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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.
godshattering: (pic#15894887)

— all that comes after (open)

[personal profile] godshattering 2023-02-20 04:17 pm (UTC)(link)
CW: DESCRIPTIONS MATCHING THOSE MENTIONED IN THE POST FOR TEST OF FAITH | THE LOST

aftermath
[ Sure. They're chosen, whatever that means. Claude blinks a few times to attempt bringing everything into focus. The dead still surround him no matter how many times he looks away and then back in something too close to being after battle, and it takes him a second to collect himself to shake off the residual weakness as best as he can. His hands are still bound and he takes stock of them first, eying the thorns. Nothing worse than shallow knife wounds, Claude thinks, and he yanks his hands upwards to release them. Turns out it's more painful than that, but the only outward sign of it will be a sharp intake of breath.

But - he is free, mind still spinning, and that instinct to make sure no one's left behind kicks in. If someone's still struggling with their bindings next to him, Claude will steady himself for a second before stumbling over to them and finding the least thorny sections to pull on to help them get free. ]


C'mon. We're getting out of here.

[ He's not normally one for touching people unbidden, but if someone seems like they need it Claude will also place his hands on their shoulders until they make eye contact with him and offer a decisive nod. His tone leaves no room for argument in an echo of being a commander from what feels like a lifetime ago at this point. The message is clear no matter what: it's time to move forward and there's no need to linger here any longer. ]
symptoms + dealing with them
[ Things do not improve upon his return.

Some part of this he expected from having watched others return and fall ill in ways which seem horrifying. Predictably, those ways don't become less terrifying when he's the one going through them. It starts with coughing up blood for him and suddenly the fire is too bright, and he sleeps even less than the insomnia he's already prone to more often than not.

Though he knew his magic wasn't working, it now seems to have taken on an even worse characteristic. Where before he could count on his Crest to heal him when it felt like doing so - now each time he's wracked with pain it comes from the inside. There's that familiar flash which should bring comfort but instead adds bruises and cracks in his skin that weren't there before, ones he can tell in his delirious state aren't from whatever that ritual was alone. Attempts to heal him will go wrong and amplify that, to the point where if someone offers him any kind of cure or first aid he'll beg that it's given to someone else.

But the biggest change is that while Claude is normally rather even in temperament, as his symptoms and struggle draw on longer and longer his mood decisively plummets. Some of that camaraderie he's projected throughout erodes away, and he's more prone to snapping when asked something.

If you venture too close to where he's suffering next to Sylvain while his eyes are closed without announcing your presence first, expect him to suddenly become alert with his makeshift rock knife drawn and pointed your way if not pressed outright somewhere threatening upon you with a hiss of: ]
Don't.

[ It's most likely your intentions were misunderstood as paranoia runs high in which case - good luck explaining it. Alternatively, if Claude wakes to find someone threatening you - they'll get the same knife treatment until they back off. ]
searching for an escape
[ Even in the midst of everything, Claude holds one thought in his mind with absolute certainty: they have to find a way out of here to get at least some of them to safety and away from this. As for the fact he's decided to stay behind if it comes down to it, well. He's not sharing that with his companions.

Eventually, the worse symptoms do fade. Claude might be alert and decently mobile, but he looks absolutely as rough as is befitting what he went through. To his surprise, when some of the confusion and agitation no longer exists and leaves him with a clearer mind, the illusions around them are suddenly just no more than like pulling away a veil. There's clear signs that are promising of somewhere which could be a way out, and even if time is of the essence he'll be peering at those as discreetly as possible.

