_ YOU’RE STUCK WITH ME (chapter eight)
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Pairing — Steve Rogers x f!Reader
Summary — As his perfectly normal civilian neighbour, you’ve always been secretly curious about the Captain. Getting to know him while trapped together in your building’s elevator, however, definitely wasn’t on the agenda.
Warnings — None.
YOU’RE STUCK WITH ME
CHAPTER EIGHT
THE SMALLEST OF GIFTS
Time seems to slow to a crawl in the steel cocoon of the elevator, but Steve finds a sense of tranquility as he keeps vigil over your sleep.
He’d been through wars, seen the best and worst of humanity, yet nothing’s prepared him for the quiet upheaval that came with caring for someone in such a simple and unguarded way.
There’s a promise forming within him, unspoken but resolute, vowing to bridge the gap between your brief encounter here and the uncertain expanse of the real world beyond. Even he, in his infinite attempts at denial, knows he needs to find a way to make this connection endure, to weave the thread of this shared experience into the fabric of your everyday lives.
But life, much like you, has a way of surprising him when he least expected it.
With a soft sigh, you stir in his arms, your body shifting ever so slightly as consciousness begins to seep back into your features. Your eyelids flutter, revealing sleepy eyes that blink up at him, still hazy from dreams.
A smile spreads across Steve’s face, one that reaches deep into his eyes, crinkling their corners with genuine delight.
“Hey there, Sleeping Beauty,” he murmurs, the affection in his voice wrapped in a playful tease. “Welcome back to the land of the living.”
Your eyes go wide with shock, and just as you’re about to leap back in surprise, his arm tightens around you, the motion almost instinctual.
Something shifts inside him then, like the tectonic plates of his very soul rearranging themselves to accommodate the seismic event that is you.
He pictures you waking just like this in a bedroom with linen sheets, the sun streaming in through a nearby window, looking up at him with a sleepy smile.
He imagines introducing you to the Avengers, his friends, all the banter and jokes at his expense, and the looks of surprise when they would see this unassuming woman who’s captured his attention.
It’s not lost on him, the absurdity of contemplating a future with someone he’s only known a few hours, but he can’t seem to shake the feeling that there’s significance in this chance encounter.
Warmth seems to grow with each passing minute with the fantasy, feeding a fire that sparks unexpectedly in his heart.
Suddenly, thoughts of the world outside that demands Captain America disappear, the weight of his shield feels distant, and he begins to truly appreciate a very peculiar kind of magic at play.
“Steve?” You whisper, your breath fanning across his cheek. He only holds you tighter in response, moving achingly slow as he places his chin on top of your head, allowing you to find purchase against his chest.
He closes his eyes, his lungs seem unable to draw in enough breath, no matter how deeply he breathes.
Because, for the first time in years, Steve dreams for something beyond a hero’s call—a shared future, unpredictable and thrilling in moments of vulnerability and laughter.
“Never thought I’d get cozy with Steve Rogers in an elevator,” you mumble, heart in your throat.
You shift, your leg brushing against his as you settle further into his chest. The contact is electric, sparking a connection that surges through your veins, setting every nerve ending on alert.
At any other time, in any other place, you might have straightened up, put distance between you out of respect for personal boundaries. But here, the rules of engagement seem rewritten by an unseen hand.
“Am I heavy?” You ask, though what you really want to ask is whether he can feel the racing of your heart, or if he knows just how much this moment means to you.
“Not even a little,” he assures, his tone light. “Are you comfortable?”
“Never better,” you whisper, watching the fabric of his t-shirt ripple under your breath. “You make a surprisingly good pillow, Rogers.”
“Happy to be of service,” he pulls back just a little, so that you can stare into his handsome face. The close quarters strip away his larger-than-life persona, leaving behind just a man—Steve, who is so much more than just a caricature of red, white, and blue.
It’s a peculiar thing, you muse, how a simple twist of fate can pivot your entire existence. A malfunctioning elevator has become a crucible, forging a bond that feels almost as strong as vibranium, yet as delicate as the silence that envelopes you.
