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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2023-03-18 09:50 am
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EVENT #12: INVOCATION - IC EVENT LOG (PART 2)

Event #12 - Invocation ( 2 )

As Week 3 approaches around March 6th, faction officials will begin to reach out to characters for information they've uncovered that hasn't been reported. Although Thorne, the Free Cities, and Solvunn have traditionally been at odds, the three nations have come together under these unique circumstances,, and will continue to cooperate until the Lost have been recovered. With Nocwich open as a base of operations, the Spared will have a neutral location to meet in person without border restrictions.

How events proceed will depend in part on your actions. If you're one of the Spared, you can join a team or stay back to prepare and coordinate. If you're one of the Lost, you can escape or remain behind to help others break free.

NOTES

  1. For a rough TIMELINE, the Lost's breaking free and the Spared's coordination efforts will take place 2-3 days into Week 3. Leading into Week 4, the Spared will send out their teams to retrieve the Escape and Holdout Groups. Though there's some narrative wiggle room for who returns and when, characters should only participate in one team or group to keep things organized.

  2. 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.

  3. The Network will function properly again for the Lost who have escaped. The ones who remain captured will continue to experience disruptions similar to Part 1.

Please don't hesitate to ask us questions or clarification, even if you feel it might be a minor detail. This event contains a lot of information to go over, so we're happy to guide you through anything that requires further explanation. We'd much prefer you ask to avoid any misunderstandings or confusion!
Week 3
By now, several discoveries have been made. You've explored nearly every angle you can. It's time to take what you've learned and do something about the situation, whether you're trapped inside the dark cave or trying to bring your friends home.
Escape | The Lost
CW: Disturbing imagery (text and visual), death, dark and horror-based themes.

The past two weeks have been a harrowing experience, but you're still alive. Though the situation's worsened in some aspects, you've gained advantages in others. You might've formed unexpected allies from the other side, discovered hidden clues, or retrieved weapons and tools.

Moreover, the Acolytes don't seem quite so sure of themselves anymore, do they? Ever since the ritual, they've been watching nervously, as though they aren't confident in what's coming next. Some of you even managed to reveal one of their faces, exposing a weakness.

As you listen to the rattle of chains and scraping of metal on stone, you fear something much worse awaits you. Is it time to strike? Do you work on your own or rally the others? That's up to you, but one thing's evident: you can't sit around much longer.
Players can narrate the commotion and escape how they like, using the details described below. The Acolytes will retaliate and try to stop escape attempts. Killing and attacking them is possible with no need to request a roll, but enough will survive to subdue anyone left behind.

Characters don't need to willingly sacrifice themselves to remain captured. They can also be too injured to leave or fail to make it in time.
The First Domino (Breaking Out)
When the final shrine was unlocked late in Week 2, fleshy pillars rooted themselves into the cavern floor. As your third week in the cave crawls along, the trunk-like pillars begin to move.

A low groan shakes the ceiling above. Rocks fall along with bits and pieces of the bulbous organic prisons attached to the high walls. Chunks of melted flesh from decomposing bodies within the plantlike traps splatter below. Were it not obvious before, it is now: the pillars are legs belonging to a creature. A very large creature.

◎ Unleashed
The creature is not interested in fighting. Instead, it begins to leave. As it does, it takes portions of the ceiling with it, tearing holes above and below. People scurry beneath its feet and are crushed like ants. It does not discriminate between the Acolytes and the natives who are captured.

But it does avoid you and the other Summoned. Either it can't see anyone except you, or it recognizes you and associates you with those who freed it. Regardless, you are spared its destructive path. It lumbers off, dragging thorny vines that whip behind it. Crumpled pieces of the shrines and mangled bodies stick to its massive feet. You can't see where the creature is going, but later you might realize it has vanished into the ocean.

The brief chaos has left you with several openings:

  • Seawater spills from unseen crevices above, flowing down the walls. Several Acolytes are dead, reducing their numbers.

  • The already weakened cracked wall crumbles further, granting you an easier path to the webbing behind it.

  • Equally weakened is the sealed opening where a smaller but deadly creature was previously trapped. A couple of determined hands could free it for a distraction. Beware - it's hungry.

  • If the boulder hasn't already been pushed out of the way, the rumbling ground and smashed walls might help you finish the job.
Do you grab a weapon and attack the Acolytes while they're disoriented? Do you help save the injured natives? Are you focused on what lies behind the boulder and cracked wall? Do you free the trapped beast? Decide quickly - this could be your only chance.

◎ Opening the Door
Although the ceiling's been torn open, no open sky is revealed. Climbing up is difficult. You'll have to look elsewhere to escape. Once the boulder is removed and the cracked wall is torn down, you'll notice orange sparks that run between the strange bulb behind the boulder and the dense webbing across the cave.

Are you brave enough to reach into the pulsing bulb? If you do, you'll find thick vines connected to its beating heart. Each time a vine is forcibly pulled away and disconnected, the webbing begins to loosen, forming a small opening - but letting go will close the webbing right up again.

The more vines are disconnected, the larger the opening. It'll take 2-3 of you to make an opening large enough for people to go through... and from how quickly it closes, anyone who volunteers understands that they won't be escaping with the rest.

◎ Escape Routes
Do you trust what lies beyond the webbing? Looking through reveals only the dark abyss. You have no idea what's out there, but it can't be worse than what's in here. Can it?

If you don't trust the webbing and have the strength, you can swim down through an opening in the floor, left behind by the giant earlier. It's filled with cold ocean water. If you make it, you'll see a standard portal hidden in the depths.

Choose your path. Each one will spit you out somewhere a little different, but you'll have the chance to look for and meet up with others who took the other route.

If you're one of the Lost keeping the webbing open, you could try to dive for the underwater portal, but you won't make it. The portal will shatter quickly once the vines are released.

◎ Josselyn Creed | Interact
Josselyn Creed is difficult to spot in the commotion but not impossible. A few of her most faithful protect her. She wears a unique robe compared to the others. Her hood is lowered, revealing her brown hair tied in a bun that may be recognizable to some. Her mask is in place.

While she'll escape in the end, she isn't immune to harm. You can try to stop her and, in the process, perhaps contribute to what happens to her as she flees or afterwards.

◎ The Mysterious Acolyte | Interact
Along with the natives who might need your assistance escaping, there's also the strange pair whom a few interacted with. The Mysterious Acolyte and the Unknown Stranger will appear lost and uncertain in the pandemonium.

Some of you promised to help them escape, but saving them comes with a cost: at least one of you must exchange your place in the Escape Group for both of them. She will not leave without her brother, the Unknown Stranger. Her refusal will cost one of the Summoned their place.

Players can decide how the scenario plays out. At least one character must their place in the Escape Group so that the Unknown Stranger makes it through first. Only then will the Mysterious Acolyte follow.

Characters holding open the webbing and vines are not eligible. A sacrifice can only count for one outcome.

Into the Cold (Escape Group)
The first thing you notice is the biting cold. The sky is beginning to lighten. For once, you can breathe in the fresh air. But where are you, really?

◎ Gathering Your Bearings
Though spring is on its way, the mountains are a tundra. Temperatures are cold, though not as terrible as they'd have been in the dead of winter. Maybe you've stolen some warm clothes off the dead before the escape? Or, if you've been kind to the Abraxan natives who shared the ordeal with you, they'll offer supplies and equipment in return. It isn't much, but it could make all the difference if you're in dire straits.

