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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.

cryptsleeper: <user name="malagraphic"> (wreck with great glee)

[personal profile] cryptsleeper 2023-03-24 11:25 pm (UTC)(link)
So?

[The question's tone is even handed rather than condescending or any other flavor of rude as hell. Alucard leans himself against a larger box, one eyebrow raised.]

If you're willing to learn and be an extra set of hands whenever you're needed and whatever for, I don't see the problem.
gynvael: (107)

[personal profile] gynvael 2023-03-24 11:29 pm (UTC)(link)
[ It isn't Ciri's hand he ends up taking. Her friend will do. Geralt ignores any protests, slings Caityln without ceremony over his shoulder, and forces his way through the widening gap. He doesn't look back. Not for Istredd, not for Nero, not for anyone who made their choice.

There isn't time.

For a second or two, it feels as though his head, his lungs, might burst. Then he tumbles out, landing roughly on his knees, catching Caitlyn before she can hit the ground (ice) just as hard. Fuck.

His eyes dart to the left, searching. ]
Ciri?
beautifullies: (тнe deep нearт'ѕ core.)

[personal profile] beautifullies 2023-03-24 11:31 pm (UTC)(link)
[ The worry on her face doesn't go anywhere, but as soon as he's sitting, she washes her hands at the sink before drying them on a clean cloth. ]

If I can help with finding your way, please, you only need to ask.

[ Claire begins to appraise him, this time checking his face with gentle hands. Realizing what he's said about turning, she pauses curiously. She's already decided she likes him, so whatever he says, she's sure that won't change things. ]

I've always been good with a knife.

[ No need to elaborate on that one and go into detail about the day she shanked a man in the kidneys. ] What did you mean by 'before you turned?'



beautifullies: (496)

[personal profile] beautifullies 2023-03-24 11:52 pm (UTC)(link)
My world used to be very religious. Actually, a lot like the people of Solvunn, except if you prayed to more than one God you were usually a heathen.

[ She says this with a roll of her eyes. ] In any case, I once saved a little boy's life when a priest could not. I knew one too many cures for things and spoke my mind. So clearly, I was a witch. I nearly burned at the stake, but Jamie rescued me. Things can't be taught that I already know, and if I do them, I have to be clever about it.

[ It gets so much worse, she can't even imagine. But that's a problem for her future. ]

But again, it's better in Bree's time, more like what you're saying. The King in my country died and his daughter has been Queen now for quite a while with no sign of stopping. No women in charge of religion, that's asking too much.

[ There's another roll of her eyes. ]
magicalarchaeologist: (014)

[personal profile] magicalarchaeologist 2023-03-25 12:28 am (UTC)(link)
Istredd did have a moment just before everything went dark when he did think that might be the end. He didn't expect to survive, it was chaos and violence, and people were getting out which is all that mattered. The kids were out. Ciri and Geralt were out. His promises were kept. It felt like it was okay to give up, he did his best.

He partially came to when Steve was carrying him, confused and in pain, in and out of consciousness with confusion about what they were doing. By the time they were in the new room he was out again, and Istredd shudders when water goes into his face. He winces away and starts to wake up, the pain in his side flaring to life as soon as he opens his eyes.

"I got stabbed," Istredd murmurs, perhaps a little in shock about that. It's his first time. There isn't much stabbing in the library. The wound itself is not that bad, he's not in any danger of bleeding out, but it could get infected the longer they stay in an unsanitary situation. For now just applying pressure to slow it does at least something and he forces himself into a sit.

"What is going on now?" He focuses on Steve's face. Of course it's Steve.
subhuman: (pic#14174665)

[personal profile] subhuman 2023-03-25 12:33 am (UTC)(link)
Dante absolutely heard about the guy who was heckling the High Mage. Honestly, pretty understandable given everything that's happened. Dante holds no specific loyalty to Thorne, even if they're the ones who have let him whip his own ass cleanly these past several months. They're also the ones that dragged him here.

