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The Diadem ([personal profile] thediadem) wrote in [community profile] diademlogs2025-07-01 09:10 am

EVENT ∞ LOG — July 125

Event ∞ Log
In the Flesh
Jump ⇅ :: VisitsFirst ContactHitchhikersNotes
∞ Prologue ∞
It's not real, it's not real.

Somewhere in the Blocks, late at night, a young woman repeats the words over and over, fumbling with her room key. She doesn't dare look over her shoulder again, begging her hand to obey. Her fingers are stiff and smooth, and it makes each movement more difficult. Eventually, the door gives way. She stumbles into the apartment, slamming it behind her and locking several bolts.

Leaning back on the door, she lets her key ring fall to the linoleum as she holds her hand up to her face. It isn't just her fingers now. Painted plastic has taken over her entire right hand, spreading up her forearm toward a ball-jointed elbow that creaks painfully. She grabs her neck with her flesh hand, sucking in a sharp breath as she tries to steady her heart.

It's not real, it's not real...

She takes another breath, then turns on the light. The bulb flickers. Hazy light flood the room with an incessant buzz.

She freezes.

A figure stands in the opposite doorway. It doesn't move, stuck in a pose with an outstretched hand—one made of flesh and bone. Her hand.

She screams.
Strange Visits
Panorama
For the first week or two of July, life goes on as usual. You have a lot on your plate—jobs, loans, rent, that creep who won't stop staring at you when you're filling up your car—and the last thing you've got time for is other people's problems. Or maybe you find room to listen, anyway? Whatever the case, it's mostly a lot of stories and pointing fingers: a shopkeeper accuses his friend of stealing from him, somebody claims their boss must've skipped town to avoid paying the employees, and a woman is frantic about her missing husband. He never goes anywhere without telling her.

If you decide to look into it, none of the incidents seem connected. After all, people frequently go missing in the Diadem, friends betray each other, and businesses often go bankrupt, leaving their workers to pick up the pieces. Funny thing, though: here and there, you swear you glimpse a figure who isn't entirely flesh. Their features are just...a bit odd. Is it your imagination? When you move in for a closer look, something gets in your way and the figure disappears.

On the other hand, you think to yourself, it's not as though everybody on this planet looks standard. If a man can have horns, why can't his skin also be a bit plasticky?

Use the Event Interaction comment any time you need specifics or some direction for an element you're engaging within the event. This can be an NPC victim your character is questioning, an aspect of the diffusion zone your character is testing, or anything along those veins. While you're encouraged to make things up on your own, too, if you're ever unsure of the results or the answers you might get, approach us there!

First Contact
The Fringes
Inevitably, you take the risk and head back into the Fringes. It has what you need, and the bizarreness in Panorama isn't making the city feel like much of a refuge, either. Besides, long trips aren't unusual for anyone in the Diadem. As you drive, you might even find yourself reluctant to return to the city. After all, there's so much across the multitude of diffusion zones that regardless of how dangerous it can be, perhaps some part of you is attracted to the thrill of the unknown.

If the promise of loot isn't enough, a note on the Forum might be. Here, you'll scroll across a brief message from who else but the ever-eager Felix Bjurstrom, joined by his daughter, Olive "Ollie" Bjurstrom. (Looks like he's got a new phone again!) If nothing else, the investigative or curious nature in you gets you going. What if this is a piece of the puzzle you need to go home?

If you want your character to scavenge items, check how that works. The Map identifies where each Quadrant is located.

Among the Shadows — Abandoned Mall
©
In Quadrant 1, about a 10-hour drive from Panorama, a standard American shopping mall rises through the cracked and broken highway. A portion of its vast parking lot melts into the road ahead and behind. There are cars in the parking lot, each one perfectly preserved: no rust, no dust, nothing.

The mall's lights are on. The moment you step inside, you'll notice that you're not alone. Inside, shadow corpses are everywhere, frozen in time. Their bodies show no signs of distress. If you try to touch them, a dark, ashy residue coats your fingers. You see a young couple linking arms, a mother bending over to pick up her child, and a man ordering his last meal at the KFC. It's as though they all just...stopped. While eerie, whatever force swept through here is long gone.

