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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#15570269)

[personal profile] godshattering 2023-03-03 08:17 pm (UTC)(link)
[ It takes some concentrated effort to keep doing the same calm actions he has been, to keep his face from flinching now that Sylvain can see even part of it from where he rests as the other man describes something where awful doesn't begin to scratch the surface. Claude sends a glance to where he'd noticed vines growing nearby when he'd taken a seat - ones he doesn't think were there before, but with everything changing so much it's impossible to tell.

He has more questions than that answer provides, but at least half of them are things neither of them have any way to find out without asking others not here. And that, Claude thinks, is only going to force Sylvain to relive what happened again. There's even more unknowns than before, but the most horrifying of all is that there's finally an answer of why they're here.

It's for this. ]


Alright. [ A placeholder to give himself time to think, time to scramble for something more concrete to say that could possibly offer Sylvain comfort. It already feels flimsy before he even starts. ] We'll...

[ They'll what, exactly? His grip on Sylvain tightens when nothing but the chilling reality of everything sets in for the umpteenth time. That he'd been asleep of all things while this was happening feels like a failure on his part, and Claude sighs. ]

First things first. I'm gonna see about finding something to bandage up your hands, alright? Magic still doesn't seem to be working too well.
philancer: (016)

[personal profile] philancer 2023-03-03 08:55 pm (UTC)(link)
[ The reminder has his gaze going back to his hands. The flesh is mostly back to a normal color now, at least, and the moss or mold or whatever had grown from his wounds are gone. So are the mouths. Although just the memory of them breaking open on his skin has him slamming his eyes shut again and shuddering in horror.

Another few deep breaths, trying to calm his pulse again, he opens his eyes to see he's still gripping Claude's shirt in a white-knuckled grip. Making a face, he forces his fingers loose, freeing the hold, wincing when it pulls at scraped knuckles. ]


Sorry. Didn't realize I was still... [ He trails off, because he knows that's a stupid thing to apologize for when they're both covered in blood and worse already. He can't make them much worse at this point. ] Yeah, okay. That would probably help. Thanks.
godshattering: (pic#15439510)

[personal profile] godshattering 2023-03-04 05:30 pm (UTC)(link)
[ Much as he'd meant to help, to restore some kind of normalcy if there even is such a thing anymore, Sylvain's hands were the wrong thing to mention. The first clue to that realization is the shudder he feels not from his own body but Sylvain's, and when he looks down the other's eyes are closed again. Then there's the breaths much like what's needed for meditation, for calm, and Claude pauses to watch as Sylvain opens his eyes and lets go of his shirt. Hm. ]

You don't have to apologize. I didn't mean it like that. [ There's nothing to apologize for here as far as Claude's concerned, but whether Sylvain believes that remains to be seen. He starts the process of unwinding himself as well to let the other sit up now if he wants to, but pauses to tilt Sylvain's chin up with a couple fingertips beneath it to search his face. ] I just don't want you to be in any more pain.

[ A silence follows on Claude's part while he continues to look at Sylvain, because - what more is there to say? It's the truth. Whatever this was that Sylvain went through it must surely be the worst of being down here, and the worst doesn't begin to describe what he was told as it's far too terrible for anyone to ever go through. Neither does saying one too small plan to alleviate what he can as it's too shallow to hold the sentiment behind it. Now isn't the time for that.

Now he's only procrastinating so he carefully lets go of the other to not jostle any other injuries to get up and find what he can. It takes a bit of searching but he finds a cloak which once owned to someone no longer in need of it that's reasonably clean in the best they can get, and with it in hand Claude returns to sit back beside Sylvain to work on tearing it into strips to get to work. ]
philancer: (007)

[personal profile] philancer 2023-03-04 07:11 pm (UTC)(link)
[ He can't help but lean into that touch, eyes opening to find Claude's locked on his face. He can't help but hold it, unable to tear his gaze away. It helps him get a better grip on his composure, even though in truth, it's just as shredded as his hands are. He has a feeling a little bandaging isn't going to do much about that, however.

