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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2023-02-19 07:02 am
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EVENT #12: INVOCATION - IC EVENT LOG (PART 1)

Event #12 - Invocation ( 1 )

Beginning on February 20th, one by one, the Summoned will go missing throughout the week. As the disappearances escalate, it becomes clear that more sinister forces are afoot...especially when Solvunn eventually comes forward to announce that Josselyn Creed, one of their Council members, is also missing.

How events proceed will depend in part on your actions. Whether you've been captured or if you've been left behind, each of the Summoned will have a role to play.

NOTES

  1. A Coordination Post will be used for communications between mods and players both. You can request dice rolls, start investigations, submit or review notable incidents, and begin in-person network-style threads with each other to quickly play out IC interactions. Review the post for forms and other details to fully participate in this event.

  2. Using the Network is plot-relevant! You can make open posts on [community profile] abraxasnet or include (disrupted) network messages in your top levels in the IC Event Log below. Messages intended to be private can be accidentally made public or sent to the wrong person, so play with that how you wish. Network messages sent or seen by any of the Lost will be distorted or incomplete in some way, regardless of the source. Messages will work as usual if sent and received between the Spared.

  3. Don't feel the need to interact with every aspect of the event. We've provided multiple engagement options for flexibility, but we want to make sure players don't get overwhelmed by the sense that they need to do everything available (though you can if you'd like!)

Feel free to ask us questions. This event contains a lot of information to go over, so we're happy to clarify further. We'd much prefer you ask to avoid any misunderstandings or confusion!
Week 1
How it starts depends on where you are, who you know, and what you've been doing. Some of you will notice your friend didn't come home as they said. Maybe their belongings are in their room, but they're nowhere to be found. Then again, people can be late. After all, officials have been pulling folks in for questioning. You ask around. You wait. You begin to wonder if they've faded from Abraxas, as others have in the past. Upsetting to be sure, though not unheard of.

Or maybe you spot something that isn't right: a familiar broken necklace in the woods, a runaway horse, or a garbled message you can't read. Are they really gone from the world? Is something more ominous at play? You can take your suspicions to officials in hopes they'll listen to you.

For those who venture into the wrong place at the wrong time - whether to look for a missing friend or another reason - you'll quickly understand your mistake as robed and masked figures surround you.

Reports of the missing Summoned are filtering in. Characters can continue to make reports throughout the event for other players to reference.

Abduction | The Lost
CW: Disturbing imagery (text and visual), death, dark and horror-based themes.

Where do they find you? Not in any populated areas, that's certain. You're likely caught somewhere isolated: outside the protective castle walls or in the rural countryside of Nott, out in the desert wastelands or darkened Libertas alleyways, the thick woods of Solvunn or the empty ocean shoreline at night.

You don't know how they find you, though you might've heard them coming - too late, of course. Or maybe you confronted them in an attempt to save a friend? Magic shrouds the figures in mystery. Their voices are hauntingly distorted and impossible to identify. They smell like strange herbs and rotted earth. They do bleed, however. If you fight back, you could take down one or two - but you're soon overwhelmed by their magic or their sheer force.

The last thing you'll remember seeing is a bizarre mask looking down at you. Then your world goes black.
Awakening
As you slowly awaken, you'll find yourself inside a fungus-like growth that lines the cavern walls outside, high and low. Though nearly pitch-black within, the small space means you might quickly realize you are not alone as you bump up against another body. You wonder, is this person alive? If you're fortunate, you'll be with another Summoned. If you're alone and too weak or wounded, you'll need to rely on someone else to rescue you. Hopefully, someone will come along.

And break out you'll have to. Around you is a slimy digestive fluid. Your skin burns, and your eyes water. You'll have to push and claw at the soft membrane opening until it grows wide enough to crawl out. If luck favors you, you'll be safe on the ground. If not, you'll be up on a rocky protrusion and will need to climb down. Try not to slip and fall - that's a long drop. Vines might help, but they're rough and sandpapery, and some have small thorns.

More of those plant traps are everywhere. They pulse as new captives arrive. Some break free on their own, but others might need help, whether they're a fellow Summoned or a native of Abraxas caught in this unfortunate situation alongside you. Do you recognize them? Are they a stranger or the local fisherman you pass by sometimes in the mornings? Other plants, when opened, will reveal the decaying half-dissolved bodies of those who never made it out.

There are no guards. As you peer upwards, you understand why: the stone ceiling is impossibly high, and thick cavern walls surround you. Your prison is formed from the earth itself. While not small, there's nowhere to run. The air around you constantly shimmers as if hiding something beyond its veil. Despite the pit's modest size, it's easy to get turned around, with landmarks and details changing each time you look. You swear a giant rock was there just earlier...wasn't it?
Surviving
Escape is key, but first, you'll need to live that long. You aren't separated from the other Summoned. Instead, you've been tossed into this enclosed pit together - Summoned and native Abraxans alike - and it's up to you to survive. A few of the captured natives claim they've been here for weeks, and they're the lucky ones. Many haven't made it this far. Corpses, some fresh and others days old, tell you all you need to know.

◎ Weapons & Powers
Your weapons are gone, but you might find a scrap left unnoticed: a ring, a match, or a tasty apple in your pocket. Your captors didn't bother taking everything. It won't give you a firm upper hand, but it's better than nothing.

If you try to call on your powers, they'll only work in fits and spurts, sputtering out or appearing very weak. They might even backfire if you force it. Enhanced senses and physical abilities will be equally unstable. Sounds could become painfully loud. Smells grow muted. You feel weak. You may not heal as quickly.

You aren't out of options. Sharp rocks, vines, and even old bones can help you defend yourself, while leaves and a few common plants can soothe your wounds. You just need to think on your feet. Try investigating a crevice or an old shrine. You could find something useful, though don't be surprised if it comes with a price.

◎ Network & Horizon
Messages through the network have similar troubles: though you may not realize it at first, anything you send and receive will be disrupted, missing words, or it'll fail to arrive altogether. They could reach the wrong person or be made public when you intended it to be private. Any open network posts or received messages will be similarly distorted and difficult to read - if you see them at all.

You can go into the Horizon, but a constant high-pitched hum and frequent ground tremors make concentrating (and sleep) difficult. If you manage to enter, chances are you'll be forced out within a couple of minutes. Still, you might be able to communicate inside just enough to hold out hope for a rescue.

◎ Food & Resources
Food is scarce. Inexplicably, husks of corn grow around you despite there being no cornfield. It'd be a boon if most of them weren't blackened with rot. Dig through to find a few edible cobs. Large grubs can make for a tasty snack, while snakes and rodents provide some meat for those who are quick. You'll need to cook your food (unless you're someone who doesn't - lucky you), but you can make a fire if you know what you're doing, or you get a rare spark of magic. Just be sure to put it out at night. You'll attract dangerous beasts if you don't.

A well sits in a far corner. Sometimes it runs dry, so fighting over water is common. Drink what you can when you can. You'll spend most of your time thirsty, but you won't die from it (probably). The water won't make you sick, though its taste is questionable.

◎ Environment
Alongside hard rocky ground, several areas beneath your feet are soft and moist. Each squelching step sends the nauseating stench of mold and decay into the air. You can't help but ask yourself: what are you even walking on? It's too dark to tell, but that might be worse as your imagination runs away with you. Temperatures fluctuate while dead trees rise around you. Fungal growths form along the walls and the ground. Without daylight, the passage of time is unclear. The days blur into one another.

Though the area isn't vast, you'll have space to spread out. Some parts are more comfortable or safer than others, lined with moss rather than a sticky substance or rough ground. You can fight over these coveted spots or generously offer them to those who need them most. There are also nooks and crannies to hide in or search through. Beware of traps, brambles, and other hazards.