The upside is that nobody will bother you while you look around—aside from other fluxdrifts, of course. The shops and their offerings are stuck in the 90's. Big electronics are cosmic touched, rendering them worthless, but smaller electronics like cassette tapes, CDs, and Walkmans are all viable. You can also grab clothes, snacks, and (cheap) jewelry.

And, as you pass by the store windows, you see many mannequins on display. That's normal, so you don't think twice. At least, until you swear one of them keeps moving around the store. Though its pose never changes, it almost appears to...follow you? That can't be right. You must be seeing things.

Zone Effects
Touching any of the frozen shadows will cause the victim to believe that their companion(s) have transformed into monstrous creatures. Attempts to approach you will only register as an attack rather than placating gestures, while words will sound like snarls or spoken threats. An induced panic will make it more difficult to think logically and see through the hallucination. The illusory creatures can take the form of anything that might frighten or threaten you the most.

You can break free of the illusion through a variety of methods, including your own willpower, being knocked out by your friends, or seeing/hearing something that makes you realize it isn't real. The hallucination isn't overly intense, but it can cause a bit of havoc among you and your companions...and increase the likelihood a mannequin might make contact unnoticed.
Wall of Refuge — Strange Temple
©
In Quadrant 1, about a 6-hour drive from Panorama—and on the way to the abandoned mall above—stands a geometric structure made of metal and stone. Sharp angles shoot up from the ground to form a distorted hexagon. The gateway is littered with sigils: some weathered by time, others freshly carved into the rocky surface. They glow when you drive forward, beckoning you closer. Come in, whispers an unknown compulsion in your mind. You are home.

You may succumb to the whispers for any number of reasons: sleep deprivation, desperation for a place to rest overnight, or a need to hide from raiders or dangerous creatures lurking in another nearby zone. Regardless, you give in and enter the triangular entrance. The stone gate lifts to grant you passage, revealing an effigy of a multi-limbed being. A deity? A symbol of power? Though you're unsure, you continue deeper. Your footsteps echo across the cavernous halls.

Behind you, the heavy gate slowly closes with a rumbling finality. Despite the chilly entranceway, the interior of the temple is warm and inviting. Candles line the walls. Fountains flow peacefully. You can enter one of the many rooms to find a soft bed, fresh cakes, succulent meat, and fine wine available for you. Behind a silk curtain is a steaming bath lined with soothing floral herbs and oils.

Meanwhile, throughout your explorations, you might sense a figure or a shadow in the passageway. A glimpse of shiny plastic appears oddly out of place in a temple of this kind.

Zone Effects
  • If you are a believer and decide to trust the gifts bestowed upon you, then you may safely indulge. The wine will warm you up, the food will fill your belly, and you can sleep through the night. When you awaken, you can safely leave the temple refreshed. Your vehicle will be outside, untouched, as if some power within was protecting your belongings.
  • If you are a heretic and doubt the offerings you've been graciously given, the gifts will begin to rot and all amenities will crumble to dust. The more your cynicism betrays you, the more the temple will take until nothing remains except the oddly textured walls bearing down on you. As you examine the surface, you realize the stone is built from a manifold of dozens—no, hundreds—of twisted bodies. Their arms are raised in reverence, piled upon each other like human bricks. Their gaping mouths are frozen in a silent scream. As for you and your companions...what fate will await the nonbeliever?
The Last Stop — Foggy Town
©
In Quadrant 4, about a 3-hour drive from Panorama, east of the currently unused train tracks, a thick mist rolls through the highway. Here, the sky darkens rapidly into night and the temperature drops. If you've traveled unprepared, presuming the heat in Panorama spreads into the Fringes, you'll find that's not so. A chill spreads into your bones and creeps up the back of your neck.

Then the ground rumbles. The tremors shake your vehicle. Maybe it even makes you lose control briefly or sends you swerving off-road, straight into the fields. And in the middle of the fog, you see it: a figure standing in the middle of the field. Behind it are a few houses, making up a tiny rural town. The houses are dilapidated, many crumbling. Supplies within are minimal, and many items are broken or spoiled.

Do you approach? Do you drive past? Merely staring for a second too long will be enough for the hitchhiker to choose you as its ride, but its appearance may not be all that keeps you in place. In the distance is another bigger shadow. A much bigger shadow. It looms in the distance without true mass or form. Within the void of its body, a searchlight sweeps over the misty town. It does not move. It simply looks while the ground shakes. Each time its light catches a glimpse of something that doesn't belong—an animal, a vehicle that drove too deep into the tall grass, a raider that went too far into town—a sonorous howl reverberates through the zone.

