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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.
magicalarchaeologist: (Default)

Istredd | The Lost | The High Priestess | Thorne

[personal profile] magicalarchaeologist 2023-02-19 08:04 pm (UTC)(link)
[ooc: feel free to request closed starts or chat on my plurk about ideas.]
magicalarchaeologist: (222)

Arrival and First Week - OTA

[personal profile] magicalarchaeologist 2023-02-19 08:06 pm (UTC)(link)
After an escape with Geralt from the fungus-like growth, Istredd looks at the pit they find themselves on and his confusion turns into concerned curiosity or questions about how to get out. He is seen wandering around the pit, looking closely at everything they can possibly see. As a tall man he sticks out, although he tries to hunch down to become less interesting in case of any suggested arrival of the people who took him. 

He can be found attempting several things while in there. One is a frustrated use of his magic, focusing as hard as he can in a corner to get it to work. At one point sparks of light do show up, but they die as quickly as they appear. No matter how hard he puts all his focus into it, and over the course of the week he stubbornly insists on still trying. He swears and massages his temples through failure over failure. 

Since Istredd is one of the first people to be taken, he reaches out to the newer arrivals as they come in. Dirty and a little haunted, it is clear he is doing his best but starting to fray at the edge. "Don't panic," he attempts to gently maintain his usual level of calm. "I'm sorry, we still have so few answers." He's barely slept since arriving. 

"Get down!" He whispers sharply when a howling shriek goes out. He has hidden from the beast before, although has yet to see it. Perhaps you find him wrapped up in vines and held tight, struggling against them in terror, or you're in a similar situation, unable to get out without help. 

Istredd looks through what supplies they have to try and make sense of how to approach all of this, but he looks exhausted every time. The experience weighs on him more and more as the days go on. He rubs his eyes, thinking through what the addition of people coming in will mean for the adding members of the Lost. "This is going to get worse,' he mutters to himself. He may speak up if others start to poke around there.

After some time there, Istredd starts to timidly explore the area His calm is shaken and he hides in corners at times, trying to meditate and find peace. It doesn't work though. So he turns instead into looking for escape, found looking through crevices and corners of the space they're in. Generally he is trying his level best to keep it together for others but observant people may be able to notice he's getting less and less able to level. 

At a point he notices the mysterious acolyte and watches her every move, waiting for a chance to get closer. If someone wants to come join him or speculate, they can, he seems to be ramping up to how to approach. You can also explore found shrines with him. 
Edited 2023-02-19 20:18 (UTC)
magicalarchaeologist: (078)

Second Week - oTA

[personal profile] magicalarchaeologist 2023-02-19 08:15 pm (UTC)(link)
Istredd notices that the sudden appearance of new people seem to have slowed down, which means he has to take a closer look at the remaining supplies and water. He definitely has not slept more than a few hours and looks like a wreck, but so does everyone else at this point.

He is just starting to fall asleep when screams and cries echo out from whoever is being taken, jumping up immediately. Anyone else who is also still there and not taken, who may have been startled by the sounds, is noted. Istredd looks at them with red-rimmed anxious eyes. Talk to him about it or maybe he spots someone coming back from their experience, rushing over to check on them and ask some questions are hurriedly as possible.

If any fights start to break out between the afflicted, Istredd will try his best to get in the middle to keep violence from happening. Not that he is very good at it since many people there can fight better than he can. Feel free to fling him away if he tries or even strike him yourself. A cure is top of his mind, but it may not be clear right away how to do that.

The more time that passes and he gets knocked around and can't control everyone, the more the centered mage will lose any sense of it, more defensive than usual, quicker to snap.
Edited 2023-02-19 20:19 (UTC)
magicalarchaeologist: (228)

Horizon Blips - oTA

[personal profile] magicalarchaeologist 2023-02-19 08:18 pm (UTC)(link)
Over the course of the two weeks, Istredd will attempt to get into the Horizon to speak to others. At first he will appear in his own tower, struggling to focus long enough to stay around, but he may have a scant few minutes. He also finds himself in Lucifer's newly formed domain but very briefly and simply lying on the ground at that point, struggling with his mind.

