@mystalwartheart || cont. x
They called it 'The Inert Castle'.
It isn't technically a castle at all. Not in the traditional sense one thinks of when 'Castle' comes to mind. There aren't the high ramparts or turrets or studded doors. The walls around the courtyard are merely stone privacy walls; tall, but served no real defensive purposes, crumbled with age and time. Originally, it had been a manor house of some lord of the area, some time in the early or mid 1800s, they thought. Before the German Federation, for sure. But it is inert.
Or at least, the courtyard is inert. A dead space, a bubble where no influence from either the Castle or the broader Zone around it hold sway, like a no-man's land. Rules from Schwarzwald do not act here, the Castle itself does not think or feel into this space. It is a sphere where reality still manages to stubbornly persist. Good to house greenhorns, good to make it a meeting place for those who are wholly unused to the temperamental creature that surrounds it and close enough to the outer boundaries of the proper where even those who have never set foot in a Zone can get to without incident.
However, despite being in the title, the Castle itself is not a dead space. It's very much alive and kind of grumpy, as far as Castles go. Not nearly as bold and brash and playful as some of its other more appropriately-named brethren. Unlike its bigger siblings, however, it's also not nearly as powerful. It doesn't like visitors, really, and most people who have a basic understanding of a Zone know not to grasp at its metaphoric dangling lure when it does present it.
Unlike the group Wulf spies through the trees as she's walking up to the site entering through the front doors as they open. The Castle itself cannot influence the courtyard but human curiosity, it can still tickle and she heaves a sigh in a mixture of exasperated exhaustion before continuing on passed the threshold into the courtyard. She can only guess this was the group Papa told her would be waiting for her. 'It is easier to conduct this type of business where our old friends in the 'Stag cannot hear', she hears the old Russian boom in her memory as she climbs the crumbling steps up toward the front doors. Back over the boundary and into the sight of the Castle itself.
The doors are closed by now; the first trap for the newcomers has been passed, so like a carnival event, that way is closed. She can enter through here, but her path will be different. Already the Castle is complaining at her for the intrusion of another group of foolish humans.
I want to be left alone! it yells through so many voices built of crackling stone and crumbling plaster.
She makes a counter-argument of that it lured them in the first place should factor, nevertheless the old thing haughtily just tells her to remove them with a whine like a Lady who's spotted a mouse in the drawing room. Thankfully, without screeching. This demand is, of course, accentuated by the doors flying open again, the halls beyond dark and foreboding and unknown.
She knows the halls shift and twist, impossible labyrinths devised to trap even the most experienced of stalkers. It's a contradiction to the Castle's entitled personality and the sounds of scraping wood and ceramic plaster is enough to make veterans pale and turn away. But The Wolf is no ordinary stalker, veteran or not, and Guides are capable of going places others cannot and still come out the other side physically unscathed.
She steps casually over the door's threshold into pure darkness, shifting equipment while the world readjusts. The lights are faint, but enough her eyes adapt fairly easily. A tactic to disorient at the first steps, she's already moving through the halls. The sounds of sliding corridors is louder and more frequent the further she goes, and although she knows she's only walked forward in a straight line, the internal workings of the Castle have sent her down numerous identical corridors moving of their own will and whim. Occasionally, gravity shifts in pockets and she feels it somewhere in her. It feels a little like vertigo, even feeling the ground beneath your feet. She knows if she consciously tries to realign herself, she'll fall over and that will be the end.
Get them out already!
The voice permeates the space around her head as the corridors cease their incessant personal journeys, allowing her to plant herself on firm ground in a hallway that looks at least somewhat normal. A wall to one end, a wall at the other end. The first test has been passed.
"Where are they?" she asks of it. "I can't help if I don't know where they are."
In the music room. Here. I'll make it easier for you.
The emphasis of a spoiled child who simply can't believe they have to give directions to a newcomer in their house makes The Wolf roll her eyes, but with a few more shifts of walls, she can hear it. Her ear twitches momentarily and her head follows suit to zero in on the direction of what sounds like a piano. The sound is muffled, like it's coming through many rooms and halls, but the ticking tinkling of the keys has her attention enough she can at least move toward it.
Her pace quickens as she catches sight of something more pressing, in her mind. A flash of light, blazing silhouettes of people distorted against the walls ahead. She's almost positive instructions were given to leave all electronic devices behind. Her steps are quick and practiced, utterly silent in the darkened corridors in time to the Queen of the Night's Aria that echoes in her ears from the piano. She's not sure if this is relative, but given how things just are around here, she's willing to bet they all hear something different.
