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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.
a_better_man: (unsure)

Mat Cauthon | Lost | Wheel of Fortune | Thorne

[personal profile] a_better_man 2023-02-20 02:15 am (UTC)(link)
[Starters below, both closed and open. HMU for anything specific if you'd like!]
a_better_man: (disbelief)

For Hornet

[personal profile] a_better_man 2023-02-20 02:16 am (UTC)(link)
The last thing Mat remembers is being on the trails with Hornet. They'd just been walking the woods, him showing her some of the nicer spots to spend time when the walls of the castle felt like too much. Then the...whatever they were had come. A whole group of them, somehow protected from view and well prepared. They hadn't stood a chance, unarmed and caught by surprise.

How he'd gotten from there to this fresh new hell, he has no idea. It's too dark, it smells all wrong, it feels all wrong. Something stings horribly. Something's dripping on him...or he's sitting in something? It's difficult to tell, his senses aren't fully awake. Panic is already rearing in him and he moves, trying to figure out just what's happened.

"Blood and fucking ashes..."

At least he doesn't appear to be alone. He can feel a smaller someone with him, and he assumes it's Hornet as they were taken together. Fuck. He'd hoped she'd gotten away. He may not know her as well as some others, but something about her speaks to his brotherly instincts.

"Hey. Hey, you awake?"

And unhurt, but he'll settle for awake right now.
weavered: (10)

[personal profile] weavered 2023-02-20 06:40 pm (UTC)(link)
She remembers fighting. Watching as hands grabbed Mat, pulling him, reaching for her - but she had no weapon. No needle or nail to aid in the effort, but hands and feet as she tries to defend both of them. Unfortunately, their magic was much more powerful than she had anticipated, and she is met with darkness as she falls unconscious.

She awakes slowly, the scent hitting her first as she reels back. Something drips down the side of her carapace, and she shudders at the sensation. It wasn't rain where it slid down easily, it was slimy and burned to the touch as she tries to wipe it off the side of her head. She shudders, pushing herself to stand, wincing from the pain.

"I am." She says shakily, confusion in her voice as she glances around. "Where... where have they brought us?" She does not like being confined in this space, reaching out to feel around them. "Never mind that." She realizes he is likely as perplexed as she is about their whereabouts. "Are you hurt?"
Edited 2023-02-20 18:41 (UTC)
a_better_man: (disbelief)

[personal profile] a_better_man 2023-02-20 09:30 pm (UTC)(link)
"Dunno where we are, but I don't think it's safe."

Thank the light that she's alive and awake. Fuck. Mat tries to feel around them and winces, pulling his hands back from the viscous walls of...whatever this is. It feels...he isn't sure. Organic, really.

The stink of it is making his stomach turn.

"And I'm fine, just sore and bruised. Nothing new. Come on, let's...see what we're working with. The longer we stay put, the worse it's going to get."
weavered: (7)

[personal profile] weavered 2023-02-20 10:27 pm (UTC)(link)
Organic was certainly a good word for what she was feeling about this... place. Were they trapped inside some sort of beast? It may explain the slight burning from the slime. She rests her hands against the walls before she recoils from the membrane with disgust.

"Then let us find some way out."

She did not want to stay here any longer than necessary.

She starts to feel around, trying to push past the slime and odor to see if there was a way out. If they were placed in, there certainly had to be a way to escape.

"There must be a way..." She mutters.

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a_better_man: (disbelief)

Week 1 - Open

[personal profile] a_better_man 2023-02-20 10:47 pm (UTC)(link)
Acclimating

Freedom from that disgusting pod-thing had hardly improved matters much. Mat is struggling very hard to keep panic in check, this whole thing far beyond his realm of knowledge. He's seen terrible things and been through terrible things, but nothing that compares in any way to this. This is worse than any nightmare, any worst case scenario he's ever envisioned. What does anyone do in a situation like this? What can be done?

And he can't tell if it's better or worse that he's not here alone. He moves among the other captives, looking for familiar faces - all the while rather hoping he doesn't find many.


Making Traps

This is probably, Mat reflects, the worst situation he's ever been in. Which is saying a lot, as he's been in some terrible situations before this.

He's hungry and dirty and it's been almost a year since he's felt like this. But at least he has some useful skills. Not many, but he lived nearly a whole life of surviving on scraps and foraged foods and whatever he could hunt or trap. Trapping is what he's working on right now, an assortment of bone and vine and rock gathered about where he sits cross legged.