Claude wanders off to find something suitable to use and he manages to drag himself out of the way, wedging himself back into the closest thing he can find to a corner, limiting the directions anything or anyone can come at him right now. He curls up into a ball there, arms wrapping around his legs and forehead resting on his knees, although his senses are utterly attuned to any sound around him, still hyper-alert for any threat.

He recognizes the soft tread of Claude's footsteps and some part of him is amused by the fact that he can recognize the other man from that alone, after their days down here. He lifts his head enough to watch the process, gaze occasionally flicking around their surroundings. ]


Did any of the others make it back? Besides me and Steve?
godshattering: (pic#15733091)

[personal profile] godshattering 2023-03-05 02:27 am (UTC)(link)
[ Tearing the fabric into something more manageable even if it's to make a poor set of bandages which would win him no awards from Marianne any time soon gives Claude a task to focus on. Something he can do to feel useful, a distraction from feeling helpless - even if it's far from what it could be if they had any resources. If they had water so he could wash some of the worst cuts and scrapes Sylvain has. If their magic worked.

It's good timing that he can take some of his frustration out on ripping yet another length of soon-to-be-bandage with a too calm expression. This'll have to do. ]


It seems there were... some of the Abraxan natives that went in with you. [ A beat. ] Many of them didn't return.

[ He's not going to mention there's a very high chance what he's repurposing might've belonged to one of them in favor of taking one of Sylvain's hands to let it rest on his knee. On second thought: maybe before properly bandaging it wouldn't be the worst to sacrifice one of the linen strips to dab on the wounds as gently as possible to clean them up a bit first.

Something else crosses his mind at the same time and he glances up as he works. ]


Were there any other Summoned in with you?
philancer: (011)

[personal profile] philancer 2023-03-05 03:01 am (UTC)(link)
[ The tired resignation in Sylvain's expression shows he's not exactly surprised by that answer. He lets Claude maneuver him as he likes, not resisting as he takes his hands to tend to the many cuts and gashes. His palms are the worst, torn up from tearing free of the thorns, and then scraped raw on the rough rocks as they fought their way free. It's going to be a while before he can properly wield a weapon again, he thinks. He's not even sure he could close his fingers around one right now if he wanted to.

Claude will see that when the open wounds start to slim down, it's replaced instead with ugly bruising from how he'd been bound up his arms, how he'd struggled. There are punctures here, as well, from where the thorns had bit into flesh. But other than a few lingering trickles of blood, these don't seem to be in nearly as bad a shape as what's on his hands. It stretches up his arms, across his shoulders, and darkens around his legs and ankles as well.

But there seems to be a lot more bloodstains on his clothing that doesn't quite match up with the wounds he's currently sporting, either. ]


Not that I saw. [ He manages a faint shake of his head, eyes locked on the movement of Claude's own hands. ] Just Steve and I. There were others but... not anyone I recognized. They were dressed like the other natives. They didn't fair so well when the ritual started. Whatever they think makes us "special" clearly didn't help the natives any.
godshattering: (pic#15894887)

[personal profile] godshattering 2023-03-06 07:32 pm (UTC)(link)
[ He gets back to work while still listening. The amount of injuries extends, Claude quickly realizes even as he's bandaging a particularly nasty one on Sylvain's palm, and the further he follows them up the other's arm with his eyes the more that frustration builds. Not that it wasn't simmering already the longer they've been here with no answers and in horrible conditions, but now it's something he can hone into something more useful.

A weapon, of sorts. Something to wield as it's always been for him even if this time he isn't alone. It takes him a second to unclench his jaw from how it'd set after Sylvain's finished speaking without him even realizing he'd tensed it at some point. ]


That must mean we really can rule out that it's any of the nations responsible for this since I'd like to believe they wouldn't be alright with experimenting on their own citizens. Not that anything makes sense at this point either. [ And not that it hadn't happened in Fodlan, he thinks, brows furrowed as he looks at another deep scrape on Sylvain's other hand before selecting another fabric strip to wrap around it. ] Abraxan citizens don't have the connection to the Singularity like we do so maybe that's it.