So when he spots the culprit in Nocwich--presumably here to work on getting the missing back too--Dante has to call out in turn...

"They let you out of the clink, huh?"
philancer: (058)

[personal profile] philancer 2023-03-25 12:37 am (UTC)(link)
[ Sylvain grimaces at that before waving a hand dismissively. ]

I've been worse. At least we have the cave for shelter from the wind. It might take me a minute, but I think I can get that lit. My magic's still being temperamental.

[ But he crouches beside the small fire, chafing his hands together to warm them up before trying to reach for the guttering flame he can still feel within his magic reserves - desperately low as it might be.

It still takes him several tries before he can get so much as a spark. And then a few more tries before the wood is dry enough to catch fire. But he's patient - and stubborn - and a short while later they have the start of a fire crackling between them.

He heaves a quiet sigh of relief, letting on that he'd been more than a little worried he wouldn't be able to get it to start. Still, with that achieved, he gratefully extends his hands over it a little closer to start warming up. Claude had headed the other direction down the cave to see what was there, while he'd taken this end, but he'd get up and fetch his friend in a few moments if he didn't find his way back on his own. ]


There. Way better.
philancer: (058)

[personal profile] philancer 2023-03-25 12:40 am (UTC)(link)
[ He gives a dramatic groan, shifting thickly-bandaged hands up to clutch at his chest - except not really because he can't bend his fingers much like this and also his torso is nearly as heavily bandaged as his hands are. ]

Ow. Now I really am mortally wounded, Hilda. [ Even if he's shooting her a tired grin.

A moment later, he reaches out a hand to her. ]
C'mere.
itookashot: (KY_123)

Drive by

[personal profile] itookashot 2023-03-25 12:45 am (UTC)(link)
[ It was a waiting pattern for far too long before the news went out that some of them managed to escape. For Jesper who has been tunnel-visioned this entire time, all he needed to do was hear the names of his people in the escape to get ready to go searching. He's been pacing around, trying to keep himself busy, carrying things and unable to stay still. Now at least there's a goal. Maybe a plan, although he doesn't care what it is. Point him and he'll go.

He is gearing up when he spots Rhy, allowed his weapons only in this situation at Nocwich which is for the best, they'll find out when everyone gets back arming him is always a bad idea. Jesper has his metal torso armor on that doesn't really make sense until people see him in action, and his warm coat is dark subdued brown. He holsters his weapons as he crosses over Rhy. ]


Hey, sweetheart.

[ Rhy ended up being his only lover not taken which may be one of the reasons he didn't completely lose it. Every person left alive and safe helped his sanity, but not enough for him to come back from the blood lust easily. Jesper pulls Rhy into a hug. ]

I'm going after the escapees, I'll get them back.
blackeyedprince: (sometimes i wonder)

[personal profile] blackeyedprince 2023-03-25 12:45 am (UTC)(link)
Kell crouches near to have a better look. He raises hand and calls a small flame to hover of his outstretched palm, illuminating the plants beneath. It's not great feat of magic, but there are few things that make him happier now that being able to do such a small thing.

"I know this one," he points to the first plant. It's similar to the type he's found in the cave, but healthier and bigger than any of those that grew there. It could be the same species, just less sickly. "If crush its leaves and smear the juice over the wounds, it should prevent them from getting infected. It's a common ingredient in healing potions."

He tilts his head to the side, trying to remember where he's seen the last one. Than it dawns on him. Of course! That's actually quite funny. Childish, immature funny, but still funny.

"I know nothing about the use for the leaves, but I know that you can put the dried root into your tea to make it sweet. You just need be careful not to go overboard with it. Unless you want to spent your afternoon on the toilet."
blackeyedprince: (do i even)

[personal profile] blackeyedprince 2023-03-25 01:14 am (UTC)(link)
Kell does everything that Kyle tells him to. He takes the berries, and the coat with gratitude. Hunger is significantly less of a problem than it was in their captivity, but the cold took its place. It's the kind of cold he has never experienced. Having been snatched from the street with only the clothes he had on his back, he was unprepared for it. It's a creepy, insidious kind of cold. One that sneaks up on you the moment you stop moving.