  • If you swam through the WATER PORTAL, it'll spit you up in an open cave. Wet and cold as you are, at least you've found shelter. Keen eyes might spot an unusual trail of glitter. Follow it to a tiny hidden hot spring. Soaking in the shimmering water are a few mischievous but harmless creatures. One was accidentally set loose at the Peace Summit many months ago, showering multiple attendants in a shimmery sheen. Large beast-like prints are nearby, though, so best not to stay long. Still, it's a nice reprieve while you can get it...as long as you don't mind being coated in glitter.

  • If you went through the DENSE WEBBING, it'll spit you up on a frozen lake. Cracks will begin to form as more and more land on the surface. You'll need to find solid ground quickly. Take care - a large shadow lurks beneath the thinning ice. If there's too much commotion or excessive movement, it'll realize there's prey above and begin to thrash, disturbing the delicate ice further.

◎ Temporary Relief
Though some healing abilities and magic have returned, the wounds caused by the ritual don't seem to recover properly. They aren't getting worse, but it's troubling. Your mind could remain confused or disturbed. Even those who were successfully cured will discover the lesions heal much slower than other injuries.

As the days wear on, you might feel a strong pull from the Singularity that leads you into the Horizon. This is especially so if you remain under the ritual's influence. If you give in to the urge and find a safe moment to enter, you can go in without as much difficulty as before.

You won't land where you intend, but you might find one of the Spared within. Somehow, the Singularity has brought you together. Something compels you to reach out and make contact. When you do, you'll feel a gentle warmth. You might not know what's happening, but it feels right.

When you depart from the Horizon, effects from the ritual have lessened by a noticeable degree. They'll stay that way for the next day or so, giving you the strength to keep going.

◎ Preparing for the Night
What you do next is entirely up to you. You can organize with your fellow escapees, go off on your own, or try to bring the two groups together. Boars, rabbits, and foxes can be hunted. The surrounding snow can be boiled for safe drinking water.

Even more fortunate, your powers will return - to a degree. Stronger abilities might take longer to return fully, but elemental spells, modest healing, and enhanced senses or traits can be accessed. And you might find that messages on the Network are no longer distorted.

Not all is safe and well: though the first few days are quiet, the mountains aren't without the usual predators. Wolves howl, and large gryphons soar the sky. They're wary of people and are unlikely to attack, but that doesn't mean you should let your guard down. In the wild, you never know. As you enter Week 4, more formidable threats could arise.

Sacrifice (Holdout Group)
Maybe you're one of the unlucky souls, or maybe you chose to sacrifice your place for others. However it came about, both escape paths close, and the Acolytes inside the cavern overwhelm you and the rest once more. Those left behind are a mixture of native Abraxans and the Summoned. The ground is sticky with blood and viscera.

Forcibly, violently, you're led or dragged deeper and deeper down the stone paths to the altar room where the rituals took place. The Acolytes push as many of you in there as they can and seal the door - and if a few limbs are caught in the way, that's just too bad. Someone with you, perhaps one of the natives, ends up with a crushed finger or hand as the doors slam shut.

Not everyone is pushed inside in the end. In the Acolytes' rush to contain the Summoned, a few Abraxan natives are left outside the doors with the remaining Acolytes. When you hear their cries through the sealed barrier, you have to ask yourself if you're truly the lucky ones.

◎ The Altar Room
The altar is built of bone. The husks of now-empty bodies are piled into a macabre amalgamation. It's not meant to house anyone for long. Supplies are limited. Water trickles into a small pond used for the Acolytes' rituals. There are bowls of hardened bread. Sealed crates contain more mushrooms. They're edible, but some might carry psychedelic side effects. If you've succumbed to the ritual, though, you might not consider that a downside.

While not as open or large as the cavern you came from, you can explore the altar room for any potential answers to where you are and how to escape. The entrance is sealed tight. Outside, you can hear the Acolytes - and that might be important for later.

Since the door is magically sealed, nothing can come in or out...except the Bone Serpent, whose legs continue to slink down from above to snatch unsuspecting victims. Blood drips from above, possibly from one of its missing legs.

Now and then, something bangs on the door. Is it the creatures you unleashed before? The beasts that were never contained? You can try to follow the Bone Serpent to see where it leads or maybe even glimpse the creature beyond its thorny limbs, but that's a high risk. The consequences could be dire.

◎ Slow Flood
The destruction seems to have broken what prevented you from using the Network. You can now communicate with the Spared and the Escape Group uninterruped.

Unfortunately, the chaos has also dislodged the structure of the entire cavern. Husks of limbs crumble to the floor. The ground grows moist. Bit by bit, water begins to collect in small puddles. More drips through cracks in the walls and ceilings. The rocky floors offer higher ground, but that'll only last for so long.

As slow as it is, there's no denying the dread that washes over you: the cavern is flooding, and it's seeping through into the altar room. Some of the captured natives look uneasy. Others are too injured to help themselves. You can try to plug the leaks. Though the idea might strike you as morbid, the bodies of the dead can be used to keep some of the water at bay.

◎ Temporary Relief
Wounds caused by the ritual don't seem to recover properly. Your mind could remain confused or disturbed. Even those who were successfully cured will discover the lesions heal much slower than other injuries.

As the days wear on, you might feel a strong pull from the Singularity that leads you into the Horizon. This is especially so if you remain under the ritual's influence. If you give in to the urge and manage to find a safe moment to enter, you can go inside without as much difficulty as before.

You won't land where you intend, but you might find one of the Spared within nonetheless if you wander through. Somehow, the Singularity has brought you together. Something compels you to reach out and make contact. When you do, you'll feel a gentle warmth. You might not know what's happening, exactly, but it feels right.

When you depart from the Horizon, effects from the ritual have lessened by a noticeable degree. They'll stay that way for the next day or so, giving you the strength to keep going.

Coordination | The Spared
You might have compromised a few morals to get what you want - if you had any in the first place - but regardless of how you got here, you and the other Summoned have gathered enough information to proceed. Of course, there are still a few details to iron out. How will you approach the island without compromising the Lost? What spells and resources are required? What needs to be done so that survivors have a safe place to rest and recover once they're home? And what about the ritual inflicted upon them?

Players are encouraged to organize teams, rescue efforts, and tactics with each other. The details outlined below are to provide a starting point and some guidance but are by no means the only options available.

Nocwich
Thanks to a request by one of the Summoned in the Free Cities, Nocwich's doors are opened as a neutral meeting ground for the Spared from all three major nations. Some officials will also be arriving to monitor the situation.

◎ Ritual Details (Sten) | Interact
Sten, one of the Nocwich ambassadors for the Lunae, received a request to help find a cure for the ritual. To do so, he wants to first learn as much about the ritual as he can. Anyone with information can come forward either in person or with a note - anonymous or not. While he'd prefer to put a name to the face, Nocwich won't interfere with the Summoned's desire to protect themselves and their secrets.

Sten will be available in Oleuni Square, in one of the many tents. Pale-haired and scarred, he's warm and friendly to everyone. Due to Luna's connection to Solvunn, he has some knowledge of High Magic, although the traditions of the werewolves are different. While he can't hold long meetings, he'll make time to see everyone who has something important to tell him about the ritual - and if you need a little extra reassurance, he'll offer that, too.