Then the shadow will teleport to its target and crush the intruder without mercy before retreating back to its watchful post. And the intruder is indeed crushed: any living organism caught by the Light Guardian will be flattened with a horrifying crunch of broken bones and squished organs.

Zone Effects
While the Light Guardian can't be defeated or confronted, you can outrun or hide from its sweeping beam. If you stop far enough on the side of the road, it won't notice you...but you can still watch as it mangles an unfortunate raider or traveler. Possibly, you see the spray of blood or hear the screams before you run. Perhaps you realize how easily you could've met your own gory fate.

If you've left your car and gone too deep into the town before you realize the danger, you can do one of two things: you can risk hiding in an abandoned house in the town and hope that the sunrise comes. In zones like this, the day/night cycle is unpredictable, and many places are permanently cast in darkness. Or, you can try to run back to your vehicle and pray you don't get caught.

Alternatively, you've plowed directly into the field when raiders in pursuit force you into the zone. Should fortune favor you, they'll be obliterated by the Light Guardian while you flee. The beam tracks quickly, but can only shine in one direction at a time so the key is to bob and weave.
Hitchhikers
Anywhere
Not everyone who enters the diffusion zone will pick up a mannequin, but the possibility is there. Once you make first contact, you will gain a hitchhiker. Unlike most aspects of the diffusion zones, this one has gathered into a storm, meaning the effects will breach even normally stable and anchored strongholds like Panorama.

Some fluxdrifts will brush off your problems while a few might believe you. Others will offer solutions in their own way, including a doctor who'll pay to obtain strange plastic limbs. Not everyone will pitch in to help. The city's big, populated, and somebody on the street turning doll-like doesn't affect them (...until it does). They've got a job to get to and mouths to feed.
Unwanted Passenger
When do you first notice your passenger? At any point, really. Perhaps it goes like this:
You glance in the rearview mirror and glimpse a figure in the backseat. When you spin around, there's nobody there. Then it happens again. This time, you realize it's not a person, but a dummy. A mannequin. It's sitting upright. And is it...wearing a seatbelt? Or maybe it's thrown itself across the back bench as though somebody tossed it there, uncaring.

This time, when you look back, it's still there. You pull over and dump it on the side of the road. That's taken care of, you think. You drive some more. For a few hours or even a day or two—depending on how long you've traveled—you don't think much of it. Then suddenly, it's back. And it keeps coming back no matter how much you try to get rid of it.
Or it goes like this:
You return from a standard trip into a diffusion zone. It went pretty well, you think. You found some clothes at a creepy mall and now you're ready to get some sleep. When you open your trunk to retrieve your belongings, you notice a mannequin stuffed inside, limbs bent at odd angles. You're a little weirded out, but you decide to dump it on the street and move on.

You shower. In the bathroom mirror, the mannequin suddenly appears behind you. Over the next few days, this continues. The mannequin appears in a booth across the diner as you're eating your eggs. It's behind a shelf in the corner store. It's in your closet. Each time you check, it vanishes...but then, sometimes it doesn't. Sometimes it's right there in plain view. It'll even let you throw it away, burn it, anything you can think of. But it always comes back.
However it plays out, you realize that people around you do notice it...sometimes. That doesn't mean anyone will believe you that things are just that weird. Most people have better things to do. They don't know you, after all, and even if they did, well, this place does have a habit of driving people a little crazy. Witnesses casually push the mannequin aside and tell you that's a funny prank. Your regular waitress pats your shoulder and suggests you get some sleep. You're not looking well. The shopkeeper demands you take that thing before you go. He's not responsible for your junk.

But there's a small chance you run into someone who seems to be going through what you are. Unfortunately, they seem to actually have it worse and aren't making much sense. Still, you can try questioning them and see what answers you get. At least, before you lose them for good. For some of you, the victim you run into is in especially bad shape...and you have to wonder how long before you end up the same.
Trading Places
For some of you, the mannequins might not do more than be a nuisance. While that's not ideal, either, it doesn't completely upend your life. Others are less fortunate. If you're one of the latter, you'll begin to notice symptoms.