[ It's too easy for him to get lost in all of those implications of his own creation what with how many more questions they bring forth. Claude sits back on his heels to appraise where to move next - and it's then he finally notices the bloodstains. That they don't match up. That there are a lot. That it is absolutely cause for alarm as he tries to make sense of each one by moving fabric here and there. ]

Wait a minute. Where else are you bleeding?
philancer: (007)

[personal profile] philancer 2023-03-08 02:45 pm (UTC)(link)
Could be a rogue faction. [ The last thing Sylvain wants to think about right now is politics though, so he doesn't contribute more. Instead, he just listlessly watches Claude bandage his hands, wincing every now and then with it stings or pulls on a still-seeping wound.

And then he's tugging at Sylvain's clothes and there's a moment of confusion as Sylvain blinks at him, and then down at himself. Oh. Right. ]


I don't know. I don't think they're there anymore. I'm not even sure I wasn't just imagining it, but if there's blood... [ He closes his eyes and shudders at the memory of those wounds, grateful they're gone. Although half terrified that there's still something inside him now. ] I'm really hoping it was just hallucinations from whatever fruit that was. It had wounds opening up everywhere and there were things moving under my skin. There were thorns and... I think there were mouths in the wounds. Whatever it was, it felt... hungry.
godshattering: (pic#16265555)

[personal profile] godshattering 2023-03-08 05:54 pm (UTC)(link)
[ Rogue factions aren't anything he wants to think about right now either with all the implications attached there. Claude abandons that train of thought where it's barely started, still focused on finding the source of the bleeding. It has to be here somewhere; they don't look like the wounds from weapons they're used to, but finding out there's something else they're unfamiliar with is nothing new at this point.

Claude's tugging Sylvain's nearest sleeve upwards to check there one more time but halts when the other man speaks, gaze slowly lifting from his search to focus on his face instead. Eyes wide at that description because he forgets to catch himself, but maybe he'll be lucky and it'll pass unnoticed since Sylvain's eyes are closed. ]


There was what.

[ He's lost his filter now to go with it with eyes falling upon the amount of blood staining Sylvain's clothes once more as thinly veiled anger surfaces, but Claude manages to not say hallucinations wouldn't cause this level of injury. Someone or something did this to Sylvain - and ostensibly Steve though he's yet to check in with him, and the Abraxans who didn't survive. A second goes by where he struggles to keep himself in check since nothing about this is going to help in the present moment. Eventually he puts the bandages he'd twisted around his own fingers without noticing down to put his hands on the other man's jaw again with steadiness back under control. ]

Whatever it was isn't here now since I don't see anything like wounds with anything coming out of them on you. We'll figure this out together and with everyone else. You're not back at the altar either since we're both here in this cavern, wonderful as it is. But you're not going anywhere else from now on, got it?

[ Realistically, Claude knows there's nothing he can do to make that be true if their captors decide otherwise. This was proof of it, and yet. That doesn't mean he won't still try to make it so, no matter what that might take. ]
philancer: (119)

[personal profile] philancer 2023-03-08 06:52 pm (UTC)(link)
[ The utter bewilderment and horror in Claude's voice in reaction to his description is enough to have a wry chuckle slipping free of his lips, because yeah he wouldn't have believed it unless he'd seen it, either.

But he leans into Claude's touch, resting his face in those warm hands for a moment, because it's reassuring. Familiar.

He could point out that he hadn't been trying to go anywhere the first time, but that feels like a rather pointless argument to make right now. he knows Claude is trying to reassure him and he appreciates the effort. Even if they know those words could so easily be overruled. ]


Got it. Besides. I'm not sure I could move right now even if I wanted to.

[ Which is why he's still leaning on Claude as much as he is. Exhausted from the pain and the encounter at the altar, his endurance is just about at its limit right now. ]
godshattering: (pic#15570279)

[personal profile] godshattering 2023-03-09 04:09 am (UTC)(link)
Then don't.