◎ Threats & Monsters
You might hear from the natives, in hushed tones, that when a howling shriek sounds, you best be quiet before you draw the attention of an lumbering beast they call the Bone Serpent - so named for its long bony limbs that extend into the pit like a snake to snatch up unsuspecting souls. Living roots hide among the petrified trees and thick boulders. Take care when sleeping - you might find yourself tightly wrapped in roots upon waking, constricting you until you can break free or someone else aids you.

And in the darkest of shadows, a humanoid fiend crawls along the ceilings. Its scraping and dragging announce its arrival. The others will tell you they do not know if there is more than one or if it can't be killed. All they know is that when it dies, the body dissolves, and soon there is another stalking the pit.

Fellow captives can also be dangerous, including the Abraxan natives. Some struggled to survive long before you came, making them desperate and willing to do anything. Others are easily frightened, see the more powerful Summoned like you as a threat, or even blame you for their predicament. Whatever the case, you'll find that you're not all in this together - and you'll need to watch your back.

◎ The Acolytes
Your captors, known only as Acolytes, appear in and out without warning, as if through mist and illusion. They won't acknowledge the prisoners and seem to view you all as lambs before the slaughter. They aren't invincible, though. You can attack them, though it's risky. The outcome might be worth it. The Acolytes are most vulnerable when they come to refresh the spells and illusions that hold the structure in place. They'll be in pairs or threes. Watch closely. You might notice a few have hidden injuries, likely earned when capturing some of you.

(Attacking an Acolyte requires rolling for the outcome if you intend to have some measure of success. If you want your character to fail, then there's no need to roll.)

Other environmental threats can include gaps in the ground, tripping hazards, falling rocks, and critters such as spiders, snakes, and rats. Characters are free to devise weapons and tools from what they have available and their pooled resources or skills. Surviving should be difficult and harrowing, but not impossible.

Finally, the native NPCs captured with the Summoned can be treated like any non-mod NPC in the factions. You can make up their names, rescue them from a monster, fight them, and even kill them. The Acolytes won't interfere, though other characters might.

Opportunities (Investigations)
Keep your eyes open: chances to help yourself will arise. This can come in the form of scattered items, trails of magic, or even one of your captors. Some things will assist in the immediate term, while others will aid you later on - possibly helping you in your escape.

Characters can investigate or interact with any of the items provided in whatever way you want: poke it, speak to it, set it on fire, or even make use of what little powers you have left. Not every attempt will be a success, but we can assure you that every interaction will yield something interesting!

◎ Mysterious Acolyte | Interact
One of the Acolytes stands out from the others. Though robed, her hood is down. She's unmasked, revealing a unusual appearance. She frequently appears with two other Acolytes, who hover close by her side. Are they protecting her or guarding her? Her demeanor is calm, but sometimes her hands wring nervously. As she walks, she occasionally leans down to pick certain plants and mushrooms and place them in a small pouch.

◎ Crevices / Tunnels | Interact
Hidden in the walls and ground are crevices and small tunnels you can look through. Often, you'll find bones, though occasionally you come across what feels like a decaying corpse - human or animal, as well as strange moist fungus and crystal formations. You can search through with your hands, use what little magic you have, or do anything that comes to mind. You might get something useful, or you might trigger something you shouldn't have.

◎ Eerie Shrines | Interact
Around you are shrines that seem to have grown out of the earth itself. A dark aura emanates from the statues. The material is wood-like and hard as stone. An odd symbol is inscribed on the side of each shrine. Unlike the dilapidated shrines, the symbols look freshly painted using a dark substance. There are also notches at the shrine's base as if something is meant to slot into them.

(Depending on how many characters seek to investigate a shrine, about 3-5 shrines are in the area. Illusory effects can obscure a shrine if you need to explain why your character is unsure of how many there are!)

Discovery | The Spared
Back home, you might not feel so lucky when your friends are missing, and more continue to vanish as the week goes on. You might've been one of the first to notice, or maybe you're the last to realize. Most of your time will likely be spent gathering evidence, looking for a trail, or talking to your fellow Summoned about what they know. You could also file a report to officials to convince them something's truly wrong. Should you investigate a friend's vanishing, you could find traces of blood, but no bodies will be found.

For some, you might receive disrupted messages through the Singularity's network: missing words, scrambled text, and faded handwriting. Is it from another Summoned? It's possible you haven't spoken to this individual much or at all - as though their message has gone to the wrong person. When you try to meet them in the Horizon, they can't maintain a connection for longer than a minute or two. What they do manage to tell you sounds terrifying, with descriptions of dark pits, decaying corpses, and bizarre monsters.

By the end of the week, all of the Summoned will be gathered together by faction officials to receive an update. Once the meeting is over, you'll have the chance to speak to each other and share information, as well as begin to consider your next course of action.

Since Week 1 is about the disappearances of close CR, we won't provide too much direction for this section so players can focus on individual interactions and the emotional impact between characters. Heavy plot details and investigations will be provided in Week 2.

If you're unsure of where to start, consider interacting with other characters after the Summoned faction meeting, going to the various known gathering hubs in each faction, or have your character begin searching or investigating solo and see who meets up with you along the way!

Solvunn
Rowan March will present a record of all Council meetings in which Josselyn was absent. You'll notice a pattern that Josselyn was missing more and more in the weeks and months leading up to and after the mediation. Rowan believed she was attempting to make trade deals in secret with the Free Cities and Thorne - hence removing her from the negotiation table in Luna - but he is no longer sure this is the case.

The Council will inform those gathered that they will tell Thorne and the Free Cities about Josselyn's disappearance by Week 2. They hope this decision will prevent any potential fallout. They also hope that Solvunn's neutral position and recent assistance after the attacks have generated enough goodwill that the other two nations will provide any information they may have on Josselyn, seeing as Josselyn had trade connections with both places.

Outside, the locals and Elders will attempt to give you offerings to help you find your way to the lost. They'll encourage you to bring those offerings to the shrines around the settlements, especially those dedicated to lost travelers. You don't have to - but maybe it won't hurt? If you make your offerings, you might discover an odd aura around the shrines you visit. Keep an eye on that. You'll be able to investigate in Week 2 under the next section.

Isar Hart will be arriving from the Secondary Settlement to temporarily join the Council, though he prefers to remain on the outskirts where he can. Where Josselyn has frequently been turned away or left out of discussions, Isar seems to have the full trust of both Winifred Bordeaux and Rowan.
Thorne
If you know any of the Summoned currently outside the Castle, you'll be requested by Thorne to help bring them back to the Castle so their presence can be accounted for. They won't be forced to, but they'll be strongly advised it's for the best. You'll also be assigned guards for protection who'll accompany you when visiting the rural areas of Nott.

If you have magic knowledge, you can follow directions from the mages to put up wards to guard the Castle and the city itself. Borrel will send more of their military into Castle Thorne, as well as Nott. Due to the Summoned's frequent travels to Nott lately, the Castle will focus attention there for once.

Apprentice mages could further use help refilling supplies for potions and spells or gathering spell books from the library. If you're not inclined towards magic, you can assist with carrying ingredients or tracking down misplaced tomes.

Anastasia Rhett will be arriving from Hayle via portal. She'll be, for once, working with the High Mage and her brother, Ambrose Rhett - though how well they work together is another issue. You might hear the occasional whispered argument outside their temporary shared office. The King will also make his presence known.
Free Cities
News is slowest to reach officials in the Free Cities. The bureaucracy of a large city, combined with an influx of refugees and heightened tensions, means even the Summoned run into trouble making themselves heard. Once they do realize things are awry, they move quickly. The army and city guards, concentrated in Libertas to patrol, are pulled back to Cadens.

Unlike Thorne, the Free Cities is more concerned with keeping their citizens in place. A curfew is instilled at sundown. As a Summoned, you're an exception, free to come and go. You're warned to travel in pairs and groups and to avoid isolated areas. If you're capable, you can help patrol and herd citizens back into their homes if they venture out at night.

You can also wind and release the mechanical pigeons (or repair any damaged ones) sent to fly over the city and the desert to observe. They can only fly for roughly an hour before their core needs to be recharged.