Deadfall traps are easy, and he has everything he needs to craft a few. Enough of them might provide some food, anyhow. He's eaten rats and bugs before, he's not above doing it again. Pride is all well and good, but a man can't have any pride at all if he's dead.

"Hey," he calls to anyone nearby who looks like they'd be willing to help. "If you see any sturdy bones, or fist sized rocks, bring'em here?"
chainedqueen: ([Alicent] Father Please)

Acclimating

[personal profile] chainedqueen 2023-02-22 09:15 pm (UTC)(link)
She is quick to her feet when she spies Mat walking about. Her heart races quickly, overwhelmed to see someone she knew and trusted. There are self made bandages on her hands, stained with dried blood. The vines and pod had not been kind to her, but the pain seemed minimal when there's a family face about.

"Mat!" Propriety is forgotten in an instant, reaching for him with all the familiarity she felt.

"Are you safe? They caught you too?"
a_better_man: (tired)

[personal profile] a_better_man 2023-02-22 10:31 pm (UTC)(link)
"Alicent..."

Decorum and all be damned, Mat doesn't hesitate to hug the woman. As upsetting as it is to find familiar faces in here, at least it's probably better than facing it alone. Probably. And light knows they can all use some comfort.

"Yeah, got me outside the castle. Couldn't fight'em off, they were too many and there was a group of'em."

There hadn't been any real chance to evade capture. Whoever was taking them all, they were very powerful.
chainedqueen: Mine. Do not take (Default)

[personal profile] chainedqueen 2023-03-01 02:29 am (UTC)(link)
She doesn't flinch as she might normally, relieved to see Mat. There were a few faces she knew, which left her wondering how exactly they would get out of here if so many were taken? Greater numbers might normally have an advantage, but this place and magic left her uncertain how true that could be.

"They seem to have attacked us all in similar situations. I was riding in the woods." Which was foolish in hindsight, as it left her vulnerable and defenseless. It wasn't as if she had any knights here.

"Are you hurt?"

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thearchangel: (Did I leave the gas on?)

traps

[personal profile] thearchangel 2023-02-26 12:13 am (UTC)(link)
The worst situation so far seems to be a pretty universal thought. And that's coming from the guy who'd been in a literal suicide mission. On the other hand, they'd had so much at their disposal to get through it. Basic training... including survival training - was a long time ago.

His head snaps around, toward the call. No one who looks like they're spoiling for a fight, which is good. Garrus relaxes, then nods. Sure, he can look for supplies.

"Just bones and rocks?"
a_better_man: (disbelief)

[personal profile] a_better_man 2023-02-26 03:41 am (UTC)(link)
Mat's too tired and concerned to have much reaction to Garrus. There's only a moment of staring before he moves beyond it. At this point, nothing is about to surprise him.

"Yeah. These vines...rough as shit, but that means they hold well. I can use bones like sticks, make dead fall traps. They're good for small game, rats and the like." Meager meals for certain, but still meals. Meat can do a lot for strength and staving off starvation.

"Bones that have still got the end bits, the parts that connect to joints, those are the best."

Things Mat has never imagined himself saying.
thearchangel: (you lost me)

[personal profile] thearchangel 2023-02-27 12:42 am (UTC)(link)
Hey, he'll take it. No reaction is fine by him. Even if they weren't in some kind of fungal hellhole.

Though he does pause, debating how best to answer this. He has seen bones. With heavy joint ends like what the man's described. But there's a catch - there's always a damn catch, isn't there?

"There was a skeleton back a few hundred yards," he says, opting for simple first. "But it's human." If that bothers the guy, he'll go foraging for rocks instead. Maybe it's macabre how little it bothers Garrus - but he figures it's either something that will haunt him later, or the various legions of husks already drilled out of him.

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lightkeeping: (pic#15944753)

traps

[personal profile] lightkeeping 2023-02-26 04:59 pm (UTC)(link)
Aloy's had a similar inclination, upon arriving here. There has to be a way out, one way or another, and if she can't find it herself, she'll make the acolytes tell her. That means gathering supplies and fashioning weapons. There's not too much to work with in here, but she's made do with worse before.

That means when she comes across someone with a similar idea, she's already got an armful of crap, not to mention things she's been squirreling away since arrival.

"Hey, Mat." It's been a while since she's seen him, and obviously these are not the greatest circumstances. Still, she appreciates the inclination to occupy himself, and she's quick to kneel down next to him, with her fine collection of bones and rocks and other things she's attempting to turn into makeshift weapons. "What are you working on?"
a_better_man: (unsure)

[personal profile] a_better_man 2023-02-26 07:50 pm (UTC)(link)
Mat nods his head in greeting. It's the best he can do. Even his usual restless tongue is stilled by the current circumstances, no banter or friendly greetings coming to him.