He's upright though also visibly not well, but time is limited and there's none he's willing to spare. Any and all help is appreciated while he first studies the mysterious stranger as he has some doubts there, but focuses most of his efforts on that revealed wall and boulder. Just in case he's imagining this along with everything else, when someone else approaches - ]


I wonder if a few of us got together if we might be able to break this wall. I know some wind magic that might come in handy if it decides to cooperate.
magicalarchaeologist: (305)

Escape

[personal profile] magicalarchaeologist 2023-02-22 06:29 pm (UTC)(link)
[ Istredd genuinely wasn't certain how things could get worse until the 'ritual' happened and many of the others were taken away. He heard screams in the night and how rough they looked when they stumbled back to the pit, but no one came for him, even as he tensed and waited all day and night.

He has been trying so hard to keep it together, being one of the people to help keep the rations organized and try to help the group survive. It gets far more tense after the ritual, although he's only heard bits and pieces about what happened. Emotions are on the rise, some have been getting more violent. Istredd has stepped in between a few conflicts, but he is not particularly dangerous without his magic. He can't actually stop anyone from fighting, or from going after the supplies. It feels like it's so close to breaking.

Istredd thinks they have to escape if anyone has a chance of surviving. He recognized Claude from a better time in his Horizon, and that he's been struggling with the same as others, but he looks like he's studying something. Istredd approaches him very cautiously, skittish. He looks confused at what he's saying, not having the sight to actually witness the wall. ]


What wall?
godshattering: (pic#15733088)

[personal profile] godshattering 2023-02-23 02:25 am (UTC)(link)
The wall right here.

[ Claude says this like it's obvious, entirely too wrapped up in his intent scrutinizing of something new to comprehend someone else unable to see what he can. The wall certainly looks like it's right there to him. Despite that he's still hesitant to reach out and touch it to be sure. All those visions in the form of hallucinations have him half afraid this is just another one and it's one he thinks would be particularly cruel after everything they've survived.

It's with that thought in mind he turns to see who had spoken and immediately feels a flash of guilt for what wasn't the politest response that'd flown out of his mouth. Istredd is there, and that's both a mild comfort - because he's pretty sure the other isn't the type of person to pull a prank on someone, and he's seen the man caring for others as best he can - and more confusing since he remembers their talk about the magics they wield. But then he remembers no one's magic is working well as he himself had even referenced, and with a slight frown Claude looks again at the wall and then back to Istredd uncertainly. ]


You... really can't see it? Right here?

[ Claude stretches a still healing hand out to hover it right above the cracked wall without touching it, still unsure whether this isn't yet another illusion. ]
magicalarchaeologist: (317)

[personal profile] magicalarchaeologist 2023-02-23 05:10 am (UTC)(link)
[ It's fine, Istredd doesn't care that much about politeness. He has never been good at a court for that reason, being far too honest and direct himself at times. He is much more interested in why Claude thinks something is there. But it's because he's a mage he doesn't write it off. In fact, Istredd was trained by one of the strongest illusionists in the history of the Brotherhood. He knows sometimes your eyes deceive you. ]

No, I can't. But. That doesn't mean it's not there. My mentor could turn a room into a palace with his magic, you'd never know it was fake.

[ Istredd wonders if he's right, and if he is, what that means for this entire area. He steps forward to put his hand near Claude's, to him reaching toward absolutely nothing useful. He frowns because he feels nothing, since Claude has stopped before touching it himself. ]

Right here? I don't feel anything.
godshattering: (pic#15570272)

[personal profile] godshattering 2023-02-24 02:36 am (UTC)(link)
[ That is - Claude can't decide what the feeling is when it comes to that extension of a room into an entire palace being possible, but it's helpful to know. Helpful in the sense that in the here and now whatever exists outside of what they've seen might not be his imagination even if Istredd can't see exactly what he's looking at, though that really leaves one little problem. ]

No, it's- it's more like--

[ A step forward to close the distance with a tinge of sheepishness as now his hand presses against the wall properly to demonstrate where it is. It feels every bit as solid as the ground beneath their feet though touching it doesn't reveal much to him. He's regretting not picking up more Abraxan spells after having assumed there was infinite time for that since even an inconsistent flicker of one could be helpful now.