Fallon Marsh will be arriving in Cadens alongside Quilleth Kaur to join up with Aleksander Klingel. While rumors say the three of them had a falling out, they're now in the same room together, though they avoid doing so when not necessary.

Week 2
By now, you've likely made contact with each other. Though you probably haven't been able to talk long or exchange much information, you've at least confirmed that most of the lost Summoned are both alive and in Abraxas. Those spared capture will be able to push forward with their investigations and any plans they've made.

Meanwhile, the Summoned who are held will face further trials as some glimpse what lies behind the reason they were taken.
Test of Faith | The Lost
CW: Disturbing imagery (text and imagery), mild gore, body horror, dark and horror-based themes, ceremonial rituals

As the sleepless days and nights fade into each other, it's easy to fall into an uneasy routine. That's soon disrupted. If you've been chosen, you'll wake to find yourself completely alone and surrounded by a dense fog.

Out of that fog emerge the Acolytes. They won't give you a chance to come peacefully. Instead, your hands are bound by sharp thorny vines that sap your strength, making your struggling ineffective. Though the fog is impossible to see through, the Acolytes appear to know where they're leading you. The further you go, the staler the air grows. Above all, you can smell blood, like stepping into a slaughterhouse.

When the mist finally clears, you see an altar looming. You might be alone, or you might be with one, two, or even several others. There's no rhyme or reason for how many or when, as if the Acolytes are experimenting with different methods.

You can play out the ritual alone, with other characters, or involve NPCs (who may live through it or not). You may also opt out of threading altogether and only write the aftermath.

Which stages your character goes through is your decision. If you'd prefer your character have a mild experience, they can pass out after the first stage before the full ritual completes. The Acolytes will deem them a "failure," but this won't impact the effects characters receive afterwards.
The Ritual / Visions
At the altar, the Acolytes announce that you have been chosen to commune with the gods, a process they believe the Summoned are more susceptible to than the natives. All signs point to this: the Singularity has manifested memories and visions through you, given shared dreams, and new powers. They tell you they will help you reach your full ascension and that, in the end, you may feel yourself becoming one with the old gods yourself. You should be grateful for the honor.

◎ Stage 1: Consumption
As you're pushed roughly to your knees, the thorny vines grow into the blood-soaked earth. They root you to the spot - but this is the least of your worries. A small bowl is placed before you. At first glance, it doesn't look that bad. Maybe even appetizing? You've probably eaten worse in the past few days. Though the offering smells sweet, if you stare at it too long, you wonder if it's moving.

  • If you take a bite, it'll go down smooth and cold, like jelly. You become warm. Your extremities tingle. The sensation is almost pleasant, if somewhat unsettling.

  • If you refuse to eat it, the strange gelatinous orbs burst, unleashing a thick cloud of pollen that'll burn your eyes and nostrils, making it difficult to breathe. Your fingers go numb, and you feel nauseous.
At this point, you might feel faint and go unconscious. If you do, the Acolytes will leave you on the ground while the rest of the ritual continues. If you're fortunate (or unfortunate, rather), you'll remain awake for what follows.

◎ Stage 2: Endurance
Should you remain conscious, you'll feel dizzy and your skin will begin to crawl. Small light-colored spots spread across your skin and nails. The vines wrapped around you turn flesh-colored as if becoming one with you. Spongey growths, sensitive to the touch but not easily broken, begin to cover your body. They pulsate as they spread, inching along like slime mold. Is it real? Are you imagining things?

  • If you're with others, the crawling network of vines twists and conjoins, merging you together. The Summoned fare better - only slightly - but a few who are native to Abraxas might not make it, succumbing on the spot. Abrasions form on their bodies, peeling apart to reveal sharp hard cartilage piercing through the gummy flesh. Small fleshy mouths lined with thorns gape open, hungry for sustenance.

  • If you're alone, the vines will inch towards the corpses and pool of blood by the altar. One body, in particular, is a husk, twisted and bent. The jawbone hangs open in a silent scream. The skull is pulled long and stretched like gum as it melds into the fungal remnants. Whether it was being consumed or becoming part of the mass is unclear.
The experience might be unbearably painful or, perhaps more disturbingly, you might feel nothing except the growing horror of your transformation. Abruptly, everything reverts to normal, as much as anything is normal right now. The growths are gone. You'd question if it were real except the dead remain dead, their bodies hollowed and melded into the roots of the altar.

◎ The Aftermath
With the ritual complete, the Acolytes tell you that the gods have chosen you and that they will return to observe your Ascension. Precisely what they mean is unknown. Weak and injured, you'll need to free yourself from the tangled thorns that hold you. It won't be easy and might shred your hands, but pull hard enough and the roots will come out of the ground. Maybe someone else will be there to help. Either way, once you're free, you'll have to stumble out of the altar room.

A bloodied trail guides your way, left from those who were here before you. It leads you through narrow tunnels overgrown with roots and vines. Prickly brambles claw at you as you squeeze through. You walk and walk with no light ahead - until you simply fall through back into the pit you were taken from.

When you look back, you're faced with a solid wall. Whatever tunnel you came from has vanished. And yet, if you weren't the last taken, you'll see others who disappear next continue to stumble back into the pit from some unknown place.

◎ Effects & Symptoms
You'll undergo different effects depending on if you reject the process or if you succumb to it. The reasons for which category you fall under are unknown. You might oscillate between the two before you eventually surrender to one.

Check the OOC Plotting Post for more information. Effects are opt-in regarding what kind and severity. You can have your character experience light bruising or a headache if you prefer.

  • Rejecting the process will leave you exhausted. You might snap more easily or exhibit a temper unlike yourself - one that could even progress to violence. You may break something or hurt someone you don't mean to, unaware of the uncontrollable burst of strength or magic that strikes you on occasion before leaving you weak and dizzy. Paranoia overtakes you. You see threats that aren't there or attack your friends, believing they've converted and want to harm you. The dim firelight becomes painfully bright. You cough up blood in the night. Sleep is difficult.

    Your skin might bruise and split. Bloody lesions form that refuse to heal. And if you look inside the wound, you may find growths forming within. Sharpened points that look like thorns or teeth line the open flesh. More grow outwards, covering parts or all of your body. A high fever grips you. If you were wounded before this, those wounds might reopen, festering.

  • Succumbing to the process will fill you with an unnatural energy that leaves you unable to sleep at all. You feel the need to "convert" anyone not like you. Those unaffected or undergoing rejection will draw your attention. You want to convince them to receive the same treatment the Acolytes gave you. Should they reject your advances, you begin to grow agitated or even violent. It's for their own good. This is the only way you'll all survive.

    Vivid images overtake you. They might be familiar influences from home or this world, telling you that you're doing the right thing. You hardly notice the lesions that form over your body. Even when someone points it out, you are annoyed by their suggestion you're unwell. You've never felt better. The open wounds start to sprout fungal and plant-like growths that spread over your body. Thin roots sprout from your pores...not unlike those strange creatures that haunted the pit.

As for the NPCs who underwent the ritual with you? The ones who managed to survive? They'll experience the same symptoms, but some might have it even worse, falling ill or dying within a matter of hours. Afflicted as you are, you might be in no position to help them, though your unaffected peers could step in. Indeed, you may even be their biggest threat.

◎ Ascension
Regardless of if you reject or succumb to the process, the ritual burns through you. At its peak, you reach what the Acolytes are hoping for: a vision that they claim will answer all. Certainly, this vision appears to be shared across some of you - but the details may differ slightly.

It begins with pure blank whiteness. For the few - if there are any - of you here who experienced the Horizon at its very inception, through Thorne, you might find the blankness familiar. Your surroundings form slowly around you: building, growing, creating. At first, the landscape isn't noteworthy: a beach cabin, a cozy indoor garden, a lovely mountain lodge. No matter the setting, it's largely mundane aside from the occasional touch of magic. Time passes. It transforms, gradually. Finally, it crystallizes into one of the strange images some of you may have seen when the shared nightmares visited or when you were trapped inside unknown areas inside the Horizon.