◎ Oleuni Square
Normally a thriving marketplace, Oleuni Square has been repurposed. In the northeastern corner, a collection of tents have been set up. Most are utilitarian but others are covered with homemade blankets to help cover imperfections. The Lunae have come to lend their aid. Volunteers help set up tables and supplies. Others guard the area and the portals. A communal cooking area is available to provide hot meals.

You can make use of the tents for talking strategy, organizing supplies, and other meetings. Nearby inns are available for sleeping free of charge, although one of the inns is closed so that it can be converted into a temporary infirmary. Faction officials and employees are available, as well. You can consult them on tactical advice, resources, and the lay of the land.

Early in Week 3, a few representatives from Ikorr arrive with a supply of their sacred sap. With the sap and the metal ore from the Lunae, you can fashion supplies and potions from raw materials.

The mood around the makeshift camp is somber but hopeful. As one of the Summoned, you'll have control of the situation and can work with a variety of officials and locals to arrange what you need.

Reevaluating Plans
Shortly into Week 3, you'll receive word that some of the Lost have escaped. As details come in bits and pieces, you realize the situation's taken a dramatic turn. More than that, messages from the Lost are no longer disrupted as before. You can read the words clearly again.

Who makes contact first and how the news spreads depends on you. Regardless of how it comes about, your focus can't be solely on breaching the discovered island. Now you also have another group to retrieve - and you don't know where they are, though they at least have some helpful information: the Singularity, the snowy mountains, and a view of the ocean.

Take advantage of the Network's return to reevaluate your plans. You'll need to determine the situation in the island cave as well as the mountains, split into teams, and bring everyone home.
Assigning Roles
Under the circumstances, officials will recommend the Summoned divide into at least two groups: one to search the mountains and one to retrieve the Lost remaining on the island. If you're not the type to rush to the front lines, you can also stay back and help out at home. There's plenty to do here between finding a cure, delegating tasks, and preparing for survivors to return.

◎ Search Team
Reports from the Escape Group tell of snow-capped mountains, Acolytes in pursuit, and other creatures that lurk. Many are injured, though fortunately, abilities have started to return. The area isn't guarded, but the terrain is difficult and temperatures are harsh. Officials will suggest using portals to arrive at the nearest safe point on the mountains before traveling on foot to find the Lost. Others can choose to hunt down the Acolytes who are chasing their friends. Anyone with strong tracking skills would be key, but the team could also use medical assistance in case anyone needs treatment on the spot.

◎ Retrieval Team
Word has it that some of the Acolytes remain on the island along with the trapped captives. The area is tightly guarded and possibly infested with some unknown creatures or those not in their right minds. Officials will suggest negotiating to prevent unwanted casualties but will caution that having a team for infiltration and force is necessary, too. Some distraction could also be helpful, and it would be wise to have some medical assistance in case anyone needs treatment on the spot.

◎ Home Team
Having hands on deck at base is equally vital. Officials will recommend a cure for the ritual be found while the teams are out searching, and standard healing supplies will need preparation, too. Outbound teams could use someone to help bring together lines of communication, updating officials and the Summoned alike about what's going on. And of course, with the Horizon as a place of respite, anyone who can go in to help the Lost seeking healing would be of value.

Week 4
The days have been taxing, but you're beginning to feel a change in the air. Now that resources and information have been pooled, things are moving quickly. Soon, you'll be reunited.

Once you find one another, you'll still need to return home safely - but at least you'll have each other now.

Although players have been divided up until now between Lost and Spared, Week 4 will bring the Spared in contact with the Lost's environments. We'll provide relevant information or redirect each group accordingly so that you don't need to review the entire post for the correct details. If there's anything you're uncertain about from the other group, please ask!
Survival | The Lost
CW: Disturbing imagery (text and imagery), mild gore, body horror, dark and horror-based themes

By now, you've undoubtedly heard from the Spared back home. You're relieved to know rescue is coming, but you probably don't want to sit and wait. With threats to contend with and a dangerous environment, you can take steps to be sure the Spared have help from the other side.
Escape Group
Surviving the elements is only half of it. As the days turn to nights, you realize you're not alone. More than wolves and bears prowl. Something sinister comes...as well as the Acolytes who want their captives back at all cost.

◎ Pursuing Acolytes | Interact
Loyal to the cause, some Acolytes chase the fleeing Lost into the mountains. You might be lulled into safety the first few days, but by Week 4, you sense their presence. The evergreen trees wither, winter shrubs rot, and unexplained husks of wildlife are found. The winds carry a stench in the air that you now identify with the fungal cavern you were held in.

They hunt in pairs or small groups. Their powers seem weaker for reasons unknown, but they remain formidable opponents. You can run, protect others, or go on the offensive.

◎ Hydnellia & Esmond | Interact
If they successfully escape in Week 3, the Mysterious Acolyte and the Unknown Stranger will travel with their rescuers. They'll introduce themselves as Hydnellia & Esmond. Though nervous, Hydnellia is more trusting of anyone who helped them. She's skilled in healing and foraging, while Esmond carries a draught for warmth that could prove useful. Depending on where you stand, you could find their addition helpful or contentious.

◎ Revenant | Interact
Something else stalks the night, scaring even the Acolytes. A hoarfrost revenant has lived on these peaks for centuries. With the sudden arrival of the Lost and Acolytes, he prowls the snow, searching for who's disturbed his sleep.

He cannot be killed. You can only run or chase him away, but he'll soon return. Take care not to stay in one place too long. A rattling chain and blue-flamed lantern announces his coming. His touch brings instant death, made clear by the frozen carcasses of animals left in his path. Best not to fight him.

◎ Rescue
Landmarks such as lakes, cliffs, the Singularity, and more can be used to direct the Search Team to your location.

You might want to warn the Spared about the dangers they'll face when they reach the mountains. Unable to portal to you directly, they'll reach you on foot. You'll need to brave the dangers together one last time to reach the waiting portals below. The trek isn't far, but making that final stretch might feel like an eternity. In the distance, the ground trembles, and the snow begins to form an avalanche.

Players can arrange how the Search Team and the Escape Group meet and decide what threats they'll encounter as they return to the portal.

Details on the avalanche and what characters will face when traveling to the portal will be provided under the Search & Rescue - Search Team section.

Holdout Group
As you huddle in the altar room, you can only hope your sacrifice, intentional or not, was worth it. At least you've been able to communicate with the outside world. The Acolytes are beginning to show signs of unease and budding dissent. At some point, you have to ask, why haven't the unhappy ones left or fled themselves?

Maybe you aren't the only ones trapped anymore. Maybe you're all trapped together now.

◎ The Altar | Interact
Now that you can approach the altar and examine it closely, you see the terrible remnants of twisted figures sunken into the ground beneath it, as though they've fused with the altar itself.

If prodding at the shrines worked, perhaps doing the same with the altar will reveal some answers. A strange energy emanates from its open maw when those afflicted by the ritual come near.

◎ A Promise | Interact
In the final hour, some Acolytes desperately try to resume the rituals on the few remaining Abraxan natives left outside the altar room - many in poor condition. You hear it, though you can only glimpse it through a gap in the sealed doors. Their bodies quickly succumb and sprout more fungal growths while long, spine-like tendrils protrude from their orifices.