He may appear randomly all over the Horizon after that, more scattered and in places he's never been before. Istredd starts out seeming weak on his feet but as the days go on he's more often on the ground or barely awake, a brief blip and he may get off a few words before disappearing again.
Edited 2023-02-19 20:19 (UTC)
magicalarchaeologist: (101)

Wildcard

[personal profile] magicalarchaeologist 2023-02-19 08:19 pm (UTC)(link)
[ooc: hit me with your best shot, or can place things we've discussed here]
philancer: (042)

Sylvain | The Lost | The Sun | Free Cities

[personal profile] philancer 2023-02-19 09:32 pm (UTC)(link)
(( ooc: hit me up via pm or at my event plurk with questions or if you want to request a specific starter! ))
philancer: (079)

Closed; Claude

[personal profile] philancer 2023-02-19 09:33 pm (UTC)(link)
philancer: (053)

Closed; Awakening - Caitlyn

[personal profile] philancer 2023-02-19 09:35 pm (UTC)(link)
[ He opens his eyes to pitch blackness. The air around him is damp and sticky, tacky beneath him. His head is throbbing with a lingering ache, but that's a distant annoyance in the wake of the panic that washes through him when opening his eyes leaves him in just as much darkness as if they were closed. He can feel walls around him, the slosh of something wet, and his breath comes in ragged, uneven breaths. He closes his eyes again, because then at least he can pretend that he doesn't know where he is, that he's not somewhere dark and confined and wet.

And that this isn't how a large chunk of his nightmares start when they haunt his sleep.

He takes a deep breath. And another, fingers questing to search to either side. Whatever fluid is surrounding him, it makes his skin itch and burn, makes his eyes do the same when they blink open, then closed again. The surface beneath him is strange and spongy, not anything familiar he can place. But before the panic can creep back in again, his fingers brush against fabric and he thinks he can hear the shift of movement somewhere nearby. He's not sure if that's good news or bad. ]


...hello?
philancer: blush (084)

OTA: Week One (Arrival, Pre-Ascension)

[personal profile] philancer 2023-02-19 09:37 pm (UTC)(link)
[ To find out that outside the weird pod he'd awoken is not much better than the inside is disappointing at best. But surviving in terrible circumstances is something he's not a stranger to, so he pushes aside the urge to sit and have a freakout in favor of assessing what he has to work with instead. Priorities are weapons, food and supplies, and then figuring out who else is here and maybe where the hell he is. Which he suspects isn't going to be easy, considering it's still pretty dark here, it looks like they're underground so no sky to help shed some light on their problems - literally - and... he's pretty sure there's something weird going on with their surroundings. Because that weirdly shaped rock hadn't been there a minute ago, unless his senses were just playing tricks on him now. Maybe he got hit on the head harder than he thought?

Having something to focus on helps. But those with him for extended periods of time might notice something odd. The way his hands shake sometimes as they investigate tight, damp tunnels. The fact that he seems perpetually filled with a strange sense of anxious, watchful energy, unwilling (or maybe unable?) to stay still for too long. And that sleeping? Doesn't seem to be a thing he's doing a lot of. Instead, he's seemed to slip into a state of wary hypervigilance which seems a little extreme even for the overly paranoid sort - which he doesn't typically number among. ]

((ooc: open for any pre-ascension shenanigans to fellow lost. prose or brackets are fine, i'll match either one. especially interested in fighting monsters, scavenging for supplies, or investigating mysteries! he'd also be checking in on fellow summoned he comes across, whether they're familiar faces or not.))
philancer: (067)

Closed; Ascension - Steve

[personal profile] philancer 2023-02-19 09:38 pm (UTC)(link)
[ He was meant to be on watch while Claude caught a few hours of much-needed rest. He had been, at least, until a strange dense fog had rolled in over the camp in the time it had taken him to get to his feet and then the scenery around him had shimmered. Changed. And he sure wasn't standing in the little makeshift camp with Claude anymore.

He fights the Acolytes that come for him, but there's too many and it seems they're more cautious in their approach than when he'd been initially taken. Still, outnumbered and overpowered, he ends up bound, hissing out curses when thorns from the vines they use bite into his skin, leaving him bleeding from the punctures. He was already weakened by his days here in the pit, but something about those bindings seems to only emphasize that, leaving him stumbling as they drag him away, into the fog that swirls up around them in impenetrable walls. He has no idea how they know where they're going, but they seem to have no issues with it. And while he tries to struggle, it gets harder and harder to keep up the further away he's forced. The stench of blood is thick in the air and it's all he can do to keep pushing down the panic that threatens to choke him. Instead, he tries to focus on his anger instead.