In flashes and flickers, you'll also glimpse a shadowed figure. His form and face are unclear, but he evokes a sense of powerful magic and a deep connection to Abraxas.

What does it mean? No one yet knows though the future might unveil more. If you try to enter the Horizon again, you'll only experience pieces of that vision once more. It seems the Horizon is closed to you until your symptoms fully fade. This will take at least a couple of days, but it might be much longer.

If you participated in EVENT #8: MÆRE and/or EVENT #10: AFFLICTION, your character will see one of the images that they experienced during those events. If your character didn't participate or they're brand new, you can pick any one of the images from the gallery linked above.

The Unaffected / Cures
For anyone who didn't "disappear" for the ritual, you won't know what's going on, though you might hear any screams or cries echoing through the caves. Your friends do return within a few hours, but that's not very comforting when something is very wrong with them. The other Summoned are no longer quite themselves. It'll be up to you to aid them, protect them from each other, and help keep things from falling further apart.

Or maybe you'll need to run and hide as they turn on you. You can barricade yourself in small tunnels, fashion weapons, or try to talk them down. This depends on how those around you react and behave after the ritual.

◎ Finding a Cure
Attempts to ease the symptoms can come in many forms. You can try to call on your limited magic or use your knowledge of soothing herbs. These will help temporarily, but a true cure to halt and revert the symptoms altogether will be more drastic.

The native Abraxans whisper that they've seen the Mysterious Acolyte save a few by cutting out the roots and growths. With few options left, you can certainly try it yourself.

  • Succeeding will free the affected Summoned from further symptoms. They'll still need to heal from their remaining injuries, and they will still receive the ascension vision.

  • Failing will cause you to absorb one symptom from the person you're attempting to cure. They'll be permanently free of that effect, but you'll now bear it in return. This will last less than a day rather than the full duration.

If you want to attempt a cure, request a roll on the Coordination Post.

Searching for Escape (Investigations)
As for the Acolytes, they'll want to know what you saw, and they're willing to do anything to extract it from you. There's much more movement throughout the shadows of the cavern. You hear the clank of iron chains, the scrape of sharpening steel, and the scuff of heavy stone tablets. You probably don't want to be here for what lies ahead. Escape is more vital than ever. Thankfully, the Acolytes' distractions afford you further opportunities to investigate and make a plan.

In addition to the investigations in the Windows of Opportunity section above, you'll now have a couple more avenues to investigate. You can use anything you found before to aid you with these new points of interest.

◎ Lifting the Veil | Interact
Before, the misty illusions held firm. Now, after enduring the ascension, you can see through them. You glimpse the Acolytes coming and going instead of watching them vanish and appear from nowhere. You catch sight of a cracked wall and heavy boulder that wasn't there before. Unlike the shifting landmarks, the wall and boulder don't disappear. What lies behind these objects? Does it have something to do with the path the Acolytes take?

◎ Unknown Stranger | Interact
Should you be good with faces, you'll notice a young prisoner about 20 years old who wasn't there before. You can't recall anyone new being brought in, though the Ascension ritual might make you an unreliable source. If you're convinced something isn't right, you can approach the man to try and question him - gently or otherwise. Where did he come from? What is he doing here? He doesn't appear injured or affected, but he does seem extremely frightened. Whether that's an act or genuine is for you to decide.

◎ Mysterious Acolyte: Unusual Charms | Interact
The Mysterious Acolyte from before will continue to make her appearance. She is now alone, no longer accompanied by anyone. She only arrives when the other Acolytes are at their busiest as if taking advantage of their distraction. You may find it possible to speak to her a bit more without the presence of the others. She will also carry a series of gold charms. It dangles from her robes and hums with magic. Do you try to steal one? Ask her about them? Do you search around to see if any of them dropped? And what about the notches you saw in the shrines earlier?

Taking Action | The Spared
CW: Disturbing imagery (text and imagery), dark themes, ceremonial rituals, violence, bodily mutilation or harm.

Officials will grant the Summoned nearly full rein to do what they need to. Of course, there are some regulations they'll expect characters to obey, especially anything that's done in public or broad daylight or involving regular citizens, but officials are willing to turn a blind eye to anyone who goes a bit too far as long as they don't run the risk of compromising the stability of the city or kingdom.

Depending on your goals and alignment, you might consider the chaos advantageous. If that's the case, there are ways to manipulate the situation. It could be an opening for you to look heroic and win over the hearts of the Summoned or faction officials. Or you can interfere with investigation attempts, whether that means providing false information, covering up evidence, or obstructing progress. Take care your true intentions aren't discovered.

Are you the lone wolf type? You're free to head off on your own, but chances are with so many of the Summoned affected, you'll run into someone else as you investigate. The question is, are you okay with that or will this cause problems for everyone involved? You might be reluctant to take on a partner or join a team, but you may not have a choice.

Characters can investigate or interact with any of the paths provided in whatever way you want: interrogation, spying, bribery, use your powers or inventions, depending on the circumstances. Not every attempt will be a success, but we can assure you that every interaction will yield something interesting!

Keep in mind that although officials will likely look the other way - as long as you don't give them a reason otherwise - the other Summoned might not feel the same way. Be sure to communicate with each other to work out any conflicts that might occur between characters.

Connecting with NPCs
If you're well-known among faction officials (Rank 6+), you can speak to known NPCs that you've developed a relationship with. You can ask for their assistance, request resources, or help facilitate or negotiate proposals by other Summoned who might need your help getting their foot through the door. This can include officials outside your faction if you've spoken to them during previous events.

Of course, you don't need to take the lead or talk to any officials if you'd prefer to approach things differently. The individual investigations below are also open avenues for you to help in any way you like.

As noted on the OOC Plotting Post, if you've made any connections through Plot Engagement with an NPC, you're welcome to approach us with any ideas you have regardless of your rank.

Submit a Plot or Contact an NPC
Thorne
Thorne will allow the Summoned to investigate by providing resources and portals to Nott and Borrel. Hayle, due to its isolated location and lack of any recent contact with the Summoned, is not considered part of the investigation. Because Solvunn has been upfront about Josselyn's disappearance, Thorne will tell the Summoned this information.

Although Thorne is willing to take great steps to bring the Summoned back safely, they won't let you damage the monarchy or anyone important. Go too far with the wrong person, and you might find yourself thrown in the dungeons instead, or worse.

◎ Locating Spells | Interact
Locating spells can be done using your learned magic or by assisting Thorne's mages. Items belonging to those who went missing are valued, especially if recovered from the place they were taken. Safer spells have a lower chance of revealing useful details, but that doesn't mean they won't give you answers.

If you're willing to risk it, you can take on more dangerous spells. While Thorne won't let you put any royalty and the Castle's people in harm's way, contained labs are available beneath the Castle. As for those dungeon cells that have been filling up? You could ask to borrow a prisoner if there's something from them you need. Some magical energy? Their life force? Don't let word get out. The monarchy won't support you if you give them a bad reputation.

◎ Tracking Leads | Interact
Mages will open portals for you to go where needed if you have a reason to visit based on information revealed. This can be anything from a clue given by a captured Summoned, the result of a locating spell, or similar. Options include forests, mountainous regions, and the rural areas of Nott or its surrounding farmlands. Once there, you can investigate by visiting suspicious sites, looking at tracks, or using additional spells and locating magic.

◎ Witnesses | Interact
In the rougher areas of Nott, you can come across bandits who might've seen something. Knock on doors, ask around, or even rough up a few people if you want, as long as you're not doing it in front of the locals in broad daylight. Bandits possess less powerful magic than trained castle mages or the nobility, so they're weaker to mind reading and other spells.