More helpful would be describing it, though. ]


There's a crack in the wall which is right to the left of where my hand is. It wasn't there before when all I could see the fog or nothing whatsoever. But besides this I've also seen the acolytes coming and going. If this leads somewhere then we might be able to get people out of here.
magicalarchaeologist: (Default)

[personal profile] magicalarchaeologist 2023-02-24 07:12 pm (UTC)(link)
[ Istredd follows him and steps forward to put his hand on the wall. Now it is much clearer, although he still can't see what Claude does. He moves his hand over to where Claude is suggesting and only then does he feel it, clear as day. His eyes widen and he runs his hand along it. ]

I feel it. I still can't see it, but you're right, it's here.

[ If Claude was still doubting his sanity, this confirmation hopefully helps. Istredd can tell it's not big enough to go through now, but with help. Hm. He pulls away and considers. ]

The problem is that we're going to draw attention if we try to jar it open. I'm not sure if we need to smash down more to get through, or if there's a secret to it, but ... the acolytes might come down on us fast.

[ Istredd can't think of how they could make this subtle. It may be that they can only attack this point when everyone has the freedom to potentially deal with a push back from their captors. ]

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godshattering: (pic#15570279)

— wilhelm (ritual)

[personal profile] godshattering 2023-02-20 04:19 pm (UTC)(link)
It turns out he doesn't have long to wait to find out where it is those who disappear go.

One morning, Claude finds himself utterly alone but it doesn't last long. When those shadowy figures appear they do so with vines and thorns bound around his wrists - so much for cooperation. An odd wooziness follows, one he can't attribute to thirst and hunger alone or combined, and there's a metallic smell in the air he recognizes from too many battles when he's shoved to the ground.

Eventually he realizes there's others here as they're told how important they are, that they were chosen. There's just enough time for him to wonder how exactly the acolytes know all these things not even the officials seem to before bowls are set before them and he looks to his side on instinct. Refusal unless they have a plan for that, but then his eyes fall on someone familiar.

"Don't eat that." Maybe it goes without saying, that one shouldn't just shove any old suspicious substance which might not even be edible into their mouth, but suddenly the fact that they've been left with next to no food all this time doesn't seem like an intimidation tactic alone. This had to be what they were counting on, and he stares at Wilhelm regardless of whether they're supposed to be speaking or not, so-called ceremony be damned. "Not without them explaining what it is."

They're not going to do any such thing. Claude knows that, Wilhelm probably knows that, but. It feels crucial to mention when that's all the protection he can offer while they're both trapped.
Edited 2023-02-20 16:54 (UTC)
ordinar: (♛ 033)

[personal profile] ordinar 2023-02-21 03:15 am (UTC)(link)
The moment Wilhelm wakes up, alone and cocooned in fog, he hurtles into panic. And as masked faces emerge from the fog, and thorned vines bite his wrists, his panic only sharpens.

By the time he's led to the gnarled altar and shoved to his knees, protesting with screams that quickly weaken into whimpers, it's all he can do to keep breathing. He gulps in air, but his chest only seems to constrict tighter, crushing his lungs.

He's only vaguely aware of other huddled forms clumped around him, until a voice cuts through the haze. Gaze sliding aside, he finds Claude rooted to the ground nearby.

"Wha...?"

With unfocused eyes and heavy, uneven breath, Wilhelm contemplates the bowl set before him. It smells better than anything he's eaten in the last...however many days. His stomach aches with hunger, hunger like a beast that stalks him and sinks its teeth into him. He's forgotten what fullness feels like.

What if the Acolytes want to feed them, to keep them alive for whatever purpose they've got in mind? Right now, he's not thinking so much about that second part. He's thinking that he doesn't even care what happens to him, as long as he doesn't have to starve and struggle like a fucking animal anymore.