The warmth of Kyle's coat melts away some of the iron resolve that Kell has been holding on to by sheer force of will, and he staggers. Suddenly, he feels dizzy again. He's been away from the camp for too long, didn't even realized how much the cold was able to get to him, his strength slowly seeping out with each step of this trek.

Lucifer's words snap him back into focus, draws his gaze from Kyle to Lucifer.

"Good," he says. "They will need both numbers and competence."

Kell hesitates. It would have been so easy to say nothing; just let guilt slowly gnaw at him. At least he'd avoid Lucifer's inevitable rage when he learns what Kell did. What he let Istredd make him do. But he also knows that if this was him, he would want to know, and it's both cruel and cowardly to stay silent.
Kell looks away before he finally musters the courage to speak. He must say what has to, but can't look Lucifer in the eye while admits that he just left Istredd to whatever fate the Acolyte planned for them. Fully aware they could, and probably would, retaliate on those that stayed.

"Istredd is still there. He helped us escape, but he didn't make it out himself."

Each word dripping guilt like blood. And I left him. Kell doesn't say that. As he doesn't say that Istredd practically kicked him out, made him promise he'd drag Wilhelm and Mat out. He did that. So, in theory, he shouldn't feel so rotten now.
itookashot: (KY_06)

[personal profile] itookashot 2023-03-25 01:34 am (UTC)(link)
The words mean everything to Jesper even if he can live without them and always has. He's good at reading emotions and gestures and he knows how much Kaz cares. It still feeds a part of his heart that desires validation, and beyond that, being loved by Kaz Brekker is special. He tears up a little bit, he's all emotions these days, raw and unstable, clinging to Kaz.

"I'll be okay when every person who laid a hand on you or took part in this is dead. I'm going to make them suffer." This will become very clear when they do actually meet up as Jesper seems to have nothing that can stop him from killing everything in sight. It's never been so personal before. He now knows what bloodlust really is. He knows what drove Kaz after Pekka all that time. His heart has turned to stone for anyone who isn't them.

If any of the acolytes do make it out of this alive and in custody, it probably would be smart for Jesper not to know where they are. He doesn't have to be close to kill.

"I don't feel like myself, I've never enjoyed other people suffering so much." That is a truth Kaz is aware of. Jesper's a killer and he has done it many times, some at Kaz's command, but he did try to make it quick. He never did it out of love of violence, only necessity. But the pain in him has turned outward.

"I just ... need you all back. I'm not me without you."
thedevilwhorose: (oh the joy his sorrow brings)

[personal profile] thedevilwhorose 2023-03-25 01:45 am (UTC)(link)
Ah. Hell.

"I know," he says, definitive and concrete. He's known since the very, very beginning, after Istredd told Lucifer that Wilhelm was there, and after Lucifer told him Kell was. It only solidified with Istredd's desperate--as desperate as text can be--message that they were out and that Lucifer needed to get to them.

This was always Fated to be the end result.

It's the only reason Lucifer was on the Search team, not Retrieval. It'd be real pointless to not follow it all through in the end.

But Lucifer is frowning at Kell, likely not the reaction Kell--or either of them--expected. Lucifer has no familiarity with guilt; he will brush it off and play the victim every time. Except. He glances at Kyle, only a flicker, and then focuses back to Kell and steps forward, keeping slow. Less the hunting predator as his slowness had indicated mere moments earlier and now making sure that Kell knows he isn't about to lash out.

"It's not your fault," Lucifer says, in a far softer tone than what should exist from him, especially for someone who had just been literally at Kyle's throat.