Additionally, you can spy or eavesdrop, talk to the soldiers or regular citizens in both Borrel and Nott, or request to question someone if you have reason to find them suspicious. In Nott, bribes of food, spices, and alcohol can get you further than money, given the shortage of crops and goods among the commoners. Take care not to make unsanctioned actions upon royal guards, soldiers, castle mages, or the nobility. Who you engage with makes all the difference.

Not every questionable act has immediate consequences. You might learn information that could save lives in the short term, but long-term might be too high a cost, putting dangerous tools in the hands of officials. Even if you believe it's worth it, would the other Summoned? Will you use this information? Sabotage or hide it for what you believe is the greater good?

◎ Interrogations | Interact
Thorne might have one or two prisoners brought to the dungeons beneath the Castle that soldiers claim know something. Maybe you or one of the Summoned were even responsible for this person's capture. Unlike before, entering the dungeons will not affect your powers, though they will continue to dampen the prisoners' magic.

The guards will allow you to do what you must to these prisoners - though not all of your fellow Summoned may approve. Depending on your status and how much information you stand to gain, the guards might protect you while you go ahead, assist with the process, or they could let you fight your own battles. This will be determined by the mods as you interact and investigate.

Free Cities
The Free Cities will allow the Summoned to investigate by providing resources and portals to Aquila and Libertas, as well as areas of the desert that typically take over a week or more of difficult travel to reach. Because Solvunn has been upfront about Josselyn's disappearance, the Free Cities will tell the Summoned this information.

Although the Free Cities is willing to take great steps to bring the Summoned back safely, they're protective of the image they hold with their citizens, since the government and military rely on the support of the people. Do what you must in the shadows or behind closed doors, but don't damage public relations or make the government look bad. You'll find yourself made an example of if you do.

◎ Inventions & Tactics | Interact
Some inventions are typically available only to the military - until now. Due to the circumstances, the Free Cities will grant you access. These include locator devices that use New Magic similar to a tracking spell and army tracking hounds previously used to recover survivors in Libertas. Items belonging to those who went missing are valued, especially if recovered from the place they were taken. Safer tactics have a lower chance of revealing anything useful, but that doesn't they won't give you answers.

If you're willing to risk it, you can experiment with more dangerous inventions - both for locating and interrogation, such as mindreading devices. While the Free Cities won't let you put its citizens in harm's way, contained research labs are available in the military barracks, as well as in areas beneath Portam Hall. These spaces offer animal testing on rodents and birds. If you tell the military you need more complex specimens they won't necessarily provide you with one, but they might be willing to close the door and look away if you decide to haul in a prisoner who's been sentenced to hanging, anyway.

◎ Tracking Leads | Interact
Portal stones will be available for you to go where needed if you have a reason to visit based on information revealed. This can be anything from a clue given by a captured Summoned, the result of a tracking device, or similar. Options include desert hillsides, the Badlands, isolated shorelines, and the notoriously dangerous alleyways in Libertas. Once there, you can investigate by visiting suspicious sites, looking at tracks, or using additional tools, inventions, or spells.

◎ Witnesses | Interact
Bandit camps are scattered near the main roads that encircle the Badlands. To be discreet, you'll need to trek a few hours over the rough terrain. Otherwise, the portal can take you straight there. Soldiers will accompany you if you need an additional show of force, depending on your approach. You can try to befriend the bandits, offer a trade of weapons or alcohol, question them directly, or enact more aggressive tactics.

Additionally, you can do the same to anyone in the Free Cities, or request to bring in someone for questioning if you provide a good reason. You'll have less leeway to be forceful with regular citizens, and city guards will stop you if you get out of hand where people can see. In the Free Cities, gold opens doors - often more than aggression. You can get far by paying the right people. Be careful as you go up the chain of command, and avoid bribing generals and top scientists.

Not every questionable act has immediate consequences. You might learn information that could save lives in the short term, but long-term might be too high a cost, putting dangerous tools in the hands of officials. Even if you believe it's worth it, would the other Summoned? Will you use this information? Sabotage or hide it for what you believe is the greater good?

◎ Interrogations | Interact
The Free Cities might have several prisoners held in the military prison instead of the city jail. Maybe you or one of the Summoned were even responsible for this person's capture. The military's holding area is much more secure and is reserved for more extreme cases.

The soldiers will allow you to do what you must to these prisoners - though not all of your fellow Summoned may approve. Depending on your status and how much information you stand to gain, the soldiers might protect you while you go ahead, assist with the process, or they could let you fight your own battles. This will be determined by the mods as you interact and investigate.

Solvunn
The Council will allow the Summoned to investigate by providing resources and portals to other areas of the settlement and its woods. Solvunn may have its secrets, but they consider the Summoned one of their most valuable members of the community.

In Solvunn, the Council and the locals are very willing to condone zealous acts when it comes to what's best for the commune - even at the expense of others. You can get away with quite a bit as long as you can justify that you're doing so through the will of the gods, and you don't offend any sacred rites and rituals.

◎ Josselyn's House | Interact
A house stands atop a hill, isolated from the rest of the Tertiary Settlement. Where other homes are painted in bright hues for the fishermen to see through the fog, this house seems dull in comparison with its monotone stonework and a porch that creaks as the wind blows by. The front door is locked, so you'll need to find a way in. There are windows and a small rock by the porch that you can examine.

The open plan reveals a kitchen area and hearth, a single bedroom, a storeroom, a bathroom, and an open sitting area/study. In the corner, there is a bookcase from ceiling to floor covered in books, tomes, and unmarked bottles. Off to the side is a dark wooden door, warded with runes.

◎ Tracking Leads | Interact
Portals will be available for you to go where needed if you have a reason to visit based on information revealed. This can be anything from a clue given by a captured Summoned, the result of a tracking device, or similar. Deep in the woods, the paths are overgrown and the sun doesn't reach as far through the canopy of trees. Signs indicate few come in this direction lately, though for what reason is unknown. There are several things out of place: the bogs that have a life of their own, an old shrine (once beautiful and now terrifying to behold), mushrooms that only seem to grow in rings, and the eerie lack of the sounds of nature. Sensitivity to magic will aid you most, but so will your ability to track and observe.

◎ Witnesses | Interact
When a crisis occurs, the commune comes together. Residents in the settlement gather to volunteer their memories for the Council to examine in case they witnessed anything suspicious they don't remember or aren't aware of. They'll be taken to a flowing spring, upon which they willingly submerge themselves at great length. A strange magic does indeed fill the air. Afterwards, they'll be available to speak to you if new information comes to light. While possibly disturbing to watch, those who undergo the process above appear fine afterwards, if a bit wet and cold.

Additionally, you can spy or eavesdrop, speak to your neighbors, or even use your magic on the folks in the settlements if you want. You'll have the freedom to question who you want how you want, as long as the Council deems your intentions are not malicious.

◎ Ritual Sacrifices | Interact
The Council will suggest to the Summoned that there is a more powerful method available, one that could yield greater results and answers. This method comes with a ceremonial dagger, and a leather pouch lined with herbs and animal bones. If you're willing to do what others may not, you can take it upon yourself to collect bodily sacrifices from a list of names the Council holds.

These names belong to people who owe the gods in some way, having offended them deeply by committing a crime or harming the commune. They are supposedly willing, but the Council will warn you that those who express reluctance in the final hour are only experiencing the same weakness that led them to previously stray from the flock. It's up to you to help them perform their godly duties and earn their redemption. No one will die, of course - you're only harvesting a piece of them, whether it be an eye, a finger, or an ear.

Days Ahead: Part 2 (Upcoming)
What characters do during their capture and investigations back home will influence what the next part of the event looks like. We'll factor in characters' escape plans, rescue suggestions, and other details when building Part 2, which will be released in early March.
◎ Please try to coordinate with us as soon as possible if you have any plots you'd be interested in implementing in regards to escape and rescue. While we'll do our best to include everything up to the last minute, the longer you wait, the less we'll be able to adjust for your ideas.