Your heart swells with a mixture of joy and uncertainty in his arms. You wonder if you’re just running on borrowed time, if this newfound intimacy is just a result of adrenaline and forced proximity, that maybe the doors would open eventually and reality would come flooding back in.
But you cling to hope that this is just the beginning. Steve gives you a small smile in the darkness, the weight of his arm around your waist reassuring as you realize you don’t just want more moments like these; you need them.
Taking advantage of your closeness, you carefully study his face: the slope of his nose, the spots of freckles that you hadn’t noticed before, and the curve of his lips, like a cartographer charting out the contours of newly discovered land.
For now, you allow yourself the luxury of believing it’s possible—that someone as magnificent and lovely as Steve Rogers could feel for you even a fraction of what you feel right now.
“Steve?” You say his name again, your voice barely audible, a whisper against the quiet thrumming of the lift.
“Yes?” And when he says yours in return, you fall in love a little with the way it sounds.
“Promise me something?”
“Anything.”
“That… we’ll go get your coffee after this,” you lean back against his shoulder, keeping your voice light, but there’s a seriousness in your tone that you can’t hide. “I need to make sure you’re not just a figment of my caffeine-deprived imagination.”
“Cross my heart.”
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damn this post on my FB from 2020 about how i was gonna stylize time gate after Reaper was finished aged like milk right in the first line
i did in fact end up in another mass hiatus period like i did back in 2017/2018-
the rest of the post is me talking about how i'm trying to settle into an easier style that 'lessons the load'
instead i ended up doing a full color vertical comic with 60+ panels per episode every week and i did that for like 6 months and then burned out like a dying star
and now it's been on hiatus since like 2023 and i'm doing a completely different full color vertical comic with like 30+ panels per episode updated every two weeks, which is definitely a lighter load but still a load LOL
hang in there past me, you didn't see any of this coming but a lot of it's been for the better; as for the stuff that didn't go so well, we'll get through it in due time u.u </3
but also happy 4 years to this drawing:
it was also 5 years ago today that I got the best firing of my life from my toxic ass tattoo apprenticeship that I deadass almost lost my life to (thanks depression). Life's still hard but I'm thankful every fucking day that I'm out of there.
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do the forbidden woods have any connection to the beasts or great ones, aside from being geographically adjacent to byrgenwerth? Are the snake infested fellows just "normal" as far as yharnam is concerned? Like before yharnam got all bloodborney, was the Yharnam Cartographer's Guild map of the woods still just a big circle with SNAKES written?
this is a really good question because, as a lore psycho, i think the understated lore implications of the woods are genuinely fascinating. i think there's a lot to unpeel, even if we take into account that it was one of the places in the game that was chopped up at the 11th hour and scrambled before release.
as always for these lore posts, important nouns are bolded and speculation is in italics. we are going to discuss the woods in three parts: from the gatekeeper to the windmill is "the village". from the windmill to byrgenwerth is "the woods". the subterranean cave shortcut back to yharnam will just be called "shortcut." i'll expand on this shit GREATLY when we reach this part in "you hunted" (I HAVENT STOPPED WORKING ON IT I PROMISE IM JUST SWAMPED) so considered this a light overview. feel free to ask for more details on things and ill do my best to fill in the blanks.
THE VILLAGE:
-from the jump, the village gatekeeper is a fucking weird little blip in bloodborne's narrative. i haven't thought about him enough to figure out if he's more than just a spooky, unexplained element but he has some cut dialog that sheds some mindboggling information about yharnam: he seems very confused about WHEN it is and will cite the last time he had a visitor as anything from a year to a century.
-the lamps in this area lighting the way to the village are little burning fetal beasts of some sort.
i'm starting to understand more and more about how fire operates in the world of bloodborne, since most of the time it appears in the game, it's seemingly impossible. the thing that confused me the most was how old yharnam was still burning if it happened a long time ago. i think it's time to start thinking of the old blood as impossibly combustible and a great source of light/fire. this isn't the first in-universe example of creatures being used as fuel: the lamps in the fishing village are slugs (also infants? they strongly resemble the hunter's appearance as a baby great one in the "childhood's beginning" ending). this is a whole fucking like, thing. it's its own post.
next, the huntsmen enemies here are dressed funny. you probably noticed it but couldn't pin down how. they're dressed in white church clothes! the first model here is used only in the forbidden woods. the two on the left are from central yharnam. note the gloves on the first two; these are church doctors!
