A relationship with Venture
Words: 784
Premise: Fluff headcanons about a relationship with Venture
Warnings: None
Venture is very confident in their relationship. Nobody is going to be able to sway them, any kind of excessive flirting instantly gets shut down. If you’re around, they like to kiss or hug you to prove a point – and because they’ll run with any excuse to be affectionate.
When Venture returns to you from an expedition, they are super clingy for the first couple days. They miss you so much.
Archaeology isn’t a field known for making money, but it’s Venture. Sloan Cameron. They’re insanely gifted and talented at their craft, a one of a kind person. They get to be an exception to the rule.
They also don’t pay rent or bills because their job covers them when they’re away on expeditions. So, they like to spend their money on you. It’s nearly impossible to pay for something if Venture is out with you.
They definitely don’t grasp the concept of money like most people do, having been with the Wayfinder Society since sixteen, they never really experienced necessary expenses or a shortage of money.
They’re not financially illiterate – they save and go through the motions of being responsible with money, but sometimes you might have to step in and call them out if they’re being a little too much.
No idea where Venture picked up sleight of hand tricks, but it proves to be incredibly useful for them when you’re out shopping or on a date. They can swipe your phone or card without you noticing until it’s time to pay. And when you can’t find it, they’ll offer to pay with the smuggest grin.
Despite how active Venture’s job is, they actually prefer to laze about all day with you when they’re home. They want to cuddle, drape themselves over you whenever you’re doing chores, or lay on your lap when you’re watching a movie, scrolling on your phone, reading, etc.
Please mess with their hair. They love having their hair brushed by you. If you comb your hand through their hair and scratch their head, they will melt. Also, please help them get out any knots or mats from expeditions.
When you’re working, Venture will be by with gifts. Your favourite drink, takeout, or flowers. They leave it at your workplace with a sweet note. Your coworkers are definitely envious.
And after you clock out, Venture is there to pick you up. Offering to take you out for dinner if you don’t have anything else in mind.
Venture is pretty emotionally intelligent. They can tell when you’re not feeling well and they can read a room well. If you’re upset, you cannot hide it from them. They will be onto you instantly and do anything and everything to make you feel better.
However, Venture struggles with expressing their own emotional conflicts to you. They don’t want to give you the idea that they’re incapable or overreacting. Thankfully, they’re super bad at hiding when they’re upset and you easily catch on.
They really want to involve you in their passion for their work, but it’s too dangerous to take you with them. You’d be a liability as much as they don’t want to admit it.
They do like taking you to national parks and tour caves. At first, they take you on guided tours because they don’t want to stress you out with the prospect of getting lost in a cave – even if they’re confident that’d never happen. Later, they take you on self guided tours because they want to ramble about certain structures and formations without a crowd of strangers and the urgency to move to the next area.
When they have to leave for a project, they will always make sure to let you know if they’ll have cell service or not.
They’re very focused and diligent when they’re working, so they don’t check their phone until they’re done with the day. But when they’re done, their time is yours. They’ll respond to any text or call instantly.
They insist you update them everyday, they want to make sure you’re around and doing well. If you don’t send any update after they worriedly spam you, they are not sleeping well that night.
Sometimes their coworkers catch them smiling at their phone. And when asked, they’ll gush about you and how you’re just the best. They talk about you like you hung up the stars in the sky for them.
Their coworkers are mostly older than them, and they’re all very glad Venture has you to return home to – they’re exceedingly fearless and brave to the point of stupid. With their line of work getting more and more dangerous, your presence gives them something to value returning home to.
Author’s Note: There was no setting or scene provided in the ask so I went with what we know as canon in the Overwatch universe and subtracted the whole Null Sector ravaging cities thing. But Talon does exist, that’s why Venture’s work is getting more and more dangerous. Pure fluff is not my thing, but I do try!
Link to request by @f3r4lfr0gg3r.
Because of the order of these posts, these headcanons kind of foreshadow other works I’ve drafted :9
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Story Post 14 (Part 2)
AU MASTER POST
BEGINNING | PREVIOUS | NEXT
[Image ID under the cut]
[IMAGE ID: Two pages of a black and white comic.
PAGE ONE
PANEL 1:
Gwen glances nervously over her shoulder at Dell. He beckons for her to continue.
"It's not that. It's - ah--"
PANEL 2:
She turns back to the crow phone with a forced grin. "I hear you have a student now!"
Dell's face drops in annoyance.
PANEL 3:
"A human one! How intriguing. I haven't heard of a human on the Isles since the one my great grandmother mentioned."
Luz lies on her belly on her sleeping bag, happily reading in her room with King asleep next to her. Behind her, the window is open, revealing a scout brandishing a spear.
PANEL 4:
"And even that one disappeared, apparently," Gwen continues.
Eda appears in the window, casting a spell that blasts the scout out of view.
PANEL 5:
Luz turns and looks out the window, puzzled, but there is nothing there.
PANEL 6:
"My human isn't going to disappear," says Eda.
She looks over her shoulder at Luz's oblivious back through the window, determined.
"Oh no, of course not!" says Gwen. "I'm sure you're doing a wonderful job looking after her and teaching her all sorts of things."
PANEL 7:
A close up of one side of Gwen's face, her eye looking to the side, knowing that Dell is behind her, concerned and waiting.
"Like--," she says.
PANEL 8:
She leans in towards the phone, gritting her teeth. "--Palisman carving, maybe?"
PANEL 9:
Eda and Lilith clash. Eda blocks with her staff as Lilith comes at her with her own.
"Mom, I'm busy!" Eda cries. "Just spit it out!"
"Okay, okay!" says Gwen.
PAGE TWO
PANEL 1:
"It's about the family business."
"What about it?"
"Well," Gwen admits. "Palisman carving isn't exactly as easy as it used to be."
A close-up of Dell in profile. His head is lowered, expression sad.
PANEL 2:
A view of an old, hanging wooden shop sign for a shop named "Clawthorne Palismen".
It was once a mark of a well-cared for business. It has hand-carved wings, fancy lettering, and a second, smaller sign below it, declaring, "Established 16--" something. But the rest is broken off. The sign is in disrepair, with a, "CLOSED," sign plastered on top.
PANEL 3:
"A lot of people associate palismen with wild magic these days," Gwen continues. What was once a small, quaint shop sits boarded up and falling apart. It's covered in graffiti, reading, "REMEMBER METANOY," and "WILD."
In the foreground, people avoid it, whispering.
PANEL 4:
A large, desolate field of clear-cut tree stumps.
"And with the deforestation of the palistrom forests," Gwen says, "sometimes I worry it won't be feasible much longer."
PANEL 5:
"But your father can't do it anymore…"
A close-up of Dell's hand. It shakes and is covered in scars.
PANEL 6:
A close up of Eda, guilty and distraught.
"...And you--,"
PANEL 7:
A flashback. Eda's cursed form looms over her frightened father, snarling.
PANEL 8:
A close up of Dell, younger and terrified, one hand towards the viewer, trying to ward off his attacker, the other clutching the side of his face.
/END ID]
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