If you don't have anything you want to add, that's okay! Simply participating in the scenarios we've provided is completely fine. Plot suggestion opportunities are for interested players, but it's by no means required or the only method of engaging. We have plenty of scenarios and outcomes we'll give alongside player plots, and we'll also be keeping an eye on what characters are doing in their individual threads, their investigation decisions, and more when writing the next part.

Part 2 will feature more prominent cross-faction collaboration for those the Spared. Characters will be able to go into rescue or relief teams and eventually meet up with others as they journey on - whether planned or accidentally.
philancer: (004)

[personal profile] philancer 2023-02-23 01:10 am (UTC)(link)
[ He doesn’t say he’s not sure how much energy he has left. Or how he’s not sure where Claude’s vanished to, but he’s afraid he’s going through the same thing Sylvain did. Or worse. Or how he’s not even sure how many more days they can realistically keep going like this down there.

None of those are things he wants weighing her down, not when she already has enough she’s worrying about. So he bites them back, offering her a wan smile instead, even though his eyes are glassy with fever. ]


Goddess forbid I don’t deliver on everything your heart desires. Pretty sure that’d get my charmer status revoked. And that’d be the true tragedy here.
falcony: (ia_200000155)

[personal profile] falcony 2023-02-23 01:11 am (UTC)(link)
[ it's no surprise sam is up - the whole situation at hand has him sleeping less and fitfully when he does, waking at any possible creak in the floorboards, any possible moment when someone might message him, or one of the corrupted messages from those lost might take that long to settle. he's gotten enough misfired messages and incomprehensible text to know that not everything is worth the lack of sleep, but when something startles him, he's going to assume it's important until he knows for a fact it isn't.

the only issue is that when something does wake him these days, it's not nearly as easy to fall back asleep. so after a solid twenty minutes of realizing it's not going to happen, sam decides to get up, hoping a nighttime run might calm him down again (nevermind he'll be on his own, nevermind he won't be able to stop thinking about all this). and it's with this mindset he's sneaking down the stairs, hoping to avoid any particularly loud step.

that's when he spots the figure at the bar - a figure that at first has sam on guard, ready to intervene, before he realizes who it is. and once that occurs, sam's entire plan shifts, moving him instead to walk slowly, through the room until he reaches the chair next to dean and slide into it. he's worried, more than anything, but sam will settle in the seat and wait for a moment or two before he says anything - he's eyed the blade, but he's also watched the tension across dean's shoulders.

something's happened - that much he knows - and he can't help but think back to their interaction in the street some weeks (months?) back. if dean acknowledges him, or even if he doesn't, sam will give him a meaningful look. ]


Rough night?
oversight: ([+] studyin')

[personal profile] oversight 2023-02-23 01:17 am (UTC)(link)
Blake hasn't got all that much of a choice, his energy sapped and his body momentarily inert like a tapped battery. His muscles burn, his joints ache, his head and his side are both pounding a heavy beat. Skin tomato red from the contact with the acid, he shakes feverishly on the floor of the cave and mutters.

"People l-lookin'— We're still lookin'—" There's a knot of guilt that makes the words low and thick and he coughs more, expelling goo and blood and spit. He hasn't known for one second what to expect of his time here in Abraxas, but he still cares about people. He couldn't stand by and let this go and now that he's here— Well, better not to think about that just yet.

Every cough feels like he's getting horse-kicked in the chest, and he's on fours gagging for a second before reaching for Jayden. It's a hand-up request even if he's asking too much of his ravaged body. Every minute counts, he reminds himself desperately.
princessvegas: (125. you got the cure)

[personal profile] princessvegas 2023-02-23 01:20 am (UTC)(link)
[ Appearances are deceptive. Julie may prefer glitz and glamour, but they aren't all she knows, and weren't for most of her life. And all the glitter and rhinestones are really part of a giant shiny shield she's made herself, one she lowered once upon a time to help him.

She's still tending to the Singularity in her head when Kyle speaks again, though she does look his way. A teenager. Not surprising. Rinwell is a teenager, barely, looks even younger. And that was who Geralt sacrificed himself to save.

Her head cocks to the side, like she's weighing something in her mind. ]


I think that it's worth as much of a shot as anythin' else.
magicalarchaeologist: (222)

Arrival

[personal profile] magicalarchaeologist 2023-02-23 01:21 am (UTC)(link)
( Istredd was one of the first Summoned taken so while he wouldn't say he's used to it, he is more so than anyone brand new to the situation. He has been taking duty organizing rations, although with their numbers climbing that becomes more and more of a concern. But some people coming in have hunting skills, so that's good, even if there are only snakes and rats around here. It's better than nothing.

He is looking for the identified safe mushrooms when he hears someone yelling hello and he turns, heading toward the voice. He understands how unnerving it is, although at least not everyone ended up on a cliff having to climb their way down. He sees a man who has his hands out in front of him.)


Hello, are you ....

( Istredd doesn't expect to be snagged and shoved against a wall and he is too startled to do anything other than go with the momentum. It's really not his week. Still he isn't passive, shoving Matt back off him.)

Watch it! I'm Istredd. A Summoned.

(It's possible Matt has heard the name, considering he shares a close telepathic bond with Wanda.)
godshattering: (pic#15570272)

[personal profile] godshattering 2023-02-23 01:26 am (UTC)(link)
[ He's no stranger to being hit with magic, what with the Empire favoring the heavy use of mages, but then he'd had the benefit of armor. Even if his armor wasn't nearly as heavy as what others wore, it'd still helped more than Claude had realized until right this moment.

Another spell hits him and this time his Crest is no help at all. Now it's sheer willpower keeping him going because the only thing he can think of is that if one of them is going to escape here: it has to be Sylvain. Speaking of the man in question, Claude dodges a stave aimed his direction as it clips his jaw rather than making a solid connection with his head. ]


Gautier. Stop fucking around with the mask and stab them.

[ It's less a request or a friendly suggestion than an order. As curious as Claude is about whoever these beings are, now is not the time. If they make it out, there'll be others in Cadens they can ask and raise the alarm about what's happened to them no one else ends up in the same fate.

He'll follow his own advice by taking another swipe with his knife at the figure closest to Sylvain, this time connecting with robes but nothing else beneath the blade. ]
shadowthief: (Shoulder glance)

[personal profile] shadowthief 2023-02-23 01:28 am (UTC)(link)
She hears someone shout and it’s a wave of relief to know she won’t become this awful creature’s next meal.

Everything after that happens so quickly she can barely process it. She doesn’t question the instruction, she just moved into action— she can’t use her hands to cover it since the roots are too tight around her wrists but does her best to bury her face against her shoulder.

She can feel the heat of the flames so close and she just has to trust her apparent savior knows what the hell he’s doing.
stations: (ᴛᴏ ᴀ ʟɪɢʜᴛᴇʀ)

b!

[personal profile] stations 2023-02-23 01:38 am (UTC)(link)
( He didn't go through his ritual alone. They took him into a chamber with people he didn't recognize — natives? Maybe? And watched them refuse to consume the ritual food set before them. He'd have turned it down himself, if he hadn't seen the jelly explode in their faces in the grossest possible way.

He's normally pretty stubborn and recalcitrant, but he also knows how to pick his battles. If he has to choose between eating it voluntarily or snorting it, he elects to chew, thanks very much.

So he eats his ayahuasca like a good, growing boy and promptly starts tripping the fuck out. Internally, that is. Externally, he thinks maybe the Acolytes and the other witnesses are a little puzzled by his lack of reaction and his polite,
)

Cool, so can I go now?

( Um, sure. I guess.

Holy shit, this is intense. Like, almost immediately intense. It's not quite "see the song of time, meet fake god Bill Murray and then real god who was sort of like a whale" levels of intense, but it's not a good time.