You can plead with them to stop, or you can join them in hopes that you will find your divine emancipation. The Acolytes will release anyone who wants to join the ritual from the altar room...but what you step into could carry horrific consequences.

◎ Dissenting Acolytes | Interact
More arguments beyond the sealed doors erupt as water fills the cave and altar room. They accuse each other of being faithless or too blindly loyal. Some say Hydnellia betrayed them. Others say the High Priestess did, perhaps referring to Josselyn.

Toward the middle of Week 4, it grows quiet outside. The arguments stop. One Acolyte approaches the door. She promises to free you and the others and help you find a way out of the cavern together, including overwhelming Josselyn's faithful.

This could be what turns the tide, but things might also go very wrong. You and the others trapped with you must decide if you'll accept the olive branch. Of course, agreeing to trust them doesn't mean you have to follow through. The Acolytes sound desperate and might be a bit too trusting themselves.

◎ Rescue
Unlike the Escape Group, the Spared know where the Holdout Group is. Getting to them will take effort, but you can help by providing information from the inside. After all, the Acolytes won't know when you're using the network. You can even coordinate with each other in secret despite being in the same room.

You might want to warn the Spared about the dangers they face when they reach the cavern areas. The Bone Serpent could pose a problem, along with any crumbling walls and obstacles. A creature might still be trapped in one of the tunnels if no one freed it. As the team approaches, severe quakes shake the entire place. Water flows in faster. It appears ready to collapse at any moment.

You'll need to get off the island to reach the portal on the Thornean peninsula. That'll pose a problem when the boats break from the collapsing island, but an unexpected friend might arrive.

Details on the quake and what characters face when getting off the island will be provided under the Search & Rescue - Retrieval Team section.


Search & Rescue | The Spared
CW: Disturbing imagery (text and visual), dark themes.

After an exhausting month, it finally seems as though things are coming together. By now, you've made decided on your plans, gathered your resources, and chosen the role that suits you best. Not everyone may agree with what you're doing, or maybe there's someone you don't agree with. Nevertheless, your friends are waiting, and you'll push forward with or without support.
Search Team
As part of the Search Team, your goal is to portal from Nocwich to the mountains and locate members of the Escape Group.

You'll need to determine the best place to portal in - close enough to the Lost that the trek is reasonable but safe enough that the portals won't be at risk. Considering the terrain and the condition of many of the Lost, it's likely the distance will be about one day's travel on foot.

◎ Resources & Support
Thorne will send their military for support since their soldiers are used to winter conditions, unlike the Free Cities. The Free Cities will provide portal stones so that mages won't be required to maintain an open portal. The Lunae will offer guides to help navigate the wilderness.

Solvunn's aid is limited to healing supplies, as their efforts are focused on the island due to the heavy use of High Magic there.

You are not limited to only what the factions offer upfront. If there's more you think they can do, you can make a request.

◎ The Acolytes (Escape) | Interact
Though rescuing the Lost is the top priority, you might feel justice or vengeance is long overdue. Some Acolytes are pursuing the captives while others might try to pass as one of the survivors. Those most faithful to the cause will attack you, but not all of them are that steadfast. Some prefer to flee. Others still may surrender, under the right circumstances.

Officials have requested that the Acolytes be brought in alive if possible, but no one will be counting the bodies if you decide to take out a few on your own.

Players can write out attacking, capturing, or killing the Acolytes without using the interaction. However, if you want to take a more specific action in terms of identifying any Acolytes pretending to pass as one of the captured Abraxan natives, negotiating a surrender, or interrogating them on the spot, you can submit an interaction.

◎ Getting to Safety
During the search, you'll encounter the same dangers the Escape Group has faced over the past week. Common predators include wolves, gryphons, and wild boars. Most significantly, a revenant must be avoided or else death is certain. Detailed under the Survival - Escape Group section, the revenant can be interacted with by the Spared once on the mountains.

Keep your friends safe after you meet up with them. You'll have to guide them back to the portals and make sure they can keep up with their injuries. Though you hope the journey is smooth, you know better.

And sure enough, a rumble draws your attention. When you look up, you see it coming down: an avalanche pouring down one of the mountain slopes. Get out of the way quickly or risk being swept up in the landslide. If you're lucky enough to dodge the avalanche, you can help anyone caught in its path.

Retrieval Team
As part of the Retrieval Team, your goal is to infiltrate the island and safely retrieve the members of the Holdout Group. A portal from Nocwich can only take you as far as the peninsula on Thorne's coast, near the island. The rest is on you.

Your team's likely already decided the best method to breach the island and you may have done your best to account for every last detail, but that doesn't mean everything will go as planned. The flooding hasn't stopped. Frequent, violent quakes are now shaking the island, and the structure beneath is rapidly crumbling. Time is of the essence.

◎ Resources & Support
Thorne mages and Solvunn Elders will accompany your team to focus on dispelling the enchantments, while the Free Cities will send some of its soldiers. They'll also provide boats powered with New Magic. Though normally quite noisy, Thorne has stepped in to enchant them to be much more discreet.

You are not limited to only what the factions offer upfront. If there's more you think they can do, you can make a request.

◎ Dispelling Protections | Interact
The illusions that once held the island together are corrupted from the escape. Navigating the constantly shifting landscape is dizzying and confusing. You might experience strange visions brought on by your imagination - terrifying images from home you know shouldn't be there.

Fight through it to find a warded tunnel. You'll need to find a way to break the wards to enter. Should you feel the urge to rush in heedlessly, you might want to observe the pile of dead bats and birds all around you. Their bodies are mangled and crushed. You can only imagine what might happen to you.

◎ The Collapse
Whether you make contact with the Acolytes or the Holdout Group first depends on your approach. You can apprehend what Acolytes you can, negotiate their surrender, or kill them. Whichever tactics you use, once the Holdout Group is released from the altar room, you'll end up in the same situation: the way out is blocked from falling debris. Seawater rapidly fills the cavern.

Your best bet is to follow the water flow into the open ocean. As you do, the cavern begins to collapse in on itself in a swirling whirlpool as the magic which kept the water at bay falters. You'll have to struggle to swim against the current, and a few Acolytes are sucked into the vortex. The boats splinter and break apart, leaving you and many wounded stranded in the ocean.

◎ An Old Friend
Deep waters aren't safe. When a deep rumbling sounds and a massive shadow looms below, you might wonder if this is the end. Instead, the shadow takes on a warm moon-like glow. A familiar figure to some of you from Thorne surfaces. The giant sea turtle waits calmly for you to climb on its shell. You can save any captured Acolytes, or you can let the sea swallow them.

How did the turtle find you? If you have strong psychic abilities or an affinity for communicating with animals, you might sense a connection to a much smaller turtle: Admiral Chuck from The Arcanis. Perhaps a friend is looking out for you from afar after you were kind enough to spend time with him.

The moonlit turtle will carry everyone to shore, where the portal to Nocwich awaits. Then it vanishes into the depths once more.
Home Team
As part of the Home Team, your goal is to support the others and prepare for the return of many survivors.

Two important tasks are healing in the Horizon to aid any of the Lost who are struggling, and finding a cure for the effects of the ritual. You can also assign tasks, transform the inn into an infirmary, and make sure supplies are available.