"Nothing else was ever going to happen," he continues. "He had one goal from the moment he knew who was in the cave with him. He intended to give himself over to whatever was in there if it got all of you out. He knew it, I knew it, there was no convincing his stubborn ass otherwise."

Not that Lucifer even bothered to try. It wouldn't have mattered. Pushing would have just made Istredd more upset.
itookashot: (KY_123)

[personal profile] itookashot 2023-03-25 01:56 am (UTC)(link)
Information gathering was one of my jobs in my world, it comes naturally.

[ Jesper can tell that she's the same kind, although she's definitely at a higher level than he is. It's like she has his and Inej's strongest espionage skills wrapped up in one mind. He admires that. If they were in any other situation he would be playfully teasing and flirting with her like he does everyone. Jesper is usually one of the warmest and friendliest people out there, but it's like the personality has been stripped out of him like the color on his clothes. ]

I'm pretty sure everyone owes you at least a drink each after this.

[ 'After this' being something they probably all need to believe in. Jesper refuses to think any other way because it's simply impossible. After a beat one side of his mouth quirks. ]

I definitely didn't expect to end up deep sea diving in a ridiculously huge creepy suit.
widows_kiss: serious, curious (IM2 010)

[personal profile] widows_kiss 2023-03-25 02:03 am (UTC)(link)
[ She lets her lips curve at that, even if the expression is a little tired and worn by this point. She can function longer than most on little rest, but it’s been weeks, and even her endurance is reaching its limits. ]

I think we’re all going to need a drink after this. And maybe a week-long nap. [ She leans back against a stack of crates she’d been sorting through, crossing her arms over her chest. Although his comment gets a quiet laugh from her as she shakes her head. ]

Yeah, I couldn't have predicted that one either. At least you got a new experience out of the ordeal? [ Silver linings, right? ] Honestly, any rescue mission that doesn’t involve time travel is already a sight better than my last one. [ …Literally and figuratively.

Still, she gives him a curious glance. ]
Have you heard from your friends?
malicieux: [ icons by <user name="jessecuster" site="insanejournal"> ] (082)

[personal profile] malicieux 2023-03-25 02:05 am (UTC)(link)
[ Lestat's already made up his mind about what to do. While initially his thought had been to go with those intending to negotiate the release of those who were still trapped, he knew he'd find more purpose and gratification aiding the search parties. Before everyone sets out, though, his curiosity leads him to Nocwich where preparations are underway to receive those who were taken.

He recognizes Rhy, of course. They haven't had much chance to speak in light of all the things that have happened recently, but it's that familiarity that has Lestat making his way towards the other.
]

Will it be enough? [ He refers to the resources being pooled together here. ] To help all those who need aid, I mean.
magicalarchaeologist: (199)

[personal profile] magicalarchaeologist 2023-03-25 02:07 am (UTC)(link)
Istredd slept even less than the people who went through the ritual because their delirium gave them periods of it. Bad sleep or not, it happened. Yet he still finds himself awake more often than not, perhaps because he feels unsafe even now. That hypervigilance is going to take some time to get past. If he ends up passed out for a week, at least everyone will know it is very needed and inevitable.

He takes the berry curiously, raising his eyebrows. "A Singularity gift, I'm guessing?" Istredd is assuming because it is fruit from the domain, and/or it is similar fruit from whatever the domain is based on. It seems unlikely Kyle can just create it, but perhaps he always has been able to. He sees the gesture for what it is though. Kind.

Istredd does forget to eat and he looks already like he's lost weight, having always been pretty lean in the first place. It's been a month that felt like a year. "Thank you, for this, and also for everything you did to get us out. I was able to get bits and pieces of what people were sharing." Meaning he does know how determined Kyle and others were to save them.