(this post goes on like this for some time)
the white church doctors are the ones that were doing "experimentally backed blood ministration". the butcher's garb further defines it as "forbidden research". these white church doctors are the citizens of this "village". in the clustered buildings where the majority of the huntsmen are, you can find blue elixir and beast blood pellets in abundance. both of these items can only be purchased from the store after obtaining the choir's badge, drawing a firm connection between the white church doctor's research and the goals of the choir.
although, this probably isn't too much of a surprise; it's almost certain that this is where fauxsekfa came from. she took the same shortcut we did, right? i'm not really sure i understand the shortcut too much. but let's talk about it.
THE SHORTCUT:
although not explicitly stated, i am strongly convinced that this cave is the entrance to the hintertomb. at the very least, it is absolutely an entrance to the labyrinth. the presence of tomb mold, blood gems, parasite larva, and pthumerian giants/corpses makes this very clear. the root chalice for the hintertomb describes it as "a cesspool of noxious snakes and insects"; i think it's likely that the snakes came from the hintertomb given they can be found in the swamps there.
the giant graves here and further into the woods are referred to as "tombstone[s] of a great one".
the hunter's mark i think would suggest these are pthumerian made. its possible that the hintertomb is spilling out into the world above but frankly all of the graves here are baffling. grave placement and appearance needs more research. the graves in the woods only are developing a strange sort of honeycomb rot pattern not unlike the head of an amygdala. this pattern shows up enough that it warrants more investigation.
the slow poison-inducing "water" here has similar properties to the slow poison pool in the research hall. they are different colors, but have similar origins: the poison pool in the research hall is from the decomposing bodies of the patients, who were exposed to bizarre blood ministration and parasitism. the pool here is likely from decomposing great ones. with this in mind, perhaps the silvery liquid is mercury.
the ladder leading out of this area is fucking insane and i have a hard time understanding what occurred there. like what in the hell is up with that grave you exit into in yharnam. who popped it open. why is it so cavernous. what happened to the contents.
anyway, let's just go back to the woods.
THE VILLAGE (again)
there's really only two more things to mention here before we move on: first, beast roar can be picked up here. it's the undead, still twitching hand of a darkbeast. nothing touched by the old blood can truly die, and these severed limbs are no exception.
second are the butchers. these are the people who collect specimens, hack them apart, and present them to the church doctors for research. they show up in three different ways: the surviving madaras twin wears the butcher's set (the hunter picks up the set from the other twin's corpse), the "executioner" enemies (REMINDER: a better translation would have been "butchers" [or, literally, "dismantling men"], i have no idea why they went with "executioner" outside of their superficial appearance) wear the cape with the popped collar, and there are huntmen enemies skulking the streets below the grand cathedral hunting for victims dressed in the garb. they literally only appear there.
ah, one more thing. this is the place where you can find the suspicious beggar and interrupt him while he's in the middle of chowing down on one of the biggest families i've ever seen in my life. at first i thought the devs hysterically fucked up the sizes of the corpses, but they're dressed like the citizens of yahar'gul. while not outright stated, evidence strongly suggests that the beggar is irreverent izzy or one of his followers such as the close proximity of one of izzy's inventions and the beggar's clothing reflecting his past as both a veteran tomb prospector gone mad and former church agent. there's a lot of meat on that bone, but for another time.
OKAY. LAST PART NOW.