Crumpling under that thought, his head bows down closer to the bowl without his consciously meaning to do it.
godshattering: (pic#15570272)

[personal profile] godshattering 2023-02-21 11:45 pm (UTC)(link)
There's much about this Claude is suppressing in choosing to focus only on very specific details to get from one second to the next. Like that there's not a horrifying altar with its bodies piled before it in front of them, even if he can still see it from the corner of his eye, in favor of focusing on Wilhelm. The scent of the jelly's replaced that of blood in the air, even if the ground beneath them is still wet with it and at risk of soaking into their clothes if it isn't already. A delicate balancing act between focus and reality though reality's winning when the teen tips forward.

"wilhelm. Look at me." Claude leans too without thinking about it but he does so to the side in an attempt to get Wilhelm's attention only to be pulled back by those roots as the thorns dig further into his arms and leave fresh stinging scratches behind. Whether the other looks his way or not, he'll keep his focus on him.

But what to say now - it's not like there's any comfort he can give with horror bearing down on them both. Can't say things will be fine when that's clearly a lie. Nothing about this is fine and even Claude flinches when someone nearby moans in suffering, but at what he doesn't look. Doesn't want to know.

In the end, Claude doesn't have to find anything to offer: his refusal to eat the jelly when it was offered results in it exploding.

What's left of it splatters across his profile and he jerks back into place as a cloud of ominous dust coats him. There's an attempt to hold his breath but eventually he has to surrender to needing air, and what he inhales immediately chokes him. Closing his eyes against it does no good when it stings everywhere and what breaths he does manage are ragged and numb his extremities that much faster. Maybe eating it's not so bad after all.
ordinar: (♛ 027)

[personal profile] ordinar 2023-02-22 09:51 pm (UTC)(link)
Wilhelm is almost too delirious — from the hunger gnawing at his stomach and the thirst pounding his head, from nights of fragmented sleep and the vines strangling what little strength he has left — to register that the ground beneath him is soaked with blood. Everything in this fucking place is damp and reeking. The bodies heaped at the foot of the altar are just more rocks and dead tangled roots.

He can't do this anymore. He can't.

As panic buzzes through him and blurs his edges, Claude's presence beside him fades to a hallucination. His voice feels distant, as if floating to him through water. Wilhelm. His name feels like something outside of himself. Look at me. He doesn't. He just stares at the jelly that's now inches from his nose, inhaling its scent with every lurching breath. At the same time that the contents of Claude's plate burst, Wilhelm presses his face into his. The first bite slides smoothly down his throat; he doesn't bother with chewing.

Warmth blooms inside of him, growing with every bite he gulps down. The panic prickling under his skin softens to a pleasant tingling, as if his bones are excited for something.

And then the dizziness wallops him.
godshattering: (pic#16265555)

[personal profile] godshattering 2023-02-23 08:34 pm (UTC)(link)
Being hit with the dust, pollen, whatever it is: it activates a old and buried deep panic within him of some unknown substance meant to harm him.

As does not being able to resist taking a breath until it dissipates, because it doesn't disperse, and there's no choice but to keep inhaling it and only adding to the choking feeling as if the vines wound around his arms and hands have reached up to his throat. Maybe it's his imagination but they could be there while he doesn't open his eyes like that'll block out the horror around them.

It doesn't. There are cries and screams echoing around them even as he grits his teeth, attempting to force nausea back down from how it's wracking him. The lack of air isn't helping though now it's more from panic and what's perceived where Claude's mind is helpfully filling in the blanks to noises he can only guess at.

Vertigo makes the ground shift beneath him as the dizziness gets too much to bear and he retches, but eating next to nothing for so long means there's nothing which comes up. Just another uncomfortable contortion of muscles, and he opens his eyes when it feels like insect legs are climbing over him.