[ Said easily enough since it falls right in line with his earlier 'advice' but now he looks at how exhausted Sylvain is. No wonder - blood loss will do that even before everything else is included. The worst of the injuries are bandaged though there's still smaller ones to go yet. Those can wait in favor of some rest, so Claude crawls over to sit next to Sylvain and to tug him over into leaning. Rest finds him eventually, but equally as unfortunately as before: it also finds Claude.

Sylvain had warned him. As he finds himself kneeling in front of the altar after awaking all alone, it occurs to Claude that he hadn't really listened. It'd seemed impossible somehow even with the evidence littering Sylvain's skin that it was very real. Damaging. Abhorrent. The list of ways to describe it is near endless, and yet each entry on it doesn't begin to scratch the surface as the ritual draws on and on.

Like Sylvain, when he finally stumbles out of the dark passageway into more familiar surroundings and back among others once more Claude isn't breathing normally. But unlike Sylvain, his struggles are from a harsh cough which developed incrementally ever since the pollen exploded over him - like it'd taken root, he thinks with dim and detached horror. There's a decaying tree nearby and he leans on it for a second, head still spinning, and when he drags a hand over his mouth Claude hasn't the slightest idea of whether it's from coughing or his torn up hands.

Or maybe it isn't his at all. There had been so many others in there with him, and yet only a handful of them left. ]
philancer: (040)

[personal profile] philancer 2023-03-09 04:17 am (UTC)(link)
[ He’d woken to find Claude gone. Missing. Nowhere in sight, and he wasn’t the only one missing. He didn’t know how long. But he paced, anxious and alert, eyes keeping watch on the shadows and walls, keeping an eye out for movement.

Claude would make it back. He had to.

And he did, even though he looks as bad as Sylvain feels when he does so, staggering to lean against one of the trees. He’s across the clearing as fast as he can move, bandaged hands moving to help support Claude’s weight when he sways dizzily. ]


I’ve got you. You’re safe, Claude. We’re gonna sit down over here, okay? I need to take a look at you.

[ When he’d woken alone, he’d scrounged up what was left of the makeshift bandages Claude had torn up. He was worried they’d need them. He hated being right. ]
godshattering: (pic#15733089)

[personal profile] godshattering 2023-03-10 05:54 pm (UTC)(link)
[ For a second his thoughts don't align with what he sees, that familiar face far less so, and when footsteps rush towards him and hands suddenly grip him to keep him upright Claude jerks away on instinct. Or tries to with something long buried back to the surface with the thought unsafe paired alongside where someone grabbing for him never ends well, though neither does the step he takes as he stumbles that would've resulted in him falling otherwise.

He's still tempted to move away, to make another try at it, but who in particular the voice speaking to him belongs to sinks in. Another blink and Sylvain's face comes into focus rather than what his past and near present memories filled in. Claude stares at him for another drawn out moment as recognition hits, mind recalibrating and willing it to not be something else he's imagining.

At the end of his pause he lifts a bleeding and still shaking hand to place it on Sylvain's shoulder. That certainly feels real. But then again, so had the vines. ]


You weren't wrong.

[ About the ritual, about being down here, anything else unspecified it feels like that statement wraps around. There's a noise which might've been a laugh had it not strangled itself in his throat when it's too difficult to pretend no matter how much he wants to grab onto some semblance of normalcy. This is as close as it gets. ]
philancer: (005)

[personal profile] philancer 2023-03-10 06:29 pm (UTC)(link)
[ Sylvain goes carefully still when Claude flinches backwards at his touch, but he's patient, waiting. Letting Claude get his bearings and take in where he is - and who he's with. He can practically see the recognition flicker in Claude's gaze and then a torn and bloody hand is gripping his shoulder. Can feel the way that hand shakes.

He doesn't remove his grip, just keeps it a steady support until Claude is ready for it. That low, humorless laugh has one corner of his lips quirking in response, even as his other hand comes to Claude's waist, moving to guide him over against one of the walls where he can sink down in relative safety. And with enough nearby light that Sylvain can assess how bad a state he's in. ]


It's a bitch being right so often. This is one time I coulda skipped it, honestly.