"Jack was sorry he missed the giant turtle saving us. Genuinely sorry." He smiles because he likes that about Jack, honestly.
thedevilwhorose: » hallucination (the shifting snow drifts)

[personal profile] thedevilwhorose 2023-03-25 02:10 am (UTC)(link)
[He's really not used to being fretted over. He shifts away slightly. This is weird. Please stop.

He does completely ignore the two and their... affection. It's unimportant to him.]
You wanted me to do something. [In reference to their "conversation" in Thorne's castle halls, as though it needs to be said. Lucifer hasn't stopped "doing something" the moment Thorne gave them their pink hallway permission slip. He tilts his head to one side.] So this is me. Doing something.
magicalarchaeologist: (137)

[personal profile] magicalarchaeologist 2023-03-25 02:22 am (UTC)(link)
  • I'm not going to make it out, I'm helping keep the webs open.


  • Istredd is banking on the fact that the exits, no matter which way they go, will still have them out in the open and able to meet later. There is no proof of that, outside of logic that wherever they're flooding out of needs to go somewhere. If Louis won't be able to see them again, that will not be his responsibility, but in case he does.

    They are boys, and if he sees them again, he will understand that from the fear and youth on their faces. Teenagers or barely over, and even Kell with his harder experience was not ready for this. They're Istredd's responsibility and he made sure they got out, but it's not enough. Any chance he can up their chances of survival he'll take.

    He is holding the webs open instead of staunching his wound which is probably why he will be passing out as soon as this is all over. But for now, his determination is keeping him conscious. Istredd doesn't know where Louis is, but he is alive enough to answer. And he's strong, he's a vampire. He has faith.

  • If we're alive at the end of this, I'll give you a sun ring. It's the least I can do.


  • Istredd has managed to come up with something that should work for vampires. Louis may be in Solvunn, but he can also tell Wanda the spell. She can do it. Either way, he wants the vampire to make it. One of them should live.
    malicieux: [ icons by <user name="jessecuster" site="insanejournal"> ] (083)

    [personal profile] malicieux 2023-03-25 02:24 am (UTC)(link)
    Of course I'm here.

    [ As if he could be anywhere else right now. As if he'd leave Louis alone after such an ordeal, when Louis had tried so hard to reach out to him during it.

    While the whole thing is ideal in the way it plays to Lestat's need to solidify himself as vital to Louis' existence, the real affection for Louis is bubbling too close to the surface. He considers himself lucky that Louis isn't fully himself at the moment, lest he see that crack of vulnerability.

    His thumb passes over the other's cheek.
    ]

    I will find you any coffin you want. First you need to let them help you.

    [ Lestat would prefer them to be able to take their leave of this make-shift medical centre soon. He hates the sight of Louis on a sickbed. The last time he'd stood beside someone he loved who was ailing, he had turned her. He couldn't so easily solve Louis' illness now, and, truthfully, he didn't know if the cures here would help someone who wasn't human. ]
    thedevilwhorose: (unknown the unlit world of old)

    [personal profile] thedevilwhorose 2023-03-25 02:28 am (UTC)(link)
    He ignores the skin-crawling sensation that almost feels familiar, but it can't be. Chalks it up to the near-constant itch pushing him towards the Horizon.

    Did anyone not hear about That Incident?

    Unlikely.

    It does mean that this is definitely someone from Thorne. He doubts news of his temporary incarceration traveled outside of the faction.

    "Apparently!" he crows. Makes a face, tone turning to mockery, and a stage whisper, "I think they needed that all-hands-on-deck vibe going strong. I bet even if I got my hands on the little weasel's neck they still would've let me out the next day."

    He glances up from his work, does a double take as his focus solidifies with eye contact, frowns, and then almost recoils. Oh. Oh. That is certainly not the Horizon Itch.
    Edited 2023-03-25 02:29 (UTC)
    theidlemaiden: (pic#16006947)

    [personal profile] theidlemaiden 2023-03-25 02:52 am (UTC)(link)
    [ The usual go-to reaction to Claude being awful is usually some sort of physical one, which can include but is not limited to a small pinch, discrete pinch, a well aimed prod to the side, a swat, and when it's really warranted, a punch. Fortunately, she has more self-restraint than that and is unlikely to forget the wounds that she helped dress any time soon.