Claude soon discovers he wishes it was. The vines are the color of his skin now, with ooze spreading and bringing something along with it, and now he struggles with his bonds, as if there's any chance of escaping.
ordinar: (♛ 032)

[personal profile] ordinar 2023-02-27 12:52 am (UTC)(link)
As the darkness spins around him, he closes his eyes and clenches his teeth as if to brace himself. The tingling in his toes and fingers turns from pleasant to pointed; it slithers up his legs and arms. Discomfort sharpens into pain, until his skin feels like it's splitting open not just where the vines bind his wrists, but all over. Groaning, Wilhelm twists as if trying to break free of his own body.

When his eyes crack open, he screams at what he sees. At first, he thinks the puffy white masses covering his hands are some kind of pustules, but as he stares at them he realizes that it's a fungus growing in his skin.

"Claude...!" he gasps. With his hands bound, he can't push up his sleeves or lift up his shirt to check how far it's spreading. The pain devouring him whole makes it easy to imagine every inch of skin invaded by the fungus. Now, nauseous with terror, choking on it, Wilhelm looks for the familiar face beside him. For any glimmer of reassurance, however dim.

"What the fuck is happening?"

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godshattering: (pic#15733087)

— petra (horizon)

[personal profile] godshattering 2023-02-20 04:21 pm (UTC)(link)
[ It takes him a day or so to get back again. Or at least, Claude thinks it's a day; it might be longer given how it's impossible to tell how time is passing underground and with nothing to do but sit in varying levels of discomfort.

This time he arrives at the edge of Derdriu and Brigid and has to stand with one hand pressed against a tree when dizziness threatens to overtake him. Something he must be experiencing in reality if the fact that everything is still following him around in and out of consciousness, the Horizon - enough that there's no escape from it. He looks worse than before too, he's positive, given how quickly he's declined even without a way to see it.

There's water nearby in one of the canals, but he doesn't want to look into it. Instead, he takes a deep breath and suppresses a cough, and gets moving. Slowly, but at least now he knows the paths that lead through this domain. Hope is what keeps him moving here, as it so often has, but in particular now because he has no way to reach her beyond having to have faith she might be here.

Claude turns a corner and has to stop again, but this time it's because luck hasn't turned on him when his gaze falls on just who he wants to see. ]


Petra.
Edited 2023-02-21 00:40 (UTC)
warfed: (103)

[personal profile] warfed 2023-02-21 03:43 am (UTC)(link)
[Her efforts have been tireless. Even if she could sleep, she likely would have neglected it in favor of trying to make the most out of every hour, every ounce of strength she has— she has always been quick to give others the advice that they will be of little use of they do not take care of themselves, but continues to have trouble setting that example. When she does finally allow herself to rest, to take a short time off from her work patrolling the Horizon and helping Hilda to organize others doing the same, there is only one place she can find solace— what she has more than once called the 'home of her heart,' though now, her heart leads her stay closer to where her version of Brigid meets Derdriu than she has in the past.

Perhaps it is luck that has brought him here during one of the few reprieves she has allowed herself, but when she looks back on this meeting later, she will not think so.

'Rest' is a generous word for what she's doing when he finds her; she is sitting beneath a tree with her bow and quiver resting against the trunk beside her, twirling her dagger idly in one hand while she pours over the notes and maps she's made of various routes and points of interest within the Horizon. His voice, however, grabs her attention immediately; the dagger falls to the ground and she casts her parchment aside as she scrambles to her feet, turning to move towards him, only to stop short after no more than two steps.

He looks even worse than he had before, even more ragged, harrowed, as though he can barely stand, and her heart breaks.]


Claude!

[She is far less composed than she had been during their previous Horizon meeting; her voice strains with a note of panic, and she's quick to fly to his side, to reach out and take him by his shoulders.]

How were you able to make it back here?!
godshattering: (pic#15570270)

[personal profile] godshattering 2023-02-21 11:15 pm (UTC)(link)
[ Petra gets up immediately and even with that hesitation - one he knows the reason for - it's hard to feel anything but immense relief. That they're both here by the hand of fate or whatever else, that she hasn't been harmed by anything from what he can tell - that she runs to him. The note in her voice twists something painfully in his chest and as her hands find his shoulders he brings his own up to cover them. ]

I don't know.