◎ Ritual Cure | Interact
The answer to a cure is likely found in the contents of Josselyn's house, the mushroom rings, and the odd black substance painted around the abduction sites. Solvunn's Elders and the Lunae, including Sten, will be there to help and provide any information they can.

If you're not the experimental type, you can still help in one of two ways: you can go to Ikorr to retrieve a bloom from their sacred flower located in the Nightbloom or you can go to Luna to collect moon-blessed water from the Lunar Pond. You'll be accompanied through a direct portal by the vampires to Ikorr or the werewolves to Luna.

Researchers and mages from the major nations will also work on the task using the information they've learned - but they'd be grateful for any assistance.

◎ Horizon Healing
As discovered in Week 3, you can continue to use the Horizon to offer to heal those who need it. In moments of calm, anyone connected to the Singularity will feel a familiar pull. The urge to enter the Horizon itches at the back of your mind as the hours go by, even if you're not usually inclined to do so.

If you give in, you could find one of the Lost there. You sense they need your help, or you feel compelled to reach out and touch. A warmth flows between you. Though you may not realize what you've done until afterwards, you'll know it's something unique and powerful.

Forging a stronger link to the Horizon can subtly strengthen the gifts and magic you receive from the Singularity - and a deep healing connection with another Summoned is a part of that.


Return
For the next week or so, Nocwich is the place of refuge. Concerned that the ritual and other unknown effects may have a widespread impact, everyone must remain in Nocwich. This includes the abducted Abraxan natives, the soldiers, mages, and Elders who arrived to help.

Captured Acolytes will be held in the prisons in Nocwich. Their fate is yet to be determined.

Should the Mysterious Acolyte and her brother make it to safety, they'll also be held in Nocwich for now. Nocwich will recognize that they were rescued by some of you, however, and will make sure they're placed in a comfortable - but still guarded - home.
Recovery & Cures
The Square's largest inn serves as a temporary infirmary. The Lost will be brought here to recover and receive the cure for the ritual. Any of the Spared who were injured during the rescue will also be treated.
Healing & Care
Although a few healers and doctors from the factions are in Nocwich, most have stayed home to prepare for when the Summoned and their citizens return. Instead, healers from Luna and Ikorr will look after you with a combination of salves, healing magic, and potions. Ikorr's powerful sap is used in healing concoctions, reserved for the most severe injuries. Overdoing it can cause unwanted side effects, so healers are careful.

If you're lucky, you can get a room to yourself. If not, you might have a roommate. The infirmary is hectic, though you'll receive the best care possible. Visitors are allowed. Nurses caution against overtaxing yourself, but you can finally reunite with everyone you've been separated from over the past four weeks.
Receiving the Cure
After such a harrowing ordeal, you'll be relieved to learn that the cure is effective and painless. It consists of a spoonful of a thick mixture. The aftertaste is bitter and a little sour but not terrible. After a day or two, the psychological effects will fade completely. Physical afflictions will begin to heal again.

If any growths remain, they must be removed. Thankfully, potent sleeping draughts means you won't feel a thing - a blessing that those who sought a cure in the caverns didn't have.
Returning Home
After a week, officials determine that the ritual effects are cured and request that you return home. Their doctors and healers will look after you once you're back. Eventually, they'd like to know the details, but you won't need to talk about it just yet.

◎ Thorne
Your return to Thorne is greeted with a show of fanfare. For many, the castle staff has grown familiar with your presence. They're heartened to see you return. A few may have get-well gifts if they've come to know you.

If you still require significant healing, you'll be taken care of in the Castle's infirmary. Otherwise, you'll be assigned a healer who'll check in on you in your room.

◎ Free Cities
Your return to Cadens is greeted with a buzz in the air. With a city so populated, reactions vary from relief to curiosity to a much less welcome invasion of privacy from local writers. City guards will do their best to make sure you return home or arrive at the hospital with minimal fuss.

If you were injured, doctors will insist you remain overnight at the hospital. If you were severely wounded and remain so, they won't clear you for release until you're fully recovered. Of course, no one can stop you from leaving, but you may want to listen to the doctors.

◎ Solvunn
Your return to Solvunn is greeted with a somber air. Many in the settlement are in the midst of prayer, having devoted themselves to seeking your safe return. Your friends and neighbors are relieved to see you, but they're troubled by the perversion of their traditions, the close involvement of one of their Council members, and the terrible suffering you endured.

Healers and Elders will see you in your home as needed. Offerings will be made to shrines on your behalf, and you won't run out of home-cooked meals for a while. Many will lend a sympathetic ear if you want someone to talk to.

thedevilwhorose: » hallucination (of the angels)

[personal profile] thedevilwhorose 2023-03-22 04:45 am (UTC)(link)
[No, but really--] Why worms on a string? [This is such a surreal conversation that Lucifer is starting to question whether or not he's awake.] Like... fishing tackle or just... strung-out worms? [Inquiring minds Need to Know, need to somehow put Logic to Jack Townsend's Nonsense.

It's the epitome of a fool's errand, that's for sure.]
Did the... signal return after you were out? Although I suppose maybe the hypothermia continued to interfere.
stations: (26)

[personal profile] stations 2023-03-22 04:46 am (UTC)(link)
( One minute, two minutes, three minutes. Kyle's skin is warm beneath his frozen fingers, and feeling begins to ease back into them. He leaches body heat greedily, though it does him no favors — it just seems to kick his shivering mechanism into play, waking up that automatic inbuilt bodily response. His otherwise steady breathing trembles when they hit.

After what feels like fucking forever, the light recedes. He peels his hand away from Kyle's mouth, and a rushed exhale escapes him. His tense shoulders relax, and for a moment, he's seized with such profound relief, he slumps a little, head dipping, forehead accidentally nudging Kyle's chin.

Which is about when his brain kindly reminds him the guy hit his head on a fucking rock and went lights out for a second, so his eyes snap up again, spiked through with concern, to seek out lucidity in the guy beneath him.
)
stations: (ᴀɴᴅ ᴡᴇ ᴀᴄᴄɪᴅᴇɴᴛᴀʟʟʏ ᴍᴀᴅᴇ)

[personal profile] stations 2023-03-22 04:52 am (UTC)(link)
( Ah yes, good, it's working. Prolonged exposure to Jack Townsend can make one question their own sanity. Dreamlike surrealism by proxy. It's contagious. The truth of the matter is it's not just the gas station being the source of all strange things in his life, Jack brings weird wherever he goes, too. Probably courtesy of all that void rift energy he doesn't know he's storing.

Like fishing tackle?
)

No, like-

( With far, far more ease than the steady concentration it took in the pit — and consequently, much more quickly, nearly fluid, he holds out a worm on a string. )

It got better pretty quickly once we got out. Like, surprisingly quickly.
funbreaker: (pic#16108650)

[personal profile] funbreaker 2023-03-22 05:00 am (UTC)(link)
Thancred's been on edge for the past two weeks, but with the location of their lost friends known, as well as the understanding that some of them have escaped but some of them are still in that cave, he's practically gnawing at the bit to get moving, to set out. Plans are still being made, coordination done, and he finds that he doesn't have the patience for it now. Others will handle it, others better suited to that kind of work.

Instead, he's tracked down Jayce for a pair of knives, ones that he now has sheathed at either hip alongside the Gunblade on his back. He will do whatever it takes, once they make it to the island; that much is likely clear now.