"Dead falls," he explains. "For small game. The little critters running about are the sort these work best for. Rock's propped up by the bones, bait's put into the base of the bone propping it up. Critter takes the bait, knocks over the support, rock falls. Easiest trap in the world."

First trap he ever learned to make, as a small boy hunting in the wilds close to the village.

"Works better than snares, too."
lightkeeping: (pic#15944722)

[personal profile] lightkeeping 2023-03-04 08:34 pm (UTC)(link)
“Yeah, I’m familiar.”

This is certainly something she can help with, and she appreciates the inclination to build traps they don’t have to babysit. Aloy gets to work scanning the nearby area for anything else useful that she can bring over, in addition to the detritus she’s already cobbled together.

“I do a lot of hunting. How can I help?”

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oh my god i lost this notif

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unwings: (castiel00151)

vine gathering for ceiling crawler trapping

[personal profile] unwings 2023-03-11 07:24 am (UTC)(link)
Three names, Lucifer gave him: Wilhelm, Kell, Mat. The first two were east enough to find, but the direction of "mop of dark hair" wasn't terribly helpful. Thankfully, he'd been able to ask the others to give a few more clues, and Mat convenient volunteered to aid the trapping effort. Cas offers to assist in gathering vines, giving him time to check in with this one.

"My brother mentioned your name to me." Cas starts, as they crouch near a bundle of tangled vines, using the sharpened edge of a rock to saw at them. "He'd asked that I see you through this ordeal alive."

So, he's pretty glad Mat's only crafting the trap, not volunteering for bait. Nero wasn't on his assigned list of youths to look out for, thank christ. That boy is a walking hazard.

"Are you injured at all?"
a_better_man: (unsure)

[personal profile] a_better_man 2023-03-11 11:49 pm (UTC)(link)
"Oh, yeah. Right." Mat nods. He hadn't been able to make out all of the message Lucifer had sent, but he'd gotten the word 'brother' and assumes that's what this is all about. Huh. He hadn't realized the man cared that much.

"Lucifer mentioned you. Sort of. Couldn't get much of the message he sent me as magic's all fucked up."

Which is a damned pity, he has some very useful magic. If he had his magic, they wouldn't need to resort to crude traps like what he has planned.

"I'm fine. And I'll be better once we've got this beastie contained."

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a_better_man: (dark thoughts)

Ritual - Closed to Inej

[personal profile] a_better_man 2023-02-22 01:08 am (UTC)(link)
[Mat hadn't thought it could somehow get worse.

Somehow, it's gotten worse.

He wants to resist, to fight them as he's brought through the charnel path to the altar, but he can't. Even if he weren't bound, he's weak and exhausted. He doesn't have the strength to fight them off. It's a shit feeling, to be so powerless in the face of something so awful. Nothing he can do will stop them from doing whatever they have planned to him. Something sick, something terrible, he knows it. It has to be.

Still. He trembles and stumbles and makes noises of protest as he's shoved forward. It's all that he can do as white terror grips him tighter with each halting step. It's the sort of fear he's only felt once or twice in his life, the sort of fear that comes with a surety that survival is unlikely.

But again, he isn't alone.]
shadowthief: (Distant)

[personal profile] shadowthief 2023-02-22 01:49 am (UTC)(link)
[The fog was thick enough to choke on when she woke, bound by thorny shackles that made even the slightest movements painful. She’s dragged to her feet and led down a path like cattle to slaughter.

The deeper the trail goes, the more apt that comparison feels. The scent of blood, both stale and fresh mixed, almost choked her when they reach the altar. Large and almost tree-like, with a gaping maw that was lined with branches or roots that looked more like teeth.

Panic settles in her chest, but she tries to tamp it down, remember her father’s words about fear.

She takes a slow, deep breath and takes in her surroundings again, finding herself not alone— she doesn't find that as comforting as she’d like to. ]


Oh, Mat... they got you, too...
Edited 2023-02-22 01:49 (UTC)
a_better_man: (tired)

[personal profile] a_better_man 2023-02-22 08:39 pm (UTC)(link)
Yeah.

[There's none of Mat's usual energy now, in his body language or his voice. There's no attempt to smile, he can't muster any fake comfort. Not here and now. It's hard to even express his dismay at seeing her here, there's only a hollow and dull sense of dread.]