[ That's followed with a distinctly hollow laugh considering for once in his life he doesn't have the energy to put into making it sound halfway believable. Claude also regrets laughing a second later because of that, because it's not going to bring Petra any comfort at all when the last thing he wanted by coming here was to hurt her even worse. ]

The simplest answer is that I wanted to see you.

[ It's not an exaggeration, not another of the pithy throwaway comments he might've offered with a meaningless wink if the situation was different. If this wasn't the only way they do have to see each other rather than wandering the short distance across the apartment and if, as goes unsaid, he knew when it was they'd see each other again. But what they do have is this, and he's made it here, and this is the truth he has to offer as he lifts one hand to place it on the side of her face tentatively as he searches it: that somehow thinking of her made getting past those unknown obstacles less insurmountable. ]

You look even rougher than I do, you know.

[ It's a terrible joke, one that'll likely fall as flat as it deserves to since they both know he's in far worse shape. But he hasn't forgotten Hilda's handwriting scrawling before him - Petra's worried sick - and here is his proof of it. ]
warfed: (059)

[personal profile] warfed 2023-02-27 01:31 am (UTC)(link)
[Terrible joke or no, she still laughs, a sound that is strangled by the sob that threatens to come out instead, and she puts her arms around him immediately afterwards, hiding her face against his shoulder— or what she can reach of it— while still taking care not to apply too much pressure, not to hurt him worse than he already is.]

I have not been sleeping well.

[Another short laugh, followed by a sharp sniffle as she tries to compose herself, and she takes a step back, just far enough so that she can look up and examine his face, see how drawn and unlike himself he looks. She doesn't bother to wipe away the tears that have found their way onto her cheeks; there's no point in trying to hide them now.]

You look...

[Well. She's certain he knows. She doesn't need to say it.]

... you made it all the way here just to see me? Did you find something new, are there more clues? We are doing everything we can, but it is— it is never feeling like enough.
godshattering: (pic#16150699)

[personal profile] godshattering 2023-02-27 05:11 pm (UTC)(link)
[ As she leans against him he slides his hand from her face to her hair, a gesture both too little and not enough, a poor substitute for what he wishes it could be as his other arm goes around her waist to keep her as close. What might be better in person, were that even an option, but they have this. In true form, in hopes it'll make her smile when she looks back at him, another joke is the first thing he reaches for. ]

Better than ever, right?

[ That doesn't hit the right mark of teasing either despite the wan smile he pairs with it like that'll help it any. They both know he looks visibly, terribly unwell, and that's before accounting for what he's hiding to not place as a further burden on her. If Petra's not going to dry her tears then Claude shifts again to to do as carefully as he can manage, minding the injuries on his hands to do so as gently for her sake more than his own while clearing them away.

At her questions, though, he pauses to study her for a second. Ah. He's been unclear, hasn't he? Of course he has; that's not entirely unexpected but leaving what feels like a misunderstanding - even an accidental one - won't do. ]


I know you're doing everything you can, and I believe in you. No matter what happens, that'll have always been enough. [ The weak smile returns since that still feels inadequate, but - ] I came here to see you specifically, Petra. The last time I was here, I didn't want that to be...

[ Well. Claude trails off since he can't bring himself to say possibly the last time you saw me even as it hangs apparent in the air, even if he won't let himself believe it might be true. In the end what he settles on is, ] I didn't want that to be it if there comes a point where I can't get back here. And selfishly, I just wanted to spend time with you.
warfed: (082)

[personal profile] warfed 2023-03-09 11:45 pm (UTC)(link)
[She sniffles in a way that feels terribly unlike her as she attempts to laugh at his joke; it comes out broken and stifled, and she raises her hand to rub the heel of it against one eye as carefully dries her tears for her. All of this, everything he's been through, and he's the one trying to comfort her. Shouldn't it be the other way around?