The first time it happens, you're startled to hear the mannequin speak. To begin with, its voice might be guttural and unnatural, incapable of stringing more than a few words together. Then it seems to learn. It talks in full sentences. Its voice smooths out. It starts to sound more and more like you...right down to your speech patterns and accent. As symptoms progress with varying intensity—over days or weeks—you realize with dawning horror that you're losing parts of yourself. When you wash your hands, you notice a part of your skin is smooth and shiny. The next time the mannequin appears, its previously plasticky appearance is more flesh and blood.

Eventually, the mannequin becomes independent. It shops with your money. It steals while wearing a face that looks nearly identical to yours, especially from a distance. It calls your friend and says the things you would never say out loud to them. They're thoughts you've had, sure, but you know better than to hurt your friend's feelings...except apparently, you have. And now you can't even use your own voice to explain yourself. Your leg has been getting stiff. Your joints don't bend properly.

Meanwhile, the mannequin is now striding around smoothly. Its appearance is still uncanny and odd if anyone pays attention, but at a glance, it easily passes as a part of the crowd. As its final act, it's even absorbed small bits of your abilities if you have any. Not all of them, but enough to cause trouble. Throughout everything, you cannot harm your hitchhiker. Some unknown force stops you any time you think about it. You simply can't.
Related Incidents
The impact isn't contained only to those directly affected. The hitchhikers' influence spreads through the city. For some incidents, it's difficult to trace back to the source. For others, that's a little easier. Regardless, these occurrences could help you determine how to solve your own situation. Alternatively, if you've escaped unscathed, you can still find yourself dragged into a situation involving someone else.
Return to Sender
July 11 — The Forum: An anonymous poster contributes this bit of information that might catch the eye of those affected. You can try the same method, but it's a risk going back into the diffusion zones. No one can guarantee the specific zone you found the mannequin in is still standing. Further, you have to remember where you made contact to begin with.

If you decide to try it, be sure to take a friend. The less independent the hitchhiker, the more likely it will stick to your side even as you return it home. If the assimilation has progressed too far, though, you might have to utilize methods such as duct taping inside your trunk or strapping it down with ropes. It may struggle and say vile things to you or your companion.
Victimless Burn Victims
July 14 @ 03:00 — The Pavilion (East End): A handful of troublemakers grabbed some freaky mannequins wandering the street and, in a drunken stroke of genius, set them all on fire for no reason other than that they wanted to. Not only has this resulted in damage to the corner store nearby, but Enforcers have linked the incident to four hospitalizations at roughly the same time. Doctors from Saint Margery's Hospital (located in the Blocks) report that all four individuals suffered massive shock and claim to have endured unimaginable agony as if they had been "set on fire."

Curiously, none of them bear any physical wounds and, by all accounts, are completely fine (trauma aside). Notably, all four individuals were also suffering from various stages of "joint stiffness" and "hallucinations"...which have since completely vanished. You might wonder, is this the solution? Or perhaps the better question would be, is it worth it?
The Sculptor
July 15 — The Pavilion (Medical Clinic): Around July 14 onward, word begins to spread that a Dr. Maggie Wright (who insists on being called the Sculptor, though nobody seems to heed this request) will not only do an amputation for free, she will pay you for your limb if you are boasting an "unusual trophic change to the skin, resulting in a smooth and shiny texture." All she asks is she gets to keep the sample. Her promise is that she will study it to find a more permanent cure and, if she does, she will return the limb to you for reattachment.

Some end up trusting her. You wonder, maybe she could help? Dr. Wright will happily accept you as her patient if you agree. Her methods are indeed proper and sterile: she'll put you under and provide you with plenty of pain meds. She appears to have all of the equipment required to preserve the limb, too.

If you're suspicious, you can also pay her a visit, but you won't have much luck getting her in trouble or sniffing out any evidence of nefarious deeds. Her office hasn't got anything strange, she is indeed a real surgeon, and there are testimonials from patients who've had success under her care in the past. Plus, nobody's going to her who isn't doing so voluntarily (they've signed waivers)—even if you could argue how much desperation plays into their decision. Still...the thing about her "title" is a bit weird, right?

Dr. Maggie Wright is 5'2, Caucasian with a light Northeastern accent and silver hair often worn in a bun. She's in her 50s and looks fairly good for her age. Her voice is soothing. She has intense, wide blue eyes, which some might find unnerving, but that's not necessarily her fault.