She's barely a shadow moving between the unit in the door and the hall, using practice honed by years as an invisible child thief to reach forward and click off any electronics she sees on her way through and drop them. She is built to see in the dark, after all, a little more definition than others around her. The others will barely notice her as a streak of faint light and flutter of winded wake before she's passed into the room beyond, the music room.
A hand is gripped around the flashlight of the woman she takes to be the unit's commander, given how she is the one at the forward point, and subsequently the slender fingers encompass the hand gripping it. Glowing quicksilver eyes are leveled as well as she can into the other's, her thumb pausing over the button to the flashlight.
"N̴ ̷O̶
̴D̴ ̴E̸ ̷V̴ ̵I̴ ̷C̵ ̴E̵ ̷S̷"
A simple demand before the button is clicked, turning off the offensive device in question. To be honest, she's not sure how the Castle writes this rule. But given the things she herself has seen and been privy to in her time in the trees, it's better safe than sorry on this rule.
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tlou au????? pls tell me more 🥺
listen this is 1000% the show's fault bc i'm unbelievably hyped for it, and also stranger things zombie apocalypse just works, this is not an original thought, but it is an incredibly gay one because....nancy with guns fighting off zombie hoards. need i say more?
the answer is no but i'll say more anyway
Nancy Wheeler hasn't let herself get close to anyone since her best friend Barb turned right in front of her eyes. She hadn't been hiding the bite, but Nancy refused to leave her side even though Barb begged her to go.
She shot her at the very last second, after Barb had grabbed her, nails cutting into her skin, but just before she could dig her teeth into Nancy's shoulder. She hesitated until the last possible moment, and sometimes, she wishes she'd hesitated just a little longer
she and Mike live in a QZ somewhere, Chicago or Indianapolis probably, but one day Mike gets caught somewhere he's not supposed to be, and Nancy gets there in time to save his skin before the military can lock him up or worse. She's about to lecture him into next week and drag him back home when he stops, refusing to leave, telling her, "you don't understand, Nance--you've got to see this."
turns out he and his friends have been harboring a girl who snuck in through the city walls. she's deadly thin, hardly speaks a word of English, and she looks up at Nancy with such a painful mix of fear and hope that Nancy feels herself cave.
"Fine," she says. "We'll take her home. But if anyone sees her--"
(someone sees her)
Cue shenanigans. El turns out to be a surprisingly good fighter, and she saves the kids' skins a couple times, but they eventually have to flee the city because FEDRA's out looking for them at this point
the thing is, there are rumors of a city that's rebuilding--far from FEDRA's influence, away from the cults and rebellions that litter the rest of the country. Jackson is just...a town. Where people can live and protect each other and try to regain some semblance of normalcy, of life, in this awful world. Mike, Will, Dustin, and Lucas insist on trying to find it. Nancy is sure it's a hoax.
and basically they're lingering outside the city for a few days, avoiding FEDRA troops, Nancy desperately trying to come up with a plan for how she's going to take care of four kids in the infected-ridden countryside, when Steve and Robin come looking for them.
(Steve, who was there the night Barb was infected, but who ran as soon as they realized what happened. He left, and Nancy was alone when she watched Barb turn, when she killed her, and while she doesn't know what she would've done if he'd stayed, she certainly isn't fond of him after that)
(she's not fond of his apparent new girlfriend, either, but the kids seem to like her well enough. And, well, they snuck out of the city to bring them food and supplies because Dustin radioed them. So maybe they're not as bad as Nancy has been thinking)
anyway cue shenanigans part 2. Like ex-military school Max and Robin, and Steve trying to Get the Girl, only for Robin to laugh at him every time Nancy tells him to fuck off, and everyone slowly realizing that whatever weird cult or community El is from was Fucked Up.
eventually they realize they have to do something, and nothing is really tying any of them to the QZ, so they set out to find...somewhere. they meet friendly encampments and cities crawling with hunters in equal measure. they run into infected hordes and military caravans and places that are completely empty except for the bodies littering the ground. there are close calls and peaceful nights and an entire world to explore--and even though it's broken, it's still holding on. there are still some bright spots to cherish. Nancy finds them more and more as she and Robin grow closer
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