Here, can you sit? [ He'll help, if Claude needs it, hands still steady and supportive, despite the fact that he's barely recovered from the same thing himself, hands still thickly bandaged and stained from wounds that still seep.

And others that have opened up once more since Claude's vanished, but he's not bringing those up right now. Claude's the priority right now. ]
godshattering: (pic#15894887)

[personal profile] godshattering 2023-03-11 04:45 pm (UTC)(link)
[ Even being no stranger to wounds - the number of them he's aware of are too many to count. The same as what had been on Sylvain, all those bloodstains Claude couldn't quite make pair up with what happened, and what must be true for him as well. Some of them had disappeared with the illusion, but then others had been opened right beneath through their escape.

Sitting is a good idea except that he can't quite make himself do it, some corner of his mind afraid that it'll tip everything right back into where he'd somehow escaped from even if this is where they'd been sitting for so long with nothing happening. Nothing relative to the awfulness of being here, anyway, but maybe it won't happen because Sylvain's here now.

Claude's thoughts continue to follow a disjointed path as Sylvain helps lower him to the ground until something about that particular motion pulls some laceration on his back he'd forgotten about. Air hisses through his clenched teeth as he inhales and digs his fingers into Sylvain's shoulder and the arm he's hanging onto none too gently, the pain of it causing him to hold his breath to avoid any other reaction before he lets it go shakily when it finally subsides enough to talk. ]


There was... something on my back dragging me towards the others. [ A benefit of both going through this, Claude realizes with the thought making him feel rather ill, is not having to describe what happened. But more importantly than that because he's now called something to the other's attention as what little first aid they have is about to start, he looks to Sylvain with an expression that's pleading and for once - maybe the first time ever - is rather genuine. ] I don't want to know what it did.

[ Maybe it was also imaginary and only a phantom pain's haunting him now, or maybe that much was real. Seeing what he can on himself and what happened to others is bad enough. ]
philancer: (111)

[personal profile] philancer 2023-03-11 05:40 pm (UTC)(link)
[ Sylvain gets him down, but that tight grip and hiss of pain has him freezing, not wanting to aggravate whatever it is that pains the other man. His eyes widen as he glances down into Claude's face and is met with a pleading look - the last thing he'd expected to find there.

But he understood it. Goddess, maybe better than most. His hands give a light squeeze to Claude's shoulders, reassuring him. ]
I've got you. Close your eyes, Claude. I'm going to take off your shirt and have a quick look, okay? I'll get anything else bandaged while I work.

[ And maybe try and muster what's left of his gutted healing magic, if he can. He'd been rationing it sparingly, but for Claude, he'd make an exception. ]
godshattering: (pic#15733091)

[personal profile] godshattering 2023-03-11 10:04 pm (UTC)(link)
[ This is pathetic, Claude thinks to himself, that he can't seem to unwind his fingers from around Sylvain's arm or shoulder despite the instruction. Despite knowing it'll be fine, and that this isn't any more embarrassing than being in a healer's tent. Really, at least these injuries aren't ones he's sort of responsible for receiving from a move far too risky that he'd taken anyway.

He should be reassured by that and everything else, given that enough sense has returned to him that he knows Sylvain isn't going to intentionally hurt him, but closing his eyes feels beyond him at this point in time. Claude opens his mouth and starts to say something, but that cough returns from earlier and rattles his chest to the point where he has to let go of Sylvain because it's that or cough in the other man's face. ]


I didn't eat whatever it was. [ The words are still a little choked when he manages to get them out, when he finally has enough breath to get them out, and like this explains anything. In some warped version of an apology Claude reaches for the collar of his shirt to undo it in what little assistance he can offer only to stare at his hands instead when he realizes something else that'd gone mostly unnoticed to now. ] I still can't feel my hands.
philancer: (027)

[personal profile] philancer 2023-03-12 01:28 am (UTC)(link)
Easy... [ He murmurs the words quietly when Claude's wracked with a coughing fit, letting him lean against him, even while Claude turned his face away. He waits, watchful, gaze taking in what he can see for the moment while Claude struggles to get his breath back. ]

Probably better that way. Although I'm not sure what would happen if you did eat it. That's... not something I wanted to find out. [ He sees the way Claude freezes after lifting his hands and reaches out to carefully guide them back into his lap again. They're as shredded as his were when he first got out. ] That might be a good thing. Let me do this part. I'll get your hands bandaged as soon as I make sure there's nothing in more immediate need of attention.