Maybe it simply doesn't matter. All of this is so awful that she can't imagine any right way to do it— all she knows is that she is glad to see him in any state, glad to know that he is still hanging on, still breathing. It is enough to remind her that there is hope, that this isn't finished yet.

She swallows hard as he explains himself; new tears threaten to fall, but she refuses to let them, holding them back. He doesn't say what he means outright, but she can tell well enough.

He hadn't wanted that to be the last time. Neither had she.]


I'm glad you were able to find your way here.

[It seems a vast understatement, but she collects herself, taking in a sharp breath as she places a steady hand against the side of his face. He's real, isn't he? As real as the Horizon allows any of them to be— and with him missing so long, it has to be enough. Anything is enough.]

I've— I have wanted to see you, too. To spend time with you. Without you, everything has been...

[Her gaze falls, her brows drawing downwards for a moment.]

... nothing has felt right. There is a hollow place in my heart.

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godshattering: (pic#16150699)

— hilda, petra, & sylvain (horizon)

[personal profile] godshattering 2023-02-20 04:22 pm (UTC)(link)
[ It gets harder and harder to reach the outside world.

Claude hadn't realized how much he'd come to rely on being able to send quick messages, see someone until that ability strained further and further out of reach. What all he's managed to send, he's not sure, and the few times he's made it to the Horizon he was sent crashing right back out not long after. It could still happen now but they'd promised Hilda and Petra they would try, and try they both do.

By the time the Horizon allows Claude to enter it feels like it took immense physical effort along with the mental ones, and that weariness comes with him. Everything comes with him, Claude realizes as he looks at his arms when he catches himself on his knees against the grassy ground of Garreg Mach's pastures when this is where the Horizon decides to drop him. There's no amount of clothing that'll hide the bruises or, as he drags the back of a hand across his mouth while catching his breath and it comes away red, worse.

He should really check if anyone else is around, if Sylvain's also made it, and stand up to work on the illusion of being fine. And he will, definitely. Any time now. Just give him a second. ]
Edited 2023-02-20 19:29 (UTC)
theidlemaiden: (pic#16106052)

[personal profile] theidlemaiden 2023-02-20 08:23 pm (UTC)(link)
[ When things get particularly unbearable, when Hilda is tired of trying to hold back tears of frustration and she needs to feel weightless, she escapes to the Horizon. She needs to temper her expectations of finding any of the taken here given how hard it’s been for them to communicate with them, but a small part of her hopes that if they do, at the very least Sylvain and Claude will try and return here.

Sleep eludes her tonight like it has since their return from Luna. She patrols between Garreg Mach, Petra’s Horizon and Claude’s in an endless rotation until the views below blurs. She can’t make heads or tails of the landscape below her, but she swears she knows it all so intimately like the back of her hand.

When her eyelashes begin to frost over, she knows it’s time to return home. As she rounds back over Garreg Mach and canals turn into grass, she spots something out of place — a crumpled figure, a precious head of brown hair. Waffle spots him at the same time she does and without a prompt he nosedives towards Claude. Hilda all but leaps from the wyvern’s back and calls Claude’s name as soon as it’s safe to do so gingerly trying to support him but not knowing how. With him facing the grass it’s hard for her to see the extent of the damage his captivity has taken but she can make out the bruises, the dirt and the blood. ]


Claude? Claude can you hear me? Where’s Sylvain?

[ She doesn’t think Petra is asleep, but she sends a message to her all the same: Get into the Horizon. Now. ]
Edited 2023-02-20 20:58 (UTC)
philancer: blush (084)

[personal profile] philancer 2023-02-20 09:16 pm (UTC)(link)
Here.

[ His voice comes out as a hoarse rasp as he leans against the outer wall of the stable, several feet away. The wall being the only thing keeping him upright, even in the Horizon.