He needs to find some way to expend all of this nervous energy, though, which means a lot of laps around Oleuni Square. When he spots none other than Lucifer seated at a table near the marketplace and working on something, he steps over. He'd been in Solvunn for a few days before coming here, so it's been a bit since they've seen each other.

That rage is almost emanating off of him in waves. Thancred isn't deterred by it.

"Keeping busy until it's time to set out, I see."
thedevilwhorose: » hallucination (the shifting snow drifts)

[personal profile] thedevilwhorose 2023-03-22 05:11 am (UTC)(link)
Everything with Lucifer is an uphill battle. If there wasn't one, it would be a blatant lie.

"I'll consider it," he says, if only to get Istredd off that particular brand of lecturing. Whether or not he actually considers it, time will tell. It isn't as though he's kept completely away from being a pseudo-guard, but he'd prefer the others unaware of his shadowing outside the makeshift hospital.

Wilhelm still has his traveling cloak. Lucifer doubts he's getting that back anytime soon, even if he does check in on the kid.

"So does every single other person here," he says blandly in response to the other topic. "Sleep is an illusion we're accustomed to not getting."

Fake it 'til you break-it.
Edited 2023-03-22 05:12 (UTC)
theidlemaiden: (pic#16106061)

[personal profile] theidlemaiden 2023-03-22 05:17 am (UTC)(link)
[ In spite feeling like she's overstepped somehow she can't help but absent-mindedly think that the head tilt on Alucard is oddly cute. She normally wouldn't feel so bad about overstepping something as silly as a nickname but she finds herself giving him a sheepish smile paired with an apologetic giggle. ]

Uh, don't worry about that!

[ Perhaps it's because there's a certain level of respect she has for the man, not so unlike the respect she has for Setheth. And if it had been Setheth in his place, she would be absolutely mortified if he ever discovered that she teasingly thought of him as "Sethy" in her mind. Add in a little bit of sleep deprivation and it's the perfect recipe for an accidental slip of the tongue. She's quick to try and move past the subject. ]

I was looking for a mortar and pestle for one of the healers but I couldn't find it in the obvious spot so here I am. [ She takes quick stock of the set up in front of him. ] I can look for it myself though. I don't want to interrupt you.
thedevilwhorose: (give me your soul)

[personal profile] thedevilwhorose 2023-03-22 05:25 am (UTC)(link)
[What unholy creature is that?

See. See. It's things like this that he thinks answers his entire issue with Humanity. And he's--relatively--sure In the Beginning there wasn't some equivalent of worms on string.]
... Well. Congrats. You've gotten better at. [That?? Things???? His abilities, technically. But Lucifer literally has no ending to that sentence he just stops, stares, and walks right back out the way he came.]
righteously: (¹⁵ Mʏ ᴍɪɴᴅ ʀᴀᴄᴇᴅ)

[personal profile] righteously 2023-03-22 05:33 am (UTC)(link)
( He's going to die. He knows that, he's more than made peace with it. Hell, he's asking for it. Days ago, if not weeks, though with slightly fewer concrete details then. He's tired, he's afraid of himself. Every minute of every day lately, he's afraid of himself. He's ready for that to be over.

But he couldn't. There was one thing holding him back, one mission, one thing he had to do before he could just let go and let himself give in, be at peace, rest.

Bring Cas home.

One last good, right thing that he can know with absolute certainty is him, and not the mark. His desire, his ambition, his own burning need strong enough to supersede the grip the mark's got on his mind and soul. He needs this, and the flood of relief that hits him when his body finally properly accepts who it is he's got in his arms is better than any high he's gotten from the mark after any kill.

Sam will be okay. He'll take care of Jo. They'll take care of each other, they'll take care of Cas. The three of them and Jack will be able to pick one another up and move on, fill in any gaps. They'll be alright. They won't need him.

He's almost done. Just a few more steps, just a few dozen yards out of this cavern and back to the boats.

For all Dean tends to be a germophobe, he doesn't seem to mind the grime coating Cas. Doesn't seem to notice the sores, the grit on his shirt, the dirt that fingertips are dragging into the short crop of his hair. Doesn't mind it even when he finally reels back to get a good look at Cas, to meet his eyes. To raise a hand and curl unsteady fingers around his jaw, thumb to cheekbone, holding his face, looking. Openly searching his expression, as though to confirm it for himself whether okay is true.

It's not, but it's close enough for now.

(It's him.)

He's still searching when his brother moves, dragging Jo in with them. For a moment, sterling and bright, things almost feel complete. Dean almost feels it, that rare, fleeting sense of fulfillment in an otherwise gaping wound he always, always, always, carries.

And then a large stalactite breaks away from the ceiling, slamming down onto the cavern floor some ten feet away. Dean jerks back to look at it, then at the roof, and then at the rest of them.
)

The place is coming down. We gotta go, now. ( More firmly, nearly a bark: ) We'll do this later. Move.
Edited 2023-03-22 05:37 (UTC)
ushiri: (pic#16104266)

[personal profile] ushiri 2023-03-22 05:34 am (UTC)(link)
[ You really aren't doing that?

He shakes his head with a short laugh, still just as perplexed as Claude. But if it's helping, he's not going to puzzle over it too hard right now. As long as it's helping and not hurting, they can figure it out after everything else -

As Claude continues, his features turn a bit grim, and he nods. ]


We heard. Some of the others you've escaped with made contact here too.

[ In whatever brief moments of safety they've managed. His frown deepens. ]

Some of you had trackers that were functional. The others that didn't make it out must still be on the island... [ That's where all signs were pointing until now. ] We're still trying to pinpoint the rest of you in the mountains.

[ Which is why they haven't left yet. His hands are still on Claude's shoulders - he raises both eyebrows and tentatively lifts them an inch away. The warmth in his hands subsides, and he studies Claude's face to see if that has an ill effect on him. ]
stations: (003)

[personal profile] stations 2023-03-22 05:44 am (UTC)(link)
( Woerm sin. It is woerm, ready for woerm sin.

Calls out after Lucifer's retreating form, a pleasant:
)

Thanks.

( By the time Lucifer leaves, Jack is already holding another cup of pudding. Strangely, the thing is exactly as empty as the original one had been, and yet he hasn't eaten any of it. Apparently he's just manifesting them mostly-empty. Maybe it's because he only ever remembers hospital pudding at this stage in its lifespan — lucidity only tends to filter back in after half a pudding cup is already in his stomach.

To the empty room, he says an equally pleasant:
)

Bye.

( And then takes a bite of pudding. )
righteously: (¹⁵ I'ᴍ ᴊᴜsᴛ ᴍᴀᴋɪɴ' ᴍʏ ᴘʟᴀʏ)

[personal profile] righteously 2023-03-22 05:53 am (UTC)(link)
( He waits as dawn comes and passes. Waits with energy that is somehow both restless and stoic at the same time. Amazing the kind of steadfastness and determination he can muster on occasion, when it's over somebody he's worried about.

He's waiting on the hood of his car, hips on the metal, arms crossed over his chest, staring at nothing in particular on the ground a dozen feet ahead of him. If he could've mustered this kind of steely resolve when they were meditating that first time, he might've actually pulled it off.