Eventually the fog clears and... he finds he wishes it hadn't, because the altar that looms up before him, bloody gaping maw spread wide open, is not reassuring in the least. Nor is the blood-soaked ground that spreads out from its base or what looks to be the scattered shapes of corpses being absorbed into it.

Pushed to his knees before it, his struggles increase again, weakened though they might be, but those thorny vines holding him captive only tighten, driving their thorns deeper. Worse, he can see them growing, lengthening, digging down into the ground beneath him and trapping him in place on his knees with no room to maneuver. Not unless he wants to drive those thorns into his skin all on his own, anyway. ]
Edited 2023-02-19 22:27 (UTC)
philancer: shippy (085)

OTA: Week Two (Post-Ascension)

[personal profile] philancer 2023-02-19 09:40 pm (UTC)(link)
[ If he'd thought their captivity couldn't get any worse, it seemed their kidnappers still had to one-up themselves. He'd survived the ritual - although 'surviving' might be overestimating the state he's in right now. Steve and he had dragged themselves free of that terrible chamber and found themselves back in the pit, but that was almost a relief after what they'd been through. Even if he'd collapsed moments after they'd struggled free. He was kinda amazed he'd made it that far, if he was honest.

The days that follow pass in a delirious blur of pain, feverish hallucinations, and a strengthening sense of volatile paranoia that's only making the panic and anxiety he'd been cursed with before the ritual all-encompassing. It has him withdrawing from friends and strangers alike, keeping to the shadows or hiding himself in abandoned tunnels or crevices, with something solid at his back. At least until the panic of that drives him out into the open again, in an endless replay loop there seems to be no escape from. When he has his wits about him - in fleeting spurts at best - he'll allow people to come close enough to tend to the seeping wounds that seem to keep opening on his skin, the jagged thorns that have sprouted from his flesh, the blood he seems to be coughing up. But the bouts of sanity are brief at best and often result in him fleeing as a first choice, but if he's cornered or someone attempts to restrained, he will fight to free himself.

By the time the symptoms from the ritual fade, he's in rough shape and there are dark shadows under his eyes from many sleepless nights, his skin much paler than normal. But as the fever and paranoia fade somewhat, it's at least enough to have him comfortable approaching familiar faces once more. To trust people at his back and let himself be tended to, for those still looking after the others. While sleep is still scarce and thoughts of the vision troubling his mind, thoughts of getting them all out of here now is taking swift precedence over mere surviving. ]
ordinar: (♛ 031)

wilhelm | the lost | thorne

[personal profile] ordinar 2023-02-19 10:32 pm (UTC)(link)
ordinar: (♛ 021)

week one

[personal profile] ordinar 2023-02-19 10:41 pm (UTC)(link)
I. abduction (CLOSED)
It's best not to go anywhere alone these days. Wilhelm is grateful, then, to have found a consistent riding partner in Alicent, or else he'd be tempted into the reckless decision to hit the trails on his own. He can't stay cooped up in the castle indefinitely.

Sure, disappearances aren't all that rare — Summoned come, and Summoned go. But the going isn't usually all at once, or maybe he's only noticing it now because it's people he knows that are vanishing from the castle. People who have become fixtures of his life here. The other night, Elrond never came back to the room, and Wilhelm's barrage of messages went unanswered. In the dining hall, he finds fewer familiar faces, and those that remain are grimmer than usual.

Lucifer's concern sharpened to enough of a point that he decided to arm Wilhelm with a knife. The weight of it in his pocket, rather than reassure him, whets his own paranoia. This is why, as the trail curves into a dense copse of trees, he's watching the shadows. For what, he doesn't know.

Until he catches a glimpse of a pale face amid the trunks, and his heart jumps in his chest. He urges his horse into a faster pace.

"Hey, try to keep up!" he challenges Alicent over his shoulder. He doesn't want to freak her out. Though, his attempted grin is tight, and his eyes dart back to the trees.