But, for the first time in longer than he can remember, he doesn't actually feel tired. He feels... good. Maybe it's because he's done this before. Maybe it's because he has so much experience with psychoactive substances and hallucinations, he's done more drugs than most people have — not voluntarily, he might add — but it means he knows how to ride it out.

And he wants to help. It's a compulsion he doesn't quite notice taking root until he sees a girl full-on shove some other chick away with both hands. The second girl walks off with a glare, but Jack tentatively approaches in her place.

He's a mild, unobtrusive presence. Skinny, average height for a guy (short, if you're not in Hollywood), reserved, calm. He has the perfectly polite, unassuming demeanor of a guy that works in customer service and might be a little bit dead inside as a result.

And he's holding a fucking red Solo cup.
)

Hey. ( He offers the cup out to her with a muted shrug. ) Do you like really cheap gas station booze?
Edited (typoooo) 2023-02-23 02:53 (UTC)
theidlemaiden: (pic#16106071)

[personal profile] theidlemaiden 2023-02-23 01:41 am (UTC)(link)
[ She gasps teasingly at the idea like it's more earth shattering than war or whatever is happening to them right now. ]

Sylvain Jose Gautier not a charmer? That would be the day.

[ The fingers on his other hand aren't any better. She notes the puncture wounds, the scratches that don't look claw-like or weapon-like but remind her of a horrific version of the scratches she'd get trying to reach for ripe blackberries in the summer. Except there's no sweet reward for Sylvain where he is and these look more painful than those scratches ever would be.

She tears her gaze away for a moment to look at him, hoping that his feverish gaze doesn't catch the sparkle of tears welling in the corner of her eyes. If he did, she'd dismiss it as a trick of that light. Hilda purses her lips slightly trying her best to lift the corners of her lips because the illusion of Fine is as much for her as it is for him. ]


Did I forget to mention that that pinky promise we made included you always fulfilling my hearts desires? If you don't, I'm going to be so upset with you.
unwings: (castiel00207)

open; week 1

[personal profile] unwings 2023-02-23 01:42 am (UTC)(link)
crafting traps and alarm systems;

[ the first night Cas spends staked out on a high rock, watching the monsters that creep out to hunt. Still as death, one of the bone serpent’s bony limbs nearly brushes him, and closer to the ceiling, he gets a better view of the scraping, dragging thing crawling through stalactites. The observation boils down to a theory: they hunt by sound, not sight, with perhaps the exception of the living roots, which may have a conscious network connecting possibly all of the entangled floor. He’d love to see what fire applied to those vines results in.

Coming down from the perch, the angel starts to work on a makeshift security system. He finds stones, sticks, anything metal, even fastenings from clothing he or others are wearing. Occasionally, he may ask a nearby stranger (after staring at their chest/fly/boots for an uncomfortable length of time). ]


Your buttons, the metal ones. May I take them?

[ he’s interested in anything with potential to produce sound. Using vines to string them together, cas drapes something like trip wires across the entrances and exits (at foot height or fit snugly against potential passages overhead) to the main gathering hubs where summoned and natives huddle together for safety in numbers.

Taking dried, brittle sticks and jagged rocks, he layers them over the ground, so a stray step will sound cracking wood and tumbling stone. If nothing else, they're an early alert system, maybe a noisy distraction or over-stimulation, a prevention for things snapping up out of the shadows in surprise. The only issue being, well, reliance on decent memory. ]


Please make an effort to remember where these traps were laid. It’d be unfortunate if we bludgeoned one of our own to death in a panic.


throwing off the bone serpent;

[ at night (whatever passes for night in a perpetually dark cave), the monster hanging long, spindly arms covered in jagged thorns creeps through with a godawful shriek. The whole of the cavern quiets, not so much as a breath disturbing the silence, and cas watches as it lumbers and sways through.

Tonight, it drifts closer to a nearby camp a couple yards from him. Perhaps they’re friends, or one of Lucifer’s “kids” he’d been tasked with safe-guarding, or maybe just strangers. Catching their eyes through the dim light, Cas straightens, raising a finger to his lips. In the other hand, fingers tightening around a baseball sized rock he’s been clutching.

As the ghoulish limb swings closer, just a foot or so from touching one of them, Cas sits up just enough to snap an MLB worthy pitch of the rock at a precarious tower of stones he’d set up earlier that day, on the far side of the cavern.

Clattering and cracking rocks send abrupt, abrasive noise echoing through the chamber. The bone serpent’s creeping arm jerks, before whipping across the room to snatch at the falling rubble. Finding nothing worth snacking on, the creature seems to retreat back towards the ceiling, perhaps frustrated and off to seek prey elsewhere. Crisis momentarily averted. ]
philancer: (005)

[personal profile] philancer 2023-02-23 01:43 am (UTC)(link)
Gee. Why didn’t I think of that?

[ Sylvain hisses as a foot connects with his abdomen, but he’s still stubbornly gripping his spear. For all the good it’s doing him, because there’s a boot keeping the pointed end trapped against the sand. Although considering how he’d ended up down here in the first place, that gives him an idea.

Shifting just enough to redistribute his strength and how he was holding his spear, he gives it a sharp jerk - up and to the side. The attacker isn’t expecting it and goes sprawling to the sands, unbalanced, and it’s just enough of a distraction for Sylvain to scramble to his feet once more.

Although whatever magic they’d hit him with had been a doozy and his head still feels like it’s spinning, making the open desert around him seem blindingly bright and disoriented. He staggers, his spear planted to brace himself as he tries to shake off whatever they’d cast at him. ]
philancer: (010)

[personal profile] philancer 2023-02-23 01:45 am (UTC)(link)
[ His eyes still closed, he just gives a tired-sounding chuckle. ]

You did forget to mention that part, yes. But I think I can handle it. I don’t suppose that gets me out of more hats in the future, does it?
vixening: ([ ∿ ] 030)

[personal profile] vixening 2023-02-23 01:45 am (UTC)(link)
[ when he gives his confirmation, yennefer simply nods back, stepping away from the table as he approaches it. there's an inherent frustration to her when she does, knowing how little there is for her to actually do right now, so she busies herself with checking to make certain the sigils and items are in place as stephen instructed. ]

We don't need a god, Stephen. [ she knows it was a half-hearted attempt at humor, or at the very least confidence. but she's short tempered and exhausted and feels, despite her best efforts, a bit powerless. ]

We just need a location. An exact one.

[ and then, when she realizes she's just stalling, she steps back out of the drawn lines - out of the spell's, and stephen's, way. ]
nadine_he_loves: (flattered smile)

[personal profile] nadine_he_loves 2023-02-23 01:46 am (UTC)(link)
"Oh yeah, Claude particularly is a regular. He's really interested in local herbalism." And picks it all up quickly. Nadine can't remember quite when they started researching together, but it's been a while now.

"And...sort of. I'm still in classes at the Academy of Medicine, I have a couple of years to go before I'm officially a doctor. But I can do a lot of what a doctor can do. I usually just call myself a healer, you don't need any official credentials for that."

As far as she knows. She could be wrong - she hadn't realized she'd needed to register her herbal research with the authorities. But no one's told her she can't call herself a healer, or practice what medicine she knows.

"My whole medical education has been a little unconventional."
aquilus: (pic#9513244)

[personal profile] aquilus 2023-02-23 01:50 am (UTC)(link)
[Altaïr isn't here on the assumption that the bandits who make their home in the desert wasteland are responsible for the disappearances. One crime does not necessarily beget another, and he knows all too well that the most horrifying deeds may be performed by the most unexpected men.

He also doesn't trust that they didn't have a part in it. One way or another, he intends to find out.

To his eye, this group of bandits is a candidate for hired muscle, if nothing else. They appear big and established enough to be notable, but not so large that their patrols are impenetrable. Altaïr keeps an eye on the figure off to the right as it starts to disappear behind a bluff, far enough that he won't see and might not hear an attack on his peer — Alucard has identified the right target at the right time.