Unlike Claude, he's too exhausted to pretend everything is fine.The bruises mottling his skin now have deepened to a sickly purple and green and he's doing his best to hide the worst of his wounds from them. One hand lifts to try and shade sensitive eyes from the light, because apparently even in his mind, it's too bright to handle. He looks like he hasn't slept in days. Even his typical good nature and crooked smile seems to be missing in action.

But he does manage to fix his gaze on the girl he hasn't seen in days either. ]


Are you okay? Is Petra?
warfed: (108)

[personal profile] warfed 2023-02-20 09:58 pm (UTC)(link)
[Hilda?!

Alarmed though Petra's own response is, she doesn't waste any time, doesn't ask for further clarification. She knows full well where Hilda has been patrolling; she's been following similar routes on the ground during her own time in the Horizon, anxious for any sign of their friends, and if Hilda is reaching out to her so urgently, it must mean she's found something.

There's only one place Claude and Sylvain would be if they were reaching out, trying to get to the two of them in particular, and it's only seconds after Sylvain's query that Petra can be seen running across the grounds, her heart in her throat as she leans forward to push herself to top speed.]


I'm here!

[She's flushed when she reaches them, near skidding to a halt beside where Hilda is trying to support Claude. She immediately scans their surroundings, spotting Sylvain against the wall of the stable and hurrying to him, glad to see him standing despite his injuries.

He looks like hell. From what she can see of Claude, so does he.]


We have been searching everywhere for you! Gods, you both—

[She cuts herself off, her voice sounding strained already. It looks like she, too, has gone without sleep for some time. She's joined Hilda in being nocturnal these last several days.]
godshattering: (pic#15733087)

[personal profile] godshattering 2023-02-21 12:05 am (UTC)(link)
I hear you.

[ In response to Hilda as he finally does sit up now that there's one thing off his to-do list - check to see if anyone else is around - because the wyvern landing and Sylvain and Petra's voices have done just that. Claude's voice is hoarse too, like it's been a while since he's had anything to drink and he clears his throat like that'll help. (It doesn't.)

He sits up, slowly, and unknowingly also mirrors Sylvain's earlier squint at the bright light. Has sun always been this bright? He almost asks that but catches himself at the last second. That won't help either woman look less alarmed. ]


There's... been a lot going on.

[ Which explains nothing about the bruises covering him, that his mouth is bleeding and so are his hands from scratches and splits among other places, and just the general air of distress likely hanging over both of them from the pit. But Claude doesn't know where to start and glances Sylvain's direction in case the other's more inclined to volunteer more than that before he looks first at Hilda and then at Petra next. ]

I'm glad both of you are alright, though.
theidlemaiden: (pic#16095199)

[personal profile] theidlemaiden 2023-02-21 12:40 am (UTC)(link)
[ Something strained exits Hilda’s lips that is not quite a laugh and not quite a sob when Claude turns to look at her and dread blossoms when she gets a better look at Sylvain. Her gaze doesn’t stay on the red head for too long; it’s such a far cry from when she had seen him last week and she knows she’ll cry if she does. But leave it to Claude to downplay an awful situation. She’d punch him for that were it not for his heartbreaking state. She sees the squinting and motions Waffle over; the sound of his leathery wings extending to block the light happens in tandem with a bit of shade to help alleviate the boys’ eyes.

When she’s done taking into account the damage done to Claude, her voice is a rare shade of livid, a slow burning anger simmering after two weeks of feeling listless, frustrated, and useless. Her fingers curl through Claude’s giving his hand a fierce squeeze. ]


Forget about us. Who’s hurting you? Was it those masked figures?

[ Her own injuries sustained from the fight with Blake are still there peppering her arms and her hands. The split lip she got for her trouble has at least healed. But unlike Sylvain and Claude, she can do something about her superficial injuries; there’s nothing that can be done here to help them no matter how much she and Petra willed it. They’re clearly not okay which means that for now all they can do is try and glean as much information as they can in the hopes that it’ll be useful. ]

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