[ Which prompts him to reach in and undo the buttons on Claude's shirt in his stead, struggling to keep his tone even as he fills the silence, gives Claude something to distract himself from the pain and the horror, if only for a little while. Or maybe it's just to keep him from freaking out right alongside him. It's hard to tell right now. ]

Although really, there are much easier ways to ask me to get you naked.
godshattering: (pic#16265574)

[personal profile] godshattering 2023-03-12 04:40 am (UTC)(link)
[ His hands being numb is still only a half formed thought where there's something else there that's important but he can't find, and as Sylvain lowers his hands for him Claude stares at all the injuries on the backs of them. So many of them wind around his fingers and he vaguely wonders how he's going to be able to use a bow.

He almost says as much to Sylvain while his shirt's being worked on, but the comment following stops him short. There's a good thirty seconds or so that tick by while he stares at the other man before he laughs, or tries to since like before it's not much of one. ]


Well, when we're somewhere with beds again, I'll keep that in mind. [ Claude sounds more like himself this time, humor apparently dragging it back out of him despite their surroundings. Enough to forget it just for a tiny bit of time. ] I think I already found a few of them as it is since it didn't take much convincing.

[ Absolutely not a complaint. He should keep going with that rather than letting his smile slip, but slip it does. Now Claude has to will himself to look up at the ceiling above to resist the temptation to look down and watch whatever it is Sylvain's doing. He still doesn't want to see. ]

Wilhelm ate whatever it was. [ There's only so long to ignore the actual topic they both are as he keeps his gaze pinned on the mist above. ] I guess we'll know if it makes any difference soon enough.
philancer: (042)

[personal profile] philancer 2023-03-12 04:52 am (UTC)(link)
[ Thirty seconds of having Claude stare at him is a long time, but at least he succeeded in completely derailing his train of thought while he finishes unbuttoning his shirt. It would be a little unnerving if he hadn’t intended this as a distraction technique in the first place, but still. He’s actually a little impressed he managed to render the man speechless for as long as he did.

Even the momentary hint of familiar humor is enough to feel like a small victory, if he’s honest. Sylvain’s always been a bit of an expert at using inappropriate humor at inappropriate times, but it rarely came in as useful as this. ]


Goddess. If eight months is not much convincing, I’d hate to think what you consider a challenge. [ He knows that’s not what Claude meant, but he’s trying to keep his tone light as he works Claude’s sleeves back off his shoulders, sliding it down his arms to reveal his torso - and everything that had been hidden beneath. He bites back a soft hiss at the sight of the wounds still opened and seeping - apparently not all of Claude’s had stayed closed very long. Sylvain had at least gotten himself out of the tunnels before the lesions and wounds started opening up once more.

But he keeps working, carefully tugging Claude’s shirt all the way off while trying his best not to aggravate any of the injuries - or draw Claude’s attention back to the wounds he didn’t want to see for himself. ]


Shit. He did? [ Sylvain’s worried that’s not going to bode well - for Wilhelm or the rest of them. ]
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[personal profile] godshattering 2023-03-12 05:19 pm (UTC)(link)
[ That gets another huff of a laugh from him for whatever it counts for as another attempt. Abruptly it hits Claude that the reason this is bothering him more than war injuries is because of other memories it drags forth and all of them ones he'd prefer stay far back in time even if they only align in theory but not practicality. When Sylvain shifts him out of his shirt he complies enough and manages to limit his grimaces to a couple as wounds tug with the motions and complain with sharp aches. Whatever it feels like must match what it looks like if that stifled hiss is anything to go by.