∞ Notes ∞
  • Mannequin contact is not required. Not everybody who goes into the diffusion will make first contact, and many won't. Characters can explore the mall, the temple, and the foggy field without ever picking up a hitchhiker.
  • The diffusion zones described are only examples. Others will exist where mannequins can be found, including grocery stores, gas stations, abandoned parks, and more. You can make up your own, but check with us if you have any questions about limitations!
  • The speed and intensity of all mechanics are entirely up to you. Generally, the earlier a character makes first contact, the more severe their consequences.
  • Investigating the zones or helping others are perfectly fine ways to participate! Since the hitchhikers are meant to be more insidious, it won't be strange if your character isn't in the middle of the action right away or notices things a bit late.
Questions? Ask here
vestments: (pic#17857447)

[personal profile] vestments 2025-07-13 04:34 pm (UTC)(link)
( the one, minimal benefit of the amount of layers marc tends to wear are that even if the out layers aren't protective in the way that armor would be, they're thick, durable in a way reminiscent of workwear more than a traditional suit. while fern's dagger lands, while it does slice through layers of his clothes, either it doesn't succeed in piercing enough of the layers to draw blood or, perhaps, there's no blood to draw.

in either case, the mannequin doesn't hesitate. it's not so much an ability of marc's that it's absorbed in this case, not by any strict definition, but it is a key component of how marc fights: ignoring nearly any and all bodily harm in favour of gaining an advantage, be it psychological or otherwise. what does seem to make him (it) hesitate, however, is the awareness that they're gradually making their way towards the street, to where neon lights and people are more abundant. where marc, if placed in a similar position, might say something, might utter a noise of frustration, the mannequin stays silent, although his attention does seem to shift notably from fern to street and back again. it's not quite weighing its options, it's not smart enough for that, but there is a survival instinct to it, an idea of what serves it best.

where the punch had missed, fern's use of her dagger means she's close to him still, and this time, the mannequin doesn't swing, doesn't throw a punch. it drops its hand to grab a fistful of clothing, intending on yanking her closer to him. it means to throw her off balance, and to punctuate the movement with a swift, sharp headbutt. it doesn't particularly care where it lands, only that it does, and if it gives it even a second to breathe, metaphorically speaking, it'll utilise the moment to dart in the opposite direction to fern and the street, towards the closest backalley door — bar? pawn shop? late-night diner? who knows, who cares.

it will, however, pause — if ill-advisedly — for the barest of moments, casting fern a glance as if memorising her face. )
longtooth: (012)

[personal profile] longtooth 2025-07-15 03:51 am (UTC)(link)
[ Fern does feel her knife slice through the fibers of her opponent's suit, finding multiple layers. What he's wearing is thick enough that she doesn't even have to look down at the blade to know that she hasn't drawn blood. She grits her teeth in frustration, but maybe the simple fact that she's shown that she's willing to use force will make him think twice.

Most anyone else would have taken the hint and darted away to make space, but instead the man grabs her by her cloak, dangerously close to her throat, and yanks her closer toward him. She's expecting a blow, whether it's a punch or an attempt to bludgeon her with one of his weapons. She tightens her grip on her dagger and braces herself as the headbutt lands, causing pain to reverberate through her skull as she stumbles, stars sparking in her vision.

She stabs out with her dagger, no longer caring as much where it's aimed, but her blade finds nothing but air. She blinks her eyes open and growls, but he's already made space between them. So, the moment that he earns any sort of resistance in a fight, he flees? ]


Coward. [ There's that brief moment of consideration where he turns back to look at her — to memorize her, it seems. She races after him, but by then he's disappeared through the door and into the seedy shop. While she tries to give chase after him, pushing through to the front entrance, he's already long gone, his white clothing somehow nowhere to be found in the dark night. ]
vestments: (marc: 111)

[personal profile] vestments 2025-07-15 07:36 pm (UTC)(link)
( marc, meanwhile, is mostly oblivious to the scuffle. his attention had been taken by something else — similar, broadly speaking, in that it had been a DISAGREEMENT, but it'd managed to involve precisely zero mannequins and no-one marc recognised.

what he's drawn to after the fact is murmured gossiping, variations upon did you see— that he catches here and there, the majority put in less polite terms, and disgruntled mutterings about the way a masked man had barrelled straight through a duo on their way in to said questionable, seedy shop.

