. (And the room at the top?) The City may be a connection point of many universes, and its structure, the twelve buildings and the ring around which it all has settled, echoes Beam and Way and Tower alike. Such is the way of the universe.
The universe, of course, is the Great All, and offers a paradox too great for the finite mind to grasp. As the living brain cannot conceive of a non-living brain--although it may think it can--the finite mind cannot grasp the infinite.
The truth about the world is that anything is possible. Had you not seen it all from birth and thereby bled it of its strangeness it would appear to you for what it is, a hat trick in a medicine show, a fevered dream, a trance bepopulate with chimeras having neither analogue nor precedent, an itinerant carnival, a migratory tentshow whose ultimate destination after many a pitch in many a muddied field is unspeakable and calamitous beyond reckoning.
The universe--universes, indeed, but let it stand for both--is no narrow thing and the order within it is not constrained by any latitude in its conception to repeat what exists in one part in any other part. Even in the world we know, more things exist without our knowledge than with it and the order in creation which you see is that which you have put there, like a string in a maze, so that you shall not lose your way. For existence has its own order and that no man's mind--no, nor woman's either--can compass, that mind itself being but a fact among others.
The prosaic fact of the universe's existence alone defeats both the pragmatic and the romantic.
The greatest mystery the universe offers is not life but size. Size defeats us.
He took a step forward, smiling, feeling the dry air filter through that doorway now.
A man seeks his own destiny and no other. Will or nill. Any man who could discover his own fate and elect therefore some opposite course could only come at last to that selfsame reckoning at the same appointed time, for each man's destiny is as large as the world he inhabits and contains within it all opposites as well.
He stood before the door that opened on the desert, with its sands as numerous as stars but fewer than the universes that spun in their tracks and in their own realm, their own orbits about the Tower.
That same desert upon which so many have been broken is vast and calls for largeness of heart but it is also ultimately empty. It is hard, it is barren. Its very nature is stone.
A hairless and foul-tempered cat is crouched on top of his pack. It yowls and whines and growls and flexes vicious claws into the pack and wears a harness and a leash and he speaks to it over his shoulder, grinning all the while.
"Well, Larry, let's head on. You're gonna love this place. And there's a guy I know that I think you'd like to meet. You might even get a chance to kick around a few more places after this. Whatcha think?"
The cat yowls, as is its wont. He laughs as is his--a laugh that rings brightly dark into the desert before them. He pulls the hood of his jacket over his head.
He settled his pack a little higher on his shoulders and set off.
The man in black fled across the desert, and the gunslinger followed...