And then Geralt's movement catches his attention and he looks up. Slowly pushes off of the Impala, so he can stride forward-

-and immediately pull the guy into a hug.

He didn't really wanna talk, man, he just wanted to see with his own eyes Geralt was okay. This is, apparently, accomplished by slinging arms around Geralt's shoulders and wheeling him firmly in. Only then does he finally speak up, to say:
)

You look like shit.
mobezon: (016 | future dwellings)

𝐑𝐄𝐍𝐎 — whac-a-acolyte;

[personal profile] mobezon 2023-03-22 06:14 am (UTC)(link)
{ sometime during the fourth week, they reunited with other summoned. he didn't recognize most of them if he were to be honest. they've been slowly getting away from the acolytes. some of them were being dealt with along the way, but their main aspect was to endure. louis tried his best to keep people moving. after having nourished properly with open game, he could move ahead of others but something about it didn't feel right. since their group had escaped the pit, they had to all make it back together.

for days, he had slowly begun to hear a heartbeat that was out of sync. one night it was clearer, closer, and other times it was almost hidden and far away. they were being stalked. when they met up with the search team, the weather remained at low temperatures for them to continue to endure on the way back.

the faint heartbeat off course bothered him still. if they had any chances of continuing towards the portals they were told about, they had to up their chances. his decision was made for him when when the fog hid the light enough for him to move towards the woods, past their huddled camp settling down to rest. on his way, he did spot the young man that had beaten him at cards in nocwich long ago. his bright red hair was difficult to miss amongst the stark white of the snow. }


Reno, was it? You seem like you can keep up. There's someone out there. Come if you want to use your stick. { weapon? metal rod? he barely got a glimpse of it before turning. louis makes his way over the hill that'll lead into another steeper part. he stops atop, considering sliding down it. }
Edited 2023-03-28 07:10 (UTC)
theidlemaiden: (pic#16095209)

[personal profile] theidlemaiden 2023-03-22 06:15 am (UTC)(link)
Someone close to the queen was killed, I think.

[ Hilda loved gossip as much as the next person, but it's hard for her to admit that she paid close attention to something that she hadn't been here for in the first place. She has however heard enough about the queen in Thorne and well, even she doesn't want to get caught on her bad side. She's got enough to deal with a cranky Emperor back home who wanted nothing to do with sitting down and talking about something amicably. ]

I don't think the Free Cities are completely blameless either. They attacked Thorne in retaliation. [ There's a bit of a sigh from Hilda at that. ] If I was going to be pulled into a different world I wish it wasn't one that had been on the brink of war.
unwings: (castiel00186)

[personal profile] unwings 2023-03-22 06:16 am (UTC)(link)
[ under exam, cas breathes in deep, straightens his spine, tilts his chin up and does his best to look better than 10 pounds of shit in a 5 pound bag beaten with a crowbar and run over by a semi. it doesn't change much, but he's upright and holding most of his blood on the inside of his meat suit, so all things considered, it could be worse. For all that, he's still beaming at dean, lit up from the inside and secure in the ease of finding the other in their eyes.

Sam drags Jo and the rest of them into a hug and Cas swallows thickly around the emotion welling up in his throat. he reaches out to grip Sam's arm and curve over Jo's shoulder, reassuring the solidity of them. he could get lost there, succumb to a new dream of home and hearth.

cas barely jerks when the stalactite falls. after the human-vine flesh meld, shrine monster rampage, the gooey spore bloom explosion and the last 24-72 hours straight of rocks fall everyone dies - this might as well happen.

right, yeah, surroundings caving in, severe flooding. he blinks slowly through the hazy, ascension delirium and sighs, like he's only spent too long in wal-mart with screaming children and grandmas counting out pennies at the register. ]


Yes. I'd like to go home now.

[ cas grips to the back of Dean's coat like a child instructed to stay close and not get lost in Disney World, because that's essentially what he boils down to after a month of being wrecked body, mind and soul. he's fever drunk and dizzy and limping, and the best way to keep up with hunters on the move is just hold on. at least dean's likely to notice when he stumbles over a rock or vine or stray decomposing torso.

at this point, cas is out to lunch, cas is a leaf on the wind, cas will dive into any suspicious sea water pool or scale any mutant kaiju turtle you want him to. his work is officially fucking done here, the rest is on y'all. ]
blackeyedprince: (from afar)

Kell Maresh | Thorne | Lost | Escaping

[personal profile] blackeyedprince 2023-03-22 06:19 am (UTC)(link)
[Closed and open starters in comments below. Plotting comment is here. Feel free to poke me on plurk at [plurk.com profile] bitweaver if that's more convenient.]
blackeyedprince: (Default)

Week 3 - Escape through the webbing - Closed to Wilhelm

[personal profile] blackeyedprince 2023-03-22 06:21 am (UTC)(link)
Through the web - closed to WIlhelm
A rock crashes into the cave floor, splintering into dozens of smaller shards with sharp, pointy edges. It's enough to wake up Kell from his sleep. Days, no weeks, spent in this dank cave with constant danger always lurking on the edge of darkness, taught him light sleep.
He's on his feet in seconds, grabbing his makeshift weapon he got from Castiel, blinking away sleep, looking for the rest of his tiny group.

"Wilhelm!" Kell yells.

Ground shakes, more rocks fall from the ceiling along with unidentified chunk of some organic materials, wet and soft enough not to hit the ground on impact but rather splatter on it filling the air with suffocating stench of decaying flesh. Kell resists the urge to cover his nose and mouth to shield himself from the stench.

"Wilhelm! Where are you?!"

Saints, did he really had to wander away during the night again?!
mobezon: (142 | future dwellings)

yesss

[personal profile] mobezon 2023-03-22 06:33 am (UTC)(link)
It starts as a low rumble, one he thinks he hears in his head only, to discover the vibration is coming from the ground he's stepping upon. The whole pit had shaken enough that he stumbled backwards. He saw the shrine split open to let out what had been within, and he must have stayed on the floor until he heard the unfiltered panic of too many people scrambling. He caught phrases, from some indicating an escape. Waking from the fever dream he'd been only caused shame to arise. He could have stayed on the ground longer, but among everyone when he heard his name, he turned to try and find it. He'd been here before.
Istredd?
He remembers the mage. He can sense the desperation through the short connection filtering through, only possible through the ties of his amplified ability feeding into Istredd's. He gets the flashes of the young men, and they are boys if he had seen them around. Perhaps, he had gotten a flash of them around the pit, but Louis can't recall much.
People are escaping right now. You—
He doesn't need to say it, that Istredd might not be. Louis gets up to truly see people scrambling, and he spots where the bone serpent had been, where he'd spilt blood then. People are going through a webbing. He considers the tunnels instead, where more are going through. A native woman ends up falling near him, and he moves to help her up. It's all going out of control. He still memorizes those boys' faces.
mobezon: (019 | past reflections)

bringing his own little rain cloud

[personal profile] mobezon 2023-03-22 06:40 am (UTC)(link)
{ he can count on his hand how many times he's entered the horizon. each experience has been jarring, but he still tries again. he has to stay in the dark cave and wait the sun to settle, so he meditates then, lets his spirit go where it wants. it's aiming somewhere he once called home - he had built a home within people for a long time; he continues to be a fool.

it isn't what he expects. there's a line of desperation to his gaze when he finds a thunderstorm in its place. he can see a tiny home in the distance, but it indicates something forbidden to it. he once again wonders if he had landed in someone's domain like the first time. he hadn't intended to intrude upon kyle's place. circumstances are now different. he stares off at the thunderstorm. he might as well be a statue with the amount of restriction he setting upon his person as he stands still. he's also wearing vintage 1910s attire.

it isn't until he hears the voice that he tenses. the pit has marked him enough that he'll fight if he has to. it's the displeased he perceives that sets him on edge, and he nearly does not recognize the sound until he turns and sees who it is. }


It seems I have. This is not... We've met once, haven't we?