Me too.

[Not just taken to the terrible place but here, to whatever hellish nightmare is about to unfold. He knows damn well that not everyone comes back from this. He's seen all the bodies.]

Sorry. I don't know what they're going to do with us, but...I get a very strong feeling this horror story is nearing its end.

[At least for them.]

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a_better_man: (dark thoughts)

Week 2 - Open

[personal profile] a_better_man 2023-02-28 01:09 am (UTC)(link)
1 - Rejecting

[It's like the curse all over again.

Mat feels like shit. He's tired, he's having trouble keeping food down, he looks gaunt and sickly. Only it's worse, somehow. He's started to notice blemishes on his forearms. Red, infected looking welts that weren't from any bruise or cut he'd sustained. His mood is shit

But it's...it's not fine, actually, but he can fight it. He knows he can. He fought the last terrible magical infection he'd suffered, when most others would have fallen to it. He's strong. Moiraine said so. It's just a matter of holding out till...well, he doesn't have much faith in escape or rescue. But there's some small chance, and it's that he'll hold out for.

Currently, though, he's curled on his side with his hands in his hair, blood around his mouth. Coughing up blood is also new. He shudders, fear lacing through him once more.

What have they done to him?]



2 - Mood Swings

[Ever since that horrific experience he'd been put through, Mat's temper has been shorter. While he's hardly been his usual bright and chatty self, he's only been glum and dour about their odds of survival.

Until now.

Now he sulks and glares, lanky arms wrapped around himself defensively. He eyes his fellow captives suspiciously. When someone comes a little too close, just passing by and likely not even paying much attention to Mat...]


Hey! Watch yourself, you fucking oaf!


3 - Wildcard

[Feel free to toss a starter at me or hmu to plot something!]
frontlinetitties: please do not take (pic#14912108)

mood swings!

[personal profile] frontlinetitties 2023-03-02 07:20 pm (UTC)(link)
[Any other time and the chances are high she wouldn't so much as react in the face of such an insult. She's had far worse flung at her, and so frequently that they just fade out into harmless background noise.

Not now though.

Not with the fever running high in her, her own body wracked by waves of nausea and dizziness and keen-edged paranoia. Instead, she rounds on him, suddenly fierce, her temper sparking and hot as a firework. Her lips curl into a snarl as at her side, hands that have definitely seen more than their fair share of fights ball into fists.]


The fuck did you just say to me??

[The words are spat out from between her teeth, and she takes a purposeful step closer.]
a_better_man: (protest)

[personal profile] a_better_man 2023-03-03 02:44 am (UTC)(link)
You heard what I said.

[Normally, Mat is quick to avoid a fight. Nothing is normal now and he squares his shoulders as best as he can and draws back his lips in a defensive scowl. The air around him seems to crackle with sharp electricity, a random burst of his magic causing sparks like a cloak around him.

It's been happening since the sores began.]


So watch where you're fucking going.

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chosenfordarkness: (mic cup two door real)

rejecting;;

[personal profile] chosenfordarkness 2023-03-03 11:14 pm (UTC)(link)
[ As if to keep the trend of seeing each other at their worst, once again, they're stuck in a predicament. Though 'predicament' is a bit of an understatement. While Anakin isn't a stranger to being captured and stuck in a less-than-ideal situation, this? This is so much worse. Between the lack of resources, their environment with beasts prowling in the darkness, and having to protect civilians that are even more helpless in the situation than the Summoned, they just can't seem to win.

The ritual was another thing entirely. He doesn't want to think about it from his own perspective, but he can feel the anger simmering a little closer to the surface and the urge to take a swing at the first person who looks at him funny.

For now, at least, he can put the anger aside to worry about his best friend, huddled in on himself on the dirt floor. ]


Whoa, easy.. [ He pulls Mat's body a little closer to his own, rubbing the space between his shoulder blades. ]
a_better_man: (disbelief)

[personal profile] a_better_man 2023-03-09 12:28 am (UTC)(link)
[Mat makes a noise that's supposed to be a gruff laugh. It sounds more like a strangled cough.]

S'dark magic. Just like before.

[He can remember curling in on himself like this inside of a haystack, the only protection from the rain. The same sick feeling, the same foul mood, the same exhaustion. And he'd coughed something up awful then, too. At least blood is familiar. Blood exists in his body naturally.

One step up, he supposes.]


Feel like shit.

[This, too, is familiar. Rand had been with him last time, worried and helpless and holding him in the night when he'd shake and sweat.]

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