THE WOODS:
this is the part you probably remember the most bc it's snake hell. the first thing we absolutely need to keep in mind is that the snake-infested guys you meet are a reference to doobie from jojo. the snakes are parasites to people, but the snakes themselves are also being parasitized? they are covered in ticks, those are the huge bloated blobs all over them. given that the augurs of the great ones are invertebrates...what does that imply about the inclusion of the ticks narratively?
there's something absolutely fascinating happening to the flora and fauna in this section of the woods but it's hard to know what it all means. some notes:
-when enemies in bloodborne die, the game handles their corpse in different ways. some of this is lore related, some of it is to reduce hardware strain. some corpses turn into ragdolls, some explode into blood, some explode into white particles (sometimes with blood but not always). snakes explode into white particles. i got way too into the fucking weeds with this, but (outside of the slime scholars....kind of) all of these enemies either appear or were intended to appear in the chalice dungeons, the nightmare frontier, or the nightmare of mensis (the lecture hall containing the scholars connects the waking world to the nightmare). all of these locations are, arguably, the nightmare.
-there are statues of amygdala and a presumed evolution of the celestial child sprouting out of the ground. i am almost certain these are original versions of the statues in the grand cathedral and yahar'gul, respectively.
-remember that strange pond with the fireflies? the only place in the game where there's fireflies? what the hell is up with that lol. i kind of have an answer:
most concrete is this: back when the original boss of the woods was snakeball, you would have faced a rematch in this pond.
insane theory crafting moment: look, this is stupid complicated and a reach so if i have to get into really defending it it, ill do it in another post. but in bloodborne people can be teleported around via "communion". communion is the means of entering the chalice dungeons and requires three things: ritual blood (or perhaps just liquid, if rom's arena is anything to go by), something to hold the blood (typically a chalice, but sometimes the "chalice" is a skull), and light (this is almost always achieved with candles). this pond is probably full of blood, if the rotten bodies nearby are any indication, and the fireflies offer light. but, look, this shit was cut so don't think too hard about it.
-its in the art book but also in the game (but hard to see): the wall separating byrgenwerth from the rest of the world is melted.
wait wtf there's dudes in it. lol. what da hell!
oh my. the name for this asset is "wall of divine tomb". cool. every day i lean some new insane shit about this game, for real.
anyway the only other point of interest is whatever the fuck valtr and the league are doing. too deep of a topic for now. anyway, those were the points of interest in the forbidden woods. i hope this was....whatever counts for informative when it comes to video game trivia
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[Content ID: Art of four original characters for Fire Emblem Three Houses. On the left there is a woman riding a blond horse with her arms around a child in her lap. On the right there is a man with an older child held on his shoulders. They stand on a snow packed road beside a snowbank against a light blue sky with a pale sun in the upper right corner. /End ID]
Some rambling and more close-ups below the cut!
There's a lot going on here! The man on the right is Almanzor, a Blaiddyd Bastard oc (unrecognized son of Rufus Blaiddyd). It must be an early or mid spring day for him and this little family to be so inconsistent with how bundled up they are.
While Al grew up in Fhirdiad, in most post-canon settings he ends up finding his way to Gautier where he meets Peregrine and her daughters, Apolline and Huguette. This would be my justification for why he's so much more swaddled than their lighter clothing.
Peregrine was once a soldier in service to House Gautier, who left with Miklan during the theft of the Lance of Ruin. Widowed during the war, Peregrine grows into a very protective woman with regards to her children and her people. These details inspired the color palette, with Sylvain being so distinctively red and teal (and Faerghal blue).
Almanzor was a paladin during the war, and to his great shame, one of the Fhirdiad soldiers who was ousted during Cornelia's rise to power. Still he fought for the Kingdom, and would have taken pride in reconnecting with Dimitri's forces. These details informed the color of his horse, who I'm tentatively calling Buttercream, and the repurposed blue cords holding the furs around Al's feet, and the yellow fabric of Buttercream's headcollar.
This scene is: They're headed into town, primarily for business related to Peregrine's mercenary company, so Peregrine is trying to look presentable in the bluest thing she owns. Apolline has been allowed to sleep into the late morning, after being awoken early for the journey. Huguette, on Al's shoulders, is asking for something frivolous only available in town, and Al, who knows the answer is no, is telling her to, "Ask your mother." Huguette turns doe eyes on her mother, who is unimpressed (affectionate) with both of them.
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