{ alucard, was how the young vampire had introduced himself, he recalls. that brief visit to nocwich seems ages ago. a less tiring time. }
Edited 2023-03-22 06:43 (UTC)
mobezon: (066 | future dwellings)

𝐈𝐍𝐄𝐉 — stealth;

[personal profile] mobezon 2023-03-22 06:57 am (UTC)(link)
The groups have reunited together. Louis had decided to keep his distance while the fire crackled in the rays of the sun going down. It would be considered his morning while everyone else was descending into night and soon would fall asleep. He'd volunteered to watch, but he was growing hungry. It's been days since they broke from the pit.

He'd mostly been memorizing the faces of everyone, regardless if they didn't interact. It kept him occupied. Louis wasn't going to actively check in on folks, since some of them seemed wary of him (the natives, mostly). He's grown used to the stares. Although, he suspects some might have witnessed his lack of control on occasion. It's only fair to avoid him. Almost eating a native didn't give anyone points. Inej had been the first face he recognized. Releasing a shrine monster brought shame upon his person after the fact. He wasn't sure how she'd react if he approached her right away.

It was when he found himself near the same tree as her, a whisper of cold passing by them, that he finally approached her. He might have been keeping an eye from far away, even if they barely knew one another. She was capable, but part of him can't help it. Louis isn't able to feel the cold as many. He's still sensitive to regaining some of his abilities so he shivers when he leans against the tree. The flames of the nearby fire keep close by. His tone is nearly quiet.

"Castiel didn't make it out."

A statement. A fact. An acknowledgment. Time to pour one out for the angel.
blackeyedprince: (Default)

Week 3 - Survive the cold - OTA

[personal profile] blackeyedprince 2023-03-22 06:58 am (UTC)(link)
It has been a frantic escape. First through the creepy, suffocating webbing, then the fragile ice. Finally, on the solid ground, Kell realized he's not really dressed for the weather, and it's the least of his problems. When looked over the fractured surface of the lake, with its dark shapes lurking under the ice, he realized not everyone made it. But they have to move. They might be out of the cave, but they're still far from safety. So he doesn't get the luxury of wallowing in what might quite possibly end as survivor's guilt.
Kell tries to make himself useful. To do anything not think about those that stayed behind, and what might happen to them.
By the midday, he knows it, he has his magic back. The only thing that was blocking it was the cave. He's very generous with it, melting ice then boiling water, going out from the their moving camp to collect firewood or just chasing away the circling wolves with open fires when it's his turn to watch the camp. Sometimes, he even succeeds in hunting a surprising a rabbit long enough to find and stop its little heart. But it's hard, and he feels awful every time he does it. Whatever he does, he's glad for the company. It keeps him from thinking about people they left behind.
blackeyedprince: (stop trying to hit me and hit me)

Week 4 - Pursuing Acolytes - Payback time - OTA

[personal profile] blackeyedprince 2023-03-22 06:59 am (UTC)(link)
This time Kell is prepared. They ventured away from the main camp to collect firewood. This time when he sees them, he recognizes the signs. A bundle of dead shrubs, a desiccated corpse of a mountain rabbit, and then there's the earthly, humid stench that reminds him of the cave they escaped from. The wind carries it even before Kell is able to see the pair approaching. Any other time maybe he would let them be. Not now, though, not with those people. Besides, one of them is clearly a tracker, he could find enough clues to lead both of them to the camp.

Kell turns around to the person he paired up with for this foraging trip.

"I take them down" he whispers "But I need you to watch my back. We don't know if they didn't come with more company."
mobezon: (015 | past reflections)

team vintage reporting

[personal profile] mobezon 2023-03-22 08:20 am (UTC)(link)
{ since he had to find cover during the daylight, he was able to find a cave where no one would disturb him. it was a gamble, considering louis had to wander off the group for his own protection. it's not as if everyone knew of his condition, or rather he let them think what they wanted. all they needed to know was that he would always catch up.

after putting his body through the strain of hunting in ways he hadn't ever had to do, he decided he might as well try another horizon visit. last time he landed in a thunderstorm, but he was willing to risk it. what he didn't expect was for what seemed to be a tranquil view when he saw the hearth in stone looking upon him. louis hasn't visited many horizons. he can see the outline of a person and the closer he gets, he's able to make out it is claire. the only difference between the louis she met in solvunn and the one in the horizon is that he's wearing his period clothing from the 1910s. his wounds are upon his person, visible to the eye. there's a particular claw mark upon his face from the boar he was tracking and managed to wrestle.

it seems, even in the glimmer of a horizon where anything is possible, his wounds were resisting visually. it meant his mind wasn't sound enough to show a healthy version. }


Didn't reckon I'd visit like this.
frontlinetitties: please do not take (pic#14912118)

[personal profile] frontlinetitties 2023-03-22 11:02 am (UTC)(link)
Lenore's hands on her shoulders feel solid and real and good. She's almost convinced that this is it, this is happening, she really is going to get the fuck out of here-- but when the vampire leans in to kiss her, she kinda has to wonder. This would - after all - be just the kind of scenario she would dream up; a gorgeous woman come to romance her in her final moments before death descends. Her lips are cracked and dry, there's a little shiver of pain as their mouths meet, and perhaps it's this - ultimately - that solidifies the boundaries between hallucination and reality.

"Oh fuck, you really are here," she breathes out the words as she pulls back, "we need to get the hell out of here."
catholica: (MM107004889 copy)

[personal profile] catholica 2023-03-22 11:15 am (UTC)(link)
Yeah? That's good.

( he wants to hope it's good. he's running on adrenaline now, just staying upright because it's all he knows how to do. he swallows a few times and rubs a hand over his face. )

I haven't talked to Wanda in awhile. But, last I did, they knew where we were so I guess that's... that's something.

( not much but it was something. progress. )
blackeyedprince: (hi)

[personal profile] blackeyedprince 2023-03-22 11:33 am (UTC)(link)
It's easier for Kell to track time when there's an actual Sun over his head or not. Those there are moments when he's not all that grateful for the Sun. It gives little heat, and the glare of the sun rays against the snow is brutal for his eyes. Long time ago - back home, it feels like another life entirely - he had heard you can go temporarily blind from staring at the snow on a sunny day for too long.

The mayhem of the escape, the mad run to get off the lake before it drowns them all, the arduous trek through the snow covered mountains. All that should have exhausted him enough so that sleep won't be a problem. He is sleep, he is tired, but whenever he closes his eyes, the nightmares come. So after tossing and turning in his place way too long, all he can do is move.

It seems he's not the only person who can't sleep. Kell smiles when he recognizes who's there crouching in front of a sparse patch of vegetation. He can't really tell what is that Clause is looking at.

"Found something interesting?"