II. awakening (OPEN - limit one)
When he wakes up, Wilhelm is so disoriented that he thinks he's still asleep, caught halfway between dreams and reality. It's so dark he might as well be looking at the inside of his eyelids. Slowly, he becomes aware of a putrid smell and a burning sensation in his skin, which sharpens as he sloughs off sleep. His arms spasm into action, trying to slap it away, but whatever is causing it is all over him. Groping around him, he discovers that's he's lying in a pool of something viscous and stinking. Further flailing reveals the curve of a slimy, dank wall, and—

He's not alone. There's hair, the bump of someone's chin. Wilhelm grabs at where he thinks their shoulder should be and gives a shake.

"Hey, you okay?" Urgency presses at his voice. And his fingers sink into the person's flesh.

No, they're definitely not okay. Screaming, Wilhelm scrambles away from the body as much as he can. He pounds his fists on the wall of whatever is ensconcing him.

"Let me out! Is anyone out there?"

III. survival (OPEN)
Nothing in Wilhelm's life has prepared him for the challenge of surviving in such a hostile environment. By the end of the first day, he's already questioning the logic of every piece of media set in a post-apocalyptic wasteland. What the hell drove all those people to try so fucking hard? Life is hard enough to get through when you don't have to fight tooth and nail just to stay alive. Half of him is throttled by the urge to simply lie down and wait for whatever will happen, but it turns out the other half of him is just as crazy as all those post-apocalyptic weirdos.

a. He tears open ear after ear of corn, desperate for one that isn't rotted through, until his fingernails are black with all the decaying matter stuck under them, and his sleeves are covered in dried up corn silk. Frustrated, he kicks the stalk, as if that might force its hand.

"Fuck, I'm so hungry. This fucking sucks," he complains to nobody in particular. "There has to be something else to eat around here."

b. At night, Wilhelm lies on the hard ground and waits for sleep to take him. It's the only real reprieve from his hunger and thirst, and the pounding in his head as the result of both. All he's got to be grateful for is the small patch of moss he's positioned underneath his head and shoulders, and all he's got to keep him warm is his cloak, which still reeks of fungal juice and never quite dried. His exhaustion is so heavy, dragging on his mind and body — but every little sound shoots him wide awake.

"What the fuck was that?" he whispers sharply, propped up on an elbow. Maybe it was nothing: someone's sleeping body shifting, a rat scurrying over the rocks. Or maybe they should be very, very worried.
Edited 2023-02-20 03:03 (UTC)
stepping: (189)

laura hawley | the lost • death | free cities

[personal profile] stepping 2023-02-19 10:45 pm (UTC)(link)
[[ closed and open starters itt! feel free to respond to hooks, draw inspo from prompts more vaguely, or just wildcard me with any event scenarios not mentioned, i'm easy breezy!

plotting comment is here for reference, hmu via pm or at sharknado @ plurk for questions/comments etc! ]]
stepping: (028)

AWAKENING • gideon nav

[personal profile] stepping 2023-02-19 10:46 pm (UTC)(link)
[ when laura first wakes up she can't breathe. everything closes in around her and she can't suck in a breath, but it takes her a minute to realise that there isn't actually anything constricting her chest except panic. she gasps like she's just surfaced after a drowning--and maybe that was a mistake, there's burning fluid all around her, but the last thing that laura remembers was being surrounded by robed figures in terrifying masks, and--

and her hand finds someone else's arm, and she responds in the most rational way she can think of. she screams. ]


What do you want- [ she starts. there's hardly enough room to turn let alone see who might be jammed up in the pod with her, not to mention laura's eyes are streaming and she has to blink rapidly to see at all. it's not impossible though, and when she's managed to turn her head and blink hard enough to squint at the body next to her, it's clear that it's not one of those acolytes at all.

it's someone she's met. hell, it's someone that she likes. ]
Gideon?
Edited 2023-02-20 09:55 (UTC)
stepping: (193)

WEEK ONE • open to all

[personal profile] stepping 2023-02-19 10:53 pm (UTC)(link)
a. [ laura never thought that she was a particularly claustrophobic person, but maybe being trapped in a pit will do that to a person. she stares up at the vast height of the ceiling, and if it reminds her of anything she doesn't say, but there's a pale sort of sick look about her that never seems to leave after that.