Claude shifts his gaze from the ceiling to somewhere over Sylvain's shoulder and enough to keep the other's face out of his line of sight beyond the suggestion of a profile from the corner of his eye. ]


I think it was the eight months that led to the not much convincing being needed, if you ask me. But you probably don't want to know what I consider a challenge anyway.

[ Some of the lightheartedness wicks out of his voice, not that there'd been much of it in the first place, if only because they should still be joking about this without anything else attached. Without it being a distraction they both need, without it being a bandage over everything as he tries to convince himself it's only because he doesn't have a shirt on that he shivers. ]

Yeah. He did. He didn't have to deal with suffocating, at least. [ Not that it's much of a consolation or one at all given what happened, and Claude just sounds resigned. He's too tired to feign anything else as adrenaline starts to fade little by little before the next rush of it will hit at some point, he's sure. ] Someone else next to me ate theirs and didn't live. Most- most of the Abraxans with us didn't.
philancer: (011)

[personal profile] philancer 2023-03-12 05:30 pm (UTC)(link)
[ He sets Claude's shirt aside and slides fingers comfortingly against his shoulder for a brief moment before he sets to gauging the extent of his injuries with an assessing eye.

It has frustration flaring in his gaze at how helpless they both are right now. With his magic so unreliable, he's not even sure he can lend what aid he normally could. So he sets about cleaning and bandaging what he can, using the torn strips they had leftover from earlier to wind them around Claude's torso. Taking special care around the nasty gash he finds along Claude's back, stretching up towards one shoulder. This one has him wrapping a strip of cloth up and over his shoulder as well, working it carefully into place, hands sure and steady. ]


Not many of them made it through when I was there, either. Whether they ate the fruit or not. Although I missed who did what by that point.
godshattering: (pic#15833226)

[personal profile] godshattering 2023-03-12 07:52 pm (UTC)(link)
I only noticed because he was trapped next to me. On both counts.

[ There's a tightness in his chest when he thinks about Wilhelm, how he'd been utterly powerless to shield the teen from anything that'd happened, and that while it shouldn't feel like a failure it does all the same. Something he'll keep to himself since Claude has a feeling Sylvain will point out it's not like he could do anything and while that's true, it doesn't bring him any comfort.

Claude's turn to inhale some air through clenched teeth when despite the careful ministrations it still stings. Magic isn't something he wants to waste here with it being even more limited and unreliable, and he obediently sits with his head leaned to the side and out of the way of the bandage being tied. ]


Manuela would be proud of your work right now, I think. Except you're not scolding me nearly enough to make it feel like being back in the infirmary, I think.
philancer: (015)

[personal profile] philancer 2023-03-12 08:06 pm (UTC)(link)
Lucky you, I learned my bedside manner from Mercedes instead.

[ He keeps his tone light as his focus remains unwavering. Although he didn’t miss that soft hiss of breath and he makes note of that, where it had pulled from, so he can gentle the next loop when he gets there. ]

Then again, she had that half-disappointed, half-worried look mastered so well that it was way more effective than any lecture she could have given. It was a great deterrent to not doing something stupid and getting hurt in the first place.

[ It’s easier, for now, to fill the silence with idle chatter. A distraction, something to get Claude out of his own head, out of the memory of what he’d just experienced. What they’e both experienced now. Claude had done the same for him. Although he’s really relieved he doesn’t have to worry about calming Claude down from a panic attack, too. ]
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[personal profile] godshattering 2023-03-13 01:46 am (UTC)(link)
I think you might've learned that from her, too, if your concern about our little scorpion adventure is anything to go by.

[ Wryly though without any actual bite behind it since he's too busy wrinkling his nose up in mild protest as Sylvain makes another pass around with the bandage. Less painful than before, but still not great.

Easier to focus on something else, even though that trip feels like a million years ago rather than just mere moons. There's a half-smile on his face even if it's on the dim side when he chances a glance at Sylvain. ]


Pretty sure you channeled her that day considering, now that you've so kindly pointed it out, you gave me a version of that look like I was going to be coming back to Cadens with one leg when it was only one sting.

[ To say nothing of now, of course, even if that skirts a little too close to it. ]

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