He nods sharply to signal that he's heard and darts out across the dirt, moving swiftly and silently as he takes a slight angle. Two on one should be more than enough, especially when it's the two of them, but no point in taking chances.]
stations: (52)

[personal profile] stations 2023-02-23 01:50 am (UTC)(link)
Bold of you to assume, Inej. Rarely ever does Jack know exactly what he's doing. He just sort of... does it, and it tends to work out like a solid eighty percent of the time. It's not a terrible track record, if you ask him, considering the statistical odds of his survival in reality ought to be closer to a nice round 0.

But here he is, and here she is, and there that thing goes. Flames lick up the roots and tendrils, and there's a high-pitched noise that could either just be burning tinder or the teeny, tiny sound of something screaming.

Whatever the case, her bindings begin to wither and snap.

Also, somewhere along the way he realizes fire breathing is a legitimate talent that requires skill and practice, which he has not done ever in his entire life, and little speckled mist of flames spew wonkily from his mouth, singing his arm hair and nearly lighting his shirt on fire.

"Fuck, shit, fuck-" he gaps, swatting at his torch-arm and trying not to inhale burnt hair.

Fuck this. Time to go nuclear. He dumps the remainder of the beverage onto the body of the plant-thing, then chucks the torch at it. May the Dark God forgive him for littering one day in the future. Right now, he needs both hands free so he can reach for hers and start to pull her out.

"Here, come on, grab on-"
politicians: (84)

[personal profile] politicians 2023-02-23 01:52 am (UTC)(link)
[ many must wonder. elrond sometimes does, when he's by himself. the culmination of events that led to him, the last. to beren and luthien's heartending adventure, to dior's killing and the burning of sirion. the fall of gondolin and doriath. in truth, he should be a king, the final result of the last golden lineages of elves.

he wants none of those things. elrond shakes his head slowly. ]


It is an old story. My brother and I were left alone in a place like this. We were six years old. We never knew what the next day would bring.

It only seems strange now . . . to return to such darkness.
politicians: (102)

[personal profile] politicians 2023-02-23 01:53 am (UTC)(link)
[ elrond nods. more human vernacular. he should really speed up his knowledge. ]

They cornered me when I was alone. More than I expected. And yourself?
godshattering: (pic#15894890)

[personal profile] godshattering 2023-02-23 01:54 am (UTC)(link)
Oh, I answered you. Just because you don't like what it was doesn't make it less of one.

[ Never mind then; he's not letting this go either. Now is truly not the time to delve into that nonsensical Fodlan concept of dying being the only way to stand up for something, but an acidic retort about it lingers on the tip of his tongue nonetheless. Then again, maybe that's best stored away for later in case Sylvain gets any further bright ideas.

That disliked nickname is enough to drag his attention away from one brand of pettiness to another as he lets out an irritated huff. ]


I am not sulking - [ really not doing himself any favors here - ] just because I'm pointing out you should've run when you had the chance. That's just logical.

[ And after a more critical glance at the way Sylvain's practically folded in on himself: ] You don't look so hot.
politicians: (106)

[personal profile] politicians 2023-02-23 01:55 am (UTC)(link)
[ elrond musters up a weary smile at that. he would have said the same thing, if the position was reversed. ]

You bring up a salient point. Perhaps I will try my luck later.

Have you noticed anything? My eyesight is poor in the dark.
philancer: (001)

[personal profile] philancer 2023-02-23 02:00 am (UTC)(link)
[ It’s a testament to how shitty he actually feels right now that not even that gets him to pick up his head and glare back. Or continue his very valid argument, because he’s still pretty sure you wouldn’t have just left him there, had their positions been reversed.

But he does manage a halfway convincing scoff that sounds mildly insulted. ]


Wow. Now you’re just being mean. Don’t bring my looks into this. I had a plant try to eat me.

[ …they really need to get worse at all this dodging uncomfortable topics shit. ]
righteously: (tumblr_inline_n1sdvuNYRQ1sui5vc)

[personal profile] righteously 2023-02-23 02:05 am (UTC)(link)
( He notices Sam approach. Of course he does, the place is dead silent and his senses are some kind of next-level high alert 24-fucking-7 lately thanks to the happy little brand seared into his arm. It's on display now, more or less. His sleeves are rolled up to his elbows, plenty high enough to bare it, but it's harder to miss now than it has been in prior weeks. It's angry-red, shiny, it's practically a half-step down from glowing with how fresh and irritated it looks.

Not that he's looking at it. Or at Sam. Or at the blade, or at anything in particular but the middle of goddamn nowhere as Sam posts up beside him.

The question inspires a sound that probably falls under the technical definition of a laugh, but it's ragged and a little wet. Choked, maybe. His answer is nothing at first, but to silently drag a hand down his face.

At length, he nods. Manages a rough:
)

Yeah, you could say that.
earthborn: (like the well-timed swoop of a falcon)

[personal profile] earthborn 2023-02-23 02:09 am (UTC)(link)
[That wins a snort of laughter from her, even under the circumstances.]

Yeah, the Hanar can get pretty obnoxious.

[She can just picture him trying to describe them to someone who's never seen one before; and to a human, no less. His gift for metaphor... she shakes her head, and considers... But, no. Let him sleep. The whole damn situation was a risk, and resource management took priority to opportunity-cost.]

Alright, let's do it.
desolation: (♕ 𝟘𝟞𝟠)

[personal profile] desolation 2023-02-23 02:14 am (UTC)(link)
[ morgana hadn't wanted to give much attention to anyone else, aside from the cautious stares in wanting them far and away from her own space. it especially hadn't been easy to do so when she'd been constantly faced with trial after trial in which she required the aid of another in order to simply stay alive in this place. but her denial and stubbornness remains strong as she continues to attempt relying on her own self, prioritizing the need to escape from this place above all else.

escape, however, is only possible with one's understanding of the cage they are in, which is what leads to morgana finally venturing through the tunnels with the hopes of comprehending why she'd been brought here in the first place.

The shrines must be the key, she thinks.

it's why she is there now, studious in front of one to peer over the way the earth forms its shape, studying the lines as if they might provide a hint of its purpose — when she senses the presence which approaches her.

she turns with quick reflex, her eyes stern in their stare to make sure he knows not to get any peculiar ideas. even as weak as she's become, she's still prepared for a fight. though when she gets a better look at him, he doesn't appear to be particularly threatening. ]


Have you? [ she considers not even providing her name, as she's hardly here to make friends. but after an extended pause, she turns her head back to the shrine. ] Morgana. If you want something of me, I have very high doubts that I could or would provide it.
takeatrip: (9)

[personal profile] takeatrip 2023-02-23 02:17 am (UTC)(link)
Jayden slowly gets to his feet, the last of the adrenaline filtering out and leaving the exhaustion to begin settling back into place, but he needs to be upright if he's going to make good on his word of nothing hurting them. Of course it's a tossup whether or not he could do much about someone or something making the attempt, but at least this way he can be ready for it.

So his attention is mostly on their surroundings while Blake is on the ground, but he does catch the words and gets the gist of their meaning. He hasn't put much thought into any search and rescue attempts that might be going on, though he did expect that there would be some; with this many people missing, surely some of them had friends who would notice their absence. It's good to know that is indeed the case, he supposes, though the pessimistic part of him wonders if it's going to make any difference.

He isn't about to say that, though, at least not to someone who clearly needs all the reassurance they can get at the moment. Jayden hesitates briefly as Blake holds his hand out, not entirely sure if he should be standing just yet, but that's Blake's call to make and so Jayden does his best to pull him up and then keep him from falling right back down, if he needs it. He also does his best not to fall down himself.

"Well, you found us." He tries to make a joke, just the slightest hint of humor making it into his tone, though he can't manage even the faintly amused expression that should go with it. His face is pale and he's a little bruised, his clothes dirty and streaked with blood here and there, but he's at least managed to avoid any serious injury so far. "Any friends in particular you were lookin' for?"