    Unfortunately for Claude, thanks to the new pit beard he's grown she has something else to use to her advantage instead. Her free hand reaches up to give his beard a gentle but firm tug. ]


    I think your shins are the least of your worries. If you keep being mean, the minute you fall asleep I'm leaving to go check on someone else.

    [ They both know that isn't true. Hilda's annoyance doesn't linger, worn away by the warmth and familiarity that Claude's body provides. No matter how she feels on the inside, her body always manages to betray her, tension and worry slowly beginning to melt like they were nothing more than a fleeting nightmare. She'd love, she thinks faintly, if that were really the case. A younger version of herself would have happily compartmentalized it away, easily pretending whatever had happened to them away because what mattered was the present and being with him here. She knows that isn't possible, not really. But she wants to let that be the case for now.

    She can't though because Claude freezes and Hilda's eyes fly to him, lifting whatever little weight she had leaned against him. She waits for a hiss of pain, anything to signal a further pain, and when nothing comes except a quip, Hilda's eyes narrow slightly. All in a day's life of being by Claude's side, she thinks wearily. Before she can question him she's being pulled into his side again, the patterns he's drawing on her arm soothing her.

    Gingerly she lays her arms across his chest, her chin finding the spot where it's meant to fit immediately falling into old habits. ]


    What do you mean behaving?

    [ She ignores the comment about her alleged kicking, her voice curious and light while it hides her concern and the slight hint of warning that he better tell her the truth. When he withholds things from her she can tell, like a thin layer of condensation on a window. ]
    theidlemaiden: (pic#16095235)

    [personal profile] theidlemaiden 2023-03-25 03:44 am (UTC)(link)
    Good thing you're in a place full of healers then.

    [ Her huff is all pout and childish mockery in a way that is quintessential Hilda — but it also means that she isn't all that miffed about any of this. In fact, she's glad for it, because it signals that Sylvain is lucid to some degree and that means he's got enough energy to at least pretend that he's recovering.

    Her cheeks are puffed up in a pout as she stops halfway between the door and the bed, mind swirling with thoughts that probably aren't helpful than anything else in this moment. There's another beat before she slowly taps her way over towards his bedside and gingerly takes his bandaged hand in hers, eyes staying trained on their hands clasping one another. There's another soft sigh. ]


    You're really heavy, you know. I had to carry you all the way back up the stairs. Super inconsiderate of you really.
    cointosser: ([137 - S2])

    [personal profile] cointosser 2023-03-25 03:48 am (UTC)(link)
    [There's nothing to argue with there. (And maybe he's too tired to be terribly upset about the whole situation still.)]

    Ew.

    [Sorry. Knee-jerk reaction. Jaskier's nose wrinkles, taking a spot by Alucard's side. At least the blood he can't smell, but the sap has an interesting sweetness to it. Sap, crystal liquids -- apparently many things beyond herbs can craft a healing potion in this world. If only someone had done something helpful and written about them.]

    With crystals, or magic? [He smiles.] I hate to ask you, considering the whole feeling-your-blood thing, but... I could really use one of these. Or two. I'm going with the mages. To search. I need to find Geralt and Ciri. I... I don't think I shall know rest until I have.
    philancer: (009)

    [personal profile] philancer 2023-03-25 03:59 am (UTC)(link)
    Sorry.

    [ He does manage to give her a faintly sheepish grin as he tugs her closer to his bedside. And then doesn’t let go. She’s real and this isn’t some projection of his brain anymore, just waiting to wake up again. ]

    I actually didn’t mean to pass out on you. I don’t even remember anything past the avalanche.

    [ He glances up, searching her features. ] How’s Claude? Petra?