marc, for his part, is still dressed in white. where the mannequin's suit was every bit mr. knight's, with its fussy crescent moons for cufflinks and buttons, marc's is simpler. the result of necessity — that is, all he could find at the mall — with regular plastic buttons and zero cufflinks, because he'd sooner go without than wear just anything. what he lacks, too, is the roughly-made mask of the mannequin; instead, his brown hair's slightly dishevelled, a little damp with sweat. any attempt to brush it back has evidently been unsuccessful — it's a touch too long for that, with loose strands curling across his forehead, while the rest of him just looks tired.

for a second, he wavers. his gaze flits from the couple to the store and back again, eyebrows knitting together tightly as if he's weighing up options, considering. he ignores the shop, the door swinging open and fern stood in the entrance in favour of the couple. a beat, two beats pass, and he strides towards them, ignoring the startled glance and the the sharp, unhappy you oughta watch where you're going, if you've come back for anoth—, interrupting it with a brusque, )
Who?

( not that he gets much in the way of an answer, as both he and they are more-or-less immediately distracted by movement — by fern. surprise twined with a lack of recognition flit across his features, shifting into an unspoken question when he thinks it's evident she's looking for someone.

but then, that's hardly unusual in a place like this. )
longtooth: (007)

[personal profile] longtooth 2025-07-18 02:45 am (UTC)(link)
[ Instead of the strange masked figure who seemed to only leave violence in his wake, Fern almost runs straight into a couple who already look like they've had more than enough excitement for the evening. It doesn't matter that she stops short before running into them — the woman still glares at her like she's a piece of trash.

The man, meanwhile, is focused on the man on white — unmasked, now, but in clothing similar enough that Fern bristles at the sight of him. There might be differences, but they're not obvious enough for her to pick up on them in the dark of the night, especially when she'd just seen him and knew he'd come this way.

Are these the travelers of the night to which he referred before? Somehow, he doubts it.

It doesn't seem to matter too much to Fern that she's received ire from these people already. She shoves past them to put herself between them and the man in white, not even sparing a look over her shoulder as she warns them: ]
Stay away from this one. Just be on your way.

[ If nothing else, they don't actually question it much, making for the door that Fern just came out of, leaving her to stare at the man — now that his mask is off, she can actually see his face and make eye contact. ]

Were they going to be your next victims? Just how long do you plan to keep this up?
vestments: (pic#17857470)

[personal profile] vestments 2025-07-19 04:33 pm (UTC)(link)
( he's used to unpleasant looks, strange looks, accusatory looks; used to remarks that amount to keep clear, remarks he's had to reckon with, as well as the actions he'd committed to earn them, before deciding that if he can't escape that reputation for as long as he's moon knight — which, he knows, he'll be until he dies for the last time — then he can use it.

he doesn't recognise fern, not even when she's stood between him and the couple he'd spoken to, not even when she's staring at him and asking questions (demanding answers—). that's not uncommon; marc's met more than his fair share of people he can't remember who'd happily deck him as soon as speak to him.

the irritation that'd flickered across his features at the sight of the retreating couple is replaced, quite quickly, by an appraising, unhappy once-over — a slight lift of his head, a tensing of his jaw and a subtle shift of his weight as if reorienting himself.

it's not the first time he's met someone like this, and more often than not, it's the sort of exchange that ends with said someone taking a swing at him. his appraisal, then, isn't precisely measured, but it's evident marc's weighing her up — height, weight, body language, visible weapons — even as he's trying and failing to place her. someone from home? someone who'd encountered him during that whole superhero civil war bull, before he'd faked his own death and ran away to mexico? or someone who's just heard the stories, the HE'LL CUT OFF YOUR FACE conversations? or is it just the stories here, the ones he's deliberately cultivated by leaving spray-painted crescent moons on the sides of buildings near his motel, alongside beaten up criminals?

(does it matter—.) )


Have we met? ( almost immediate, incredulous and questioning all at once. he makes precisely no effort to acknowledge her questions, not the one about victims, and certainly not the one about 'how long' he plans to 'do this' because that has no good answer.

(until he dies—.)
(assuming 'this' is 'being moon knight'.)

he gestures between them with an empty, gloved hand, index and middle fingers extended. it's not meant to be placating, not at all, but it's not openly threatening. )


You're going to have to remind me of our beef.