fortunately she's used to tight rations, so that's one aspect that she can roll with. laura hunts for food as much as anyone, but she's just as likely to pass her findings off to someone nearby as she is to keep it for herself, a well-meaning attempt at a smile as she holds out one of the rare, not rotted cobs and says 'Here, I'm good'. ]


b. [ she's not always so focused on helping the many, though. there are times where laura sits silently, a rock in her hand that she's steadily sharpening against the ground. it's the sort of task that's easy to zone out into and laura does, expression grim as she stares blankly at the floor in front of her. of course, if she's interrupted she'll blink a few times, and laugh it off like she's been caught dozing on the job. ]

I was totally in my own world there, sorry, what did you say?

c. [ night is harder for them all and laura is one of many that can't exactly get a good night's sleep under the circumstance. she's more likely to pace than settle down, eyes upwards at the alarming noises coming from above them. laura keeps her voice to a low murmur when she does speak to anyone, hand in her pocket and clutched at that stupid sharp rock like it's really going to help at all. she always was better with a rifle than in hand to hand. ]

Can't sleep? [ she sits, but it somehow doesn't look any less restless than the pacing. ] I'm going to be up a while, I can keep watch. If it helps.
Edited 2023-02-19 22:55 (UTC)
godshattering: (pic#16265575)

claude von riegan | free cities | the lost

[personal profile] godshattering 2023-02-19 11:01 pm (UTC)(link)
( Open and closed starters below, and I'm good with brackets or prose. Feel free to wildcard in with anything and I'm also happy to move something over to the IC Exchanges section in the Coordination post for something shorter! If you'd like a closed starter or would prefer to chat first, you're welcome to stop by Claude's plotting comment or you can find me at [plurk.com profile] indech or by PM at any time. )
magicalarchaeologist: (Default)

kyle

[personal profile] magicalarchaeologist 2023-02-19 11:05 pm (UTC)(link)
Istredd has managed to struggle into his tower and Lucifer's domain, although he wouldn't have know it was his since it was so drastically changed. Only the serpent reminded him. His mind is very unclear and slow. After a few accidental trips to other domains as he sought out help, he stumbles into Kyle's temple. This one is easy to see and remember, it is so unique after all, and easier to focus on visibly distinct places. He keeps feeling like he goes in and out of being physically solid.

He manages to stumble to the iron tree in the middle leans against it. Istredd usually feels very strong in the Horizon but something is making him fritz and struggle. It's been a few days now so he is still relatively strong, not yet broken down. "Kyle?" His voice wavers. He considers leaving a note but there is no way to know if it would stay.
theidlemaiden: (pic#16098235)

hilda goneril | free cities | the spared

[personal profile] theidlemaiden 2023-02-19 11:11 pm (UTC)(link)
( Open and closed starters will be found below. I’m happy to write prose or brackets — pick one and I’ll follow! If you want something short and sweet at the IC Exchange, or a closed starter let me know and I’m happy to set something up as well. For some pre-planning Hilda’s plotting comment can be found here, or feel free to shoot me a message at [plurk.com profile] timescars, discord, or PM. )
Edited 2023-02-19 23:13 (UTC)
cryptsleeper: <user name="malagraphic"> (Dad mode)

Alucard | Free Cities | Spared

[personal profile] cryptsleeper 2023-02-19 11:24 pm (UTC)(link)
plotting post is here, closed and open starters below.
cryptsleeper: <user name="malagraphic"> (NO??? NO!!!)

CLOSED : GIDEON

[personal profile] cryptsleeper 2023-02-19 11:24 pm (UTC)(link)
[Alucard has already decided that the best thing to do right now is to hunker down and look after his people. Summoned are disappearing, and there’s no logic behind it. Only that it keeps happening, and the idea of not providing shelter and safe harbor when there’s an entire second floor of an office that has a kitchen in it is unacceptable.

His arms are laden with food, and he’s made delivery arrangements for the next two weeks. Food gets dropped off every 3 or 4 days, there’s a list already there, and the office itself is stocked with wine.

As a matter of course, Alucard has asked if Gideon needs someone to bunk with. And if he could have an extra pair of hands to help carry everything back to the office. They’re close, but the whole thing could be done sooner. The side street isn’t that narrow, there’s a few shops in it including a hidden gem of a bakery. Safe in daylight.

Still. Better to ask right now.]
cryptsleeper: <user name="malagraphic"> (Dad mode)

CLOSED : JASKIER

[personal profile] cryptsleeper 2023-02-19 11:24 pm (UTC)(link)
[The park isn’t calming.

It feels like a failure of design on top of everything else. Gideon disappearing right in front of him and in spite of their best efforts. Running through the desert lest something within Cadens or Libertas be destroyed. Letting all of the anger out once in the safety of his crypt, claws and teeth and screams into the night that no one could hear.

In retrospect, going that far out alone was a terrible idea. Alucard realizes that as he paces beside one of the streams, the water gurgling gently. His only feeling right now is anxiety and it is overwhelming. The only reason he’s trying to be near running water in the first place, it can be calming. (Never mind the lore about vampires and running water.)

Nothing is working.

Alucard shoves the thought angrily from his head, and the return to fury is comforting. For a moment, he debates just leaping into the stream and using the anger to dig the thing deeper, but--]


Jaskier?

[He has to be seeing things. The bard’s there but Alucard has to be sure. He trusts nothing now, not even his own eyes.

His tone is scared and angry. Needing to be certain of even little, simple details. Including identity.]
stepping: (222)

WEEK TWO • open to all

[personal profile] stepping 2023-02-19 11:32 pm (UTC)(link)
a. [ laura returns to the pit a mess, cuts and scrapes across her body where she'd struggled, up her arms and hands where she'd fought to get back. laura stumbles back into the pit and immediately turns to the wall, searching for an entrance that isn't there. if anyone quizzes her now, she won't be especially helpful. broken sentences about a ritual cut off by her touching at her nose and mouth for evidence of the burst orbs that had choked her. there's no cheerful spin or laid back jokes this time — laura is freaked out, and she isn't bothering to hide it.

once she's calmed down, she tries her best to give a decent account of the whole, awful event to anyone that wants to press for details. it's a struggle to recount, she looks like she's going to be sick most of the time. at one point she thinks that she's crying, but laura lifts het hand to wipe the tears away and finds it sticky with blood instead. ]


b. [ any hope of a productive conversation is lost after that. the next few hours are panicked and desperate, and she seeks out anyone else who might have gone through the ritual with the hope that someone--anyone--might have found a way to stop this.

of course there's no such luck. fear turns to paranoia and laura starts to shrug off any attempts at help, any kind of reaching out at all. not a particularly intimidating figure on most days, it's very likely that someone will make the mistake of getting too close, and if she's touched on her worst day laura will take even herself by surprise when she shoves the approaches back with a kind of force that she shouldn't be capable of. ]


c. [ it doesn't break until after the visions come. by the time her symptoms start to settle laura is bloodied, and bruised, and exhausted. she's much more subdued after the ordeal, any attempts to keep her spirits up are well and truly left behind, and instead she just gravitates towards anyone that might have stepped up into what looks like a leadership position.

she's quiet, and searching, looking around the pit with something that might have been determination if she wasn't so bone tired. whatever she's looking isn't immediately clear, but the grim set of her mouth softens, and she whispers less to stay quiet and more because she's worried about her voice breaking. ]


We have to get out of here. There has...there has to be something. Anything.
cryptsleeper: <user name="malagraphic"> (Dad mode)

FIRST HALF OF WEEK 1, OPEN

[personal profile] cryptsleeper 2023-02-19 11:37 pm (UTC)(link)
[Bats should not be flying over Cadens, Libertas or, the desert in broad day light. Not right now, and certaintly not a whole crop of them, swooping through the air like a flock of starlings that would be best used for divination. Their wings are loud. They don't care if they are noticed, and it takes real effort for them to stop.

But every so often, the bats disappear. Sink to the ground, their home impossible to find. There is only Alucard, face set and grim, sword in hand. He has no shame in walking around with a weapon to show right now. Not with the rumors swirling about missing summoned. The whole thing brushes too close to home, and Alucard has found enough people to care about here that he feels the need to put an effort into it.

Those who see the bats will get no response. Those who see the dhampir will get a polite nod and a direct:]


Have you heard anything?
chainedqueen: Mine. Do not take (Default)

Alicent Hightower | The Lost | Thorne

[personal profile] chainedqueen 2023-02-19 11:47 pm (UTC)(link)
[Feel free to hit me up at [plurk.com profile] ladylils for plotting or to request closed threads.]