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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.

warfed: (055)

[personal profile] warfed 2023-04-02 05:57 pm (UTC)(link)
[She lets out a noise that's part laugh, part snort, all dismissive.]

You are dreaming of such things.

[Please.]

It is for your own good— and if you are not complying, I will be telling Hilda. Then you will have to be dealing with both of us.

[A terrifying thought, she's certain.]
philancer: (020)

[personal profile] philancer 2023-04-02 06:05 pm (UTC)(link)
Well, yeah.

[ He bats his eyes at her, hand clutched over his chest as he casts her a grin. ]

They were very nice dreams, they helped get me through the past few weeks of misery. And trust me, getting both of you isn't as much a deterrent as you hope it is. How do you know I haven't been dreaming about that, too?
Edited 2023-04-02 18:13 (UTC)
beloyaltome: (did u rly just say that)

[personal profile] beloyaltome 2023-04-02 06:23 pm (UTC)(link)
[Lenore's lips twitch a little, though it's at no part that he might have intended to be funny.] Ah yes, the past, the distant past, a whole year ago. I can hardly remember back that far.

[Being able to find humor in a situation always brightens her, even if she is still tired.]

I'm not a merciful person. But I have too many questions about the situation to allow those who caused it to die in silence. I want answers.

Then they can die, I don't care.
beloyaltome: (sorrow)

[personal profile] beloyaltome 2023-04-02 06:32 pm (UTC)(link)
[Lenore snorts at his phrasing on all aspects regarding Lucifer.] Distracted. Sure. If that's what you want to call it.

[Seems to her that he distracted himself just fine. What he needed was to be distracted from his distractions so that he could focus on actually getting things done. And then, well, he turned out to be pretty good at that. She feels like her own discoveries and contributions were minimal, but that Lucifer was more successful.]

I only had a very brief acquaintance with him before all this happened. But I think your worry was justified. Whatever normal is for him, I think he's going to need some help getting back to it.
cryptsleeper: <user name="malagraphic"> (Hot mess)

[personal profile] cryptsleeper 2023-04-02 06:35 pm (UTC)(link)
--I'm trying to be honest with myself. [The little undercurrent of defensiveness comes out of the attempt to display a small amount of vulnerability. Alucard knows they're both tired and cannot fully read each other, but it still chafes.]

Whereas in the moment, I couldn't even find myself to care about answers - just satisfied with the opinion that this cannot continue. As I said. The smarter lead for the long term.
ushiri: (pic#15891997)

he'll break off here

[personal profile] ushiri 2023-04-02 06:47 pm (UTC)(link)
Kahlil had not meant for such a strong reaction from Kell at Rhy's name, at least not so strong as to turn his face pale white. He doesn't know what to make of it any more than Lucifer does, though, and resists the urge to look at the devil's face to get a read on what he makes of that reaction.

It's a very, very quiet trek back to the small campsite. He's taking in the sight when Kell turns, smiling now. Kahlil raises both eyebrows, as if surprised by the thanks. Not for anything to do with Kell, only that it seemed the obvious thing to do.

He returns the smile, clasping Kell's shoulder solidly for a moment.

"Couldn't let Mildred lose her best and favorite employee," he says, a wry turn to his smile. And anyway, he should save his thanks until they get the rest of them out of the cold and back to the castle. There's still a long trek down the mountain.

He pats Kell's shoulder and goes off to speak with the others from his group.
beloyaltome: (eyeroll)

[personal profile] beloyaltome 2023-04-02 06:51 pm (UTC)(link)
Adrian. [There's a note of reprimand in her tone, but it's more a 'snap out of it' reprimand than any actual disapproval. She completely discards any thought of calling him Dracula Backwards in this moment, and the more jokey names she has in mind for him aren't currently appropriate.]

Stop flagellating yourself over being affected by an emotionally devastating situation.

You're couching it in delicate phrasing like your behavior is too loath to describe directly, but the truth is that--from what I've seen of you these past two months--your behavior was entirely reasonable. [And she's including the part where he was covered head to toe in blood.]

The worst and most unreasonable I've seen of your behavior here was creating a dream thunderstorm which harmed absolutely no one.

What the hell do you have to feel guilty for? You were angry and upset about your friends being taken and hurt. You fought in a battle against dangerous and armed opponents who had killed people and were trying to kill you. If you did something else that was completely terrible and fueling this guilt, then please, provide me with that context.
magicalarchaeologist: (051)

[personal profile] magicalarchaeologist 2023-04-02 06:57 pm (UTC)(link)
[ Istredd reaches out on their bond not to actually poke Lucifer or get his attention, but just to remind himself that it's back. He hasn't pushed anything on it outside of informing him they're out, but the time without it was difficult. He already can feel Wanda back in his mind and feelings too, which helps. ]

Being here changes people. We're separated from our spheres and what defined us within them, and thrown into an intense bonding experience with new people going through the same thing.

[ Despite the fact he is lying in pain and exhausted, Istredd prefers thinking and talking to silence, it's nice to use his mind again for something that wasn't agonizing. ]

This was a new normal for him, for all of us. He'll get back to it. It's difficult when you had nothing before. I am the same way.

[ That is part of why the two of them get along so well. At first glance the two of them seem so different, but they have a few key similarities. A deep loneliness being one of them. ]
ushiri: (pic#15992040)

[personal profile] ushiri 2023-04-02 07:05 pm (UTC)(link)
There's no one else coming. Kahlil digs and digs until his knuckles are raw, his the bones in his hands and arms aching. A string of harsh consonants flow from his lips, curses in his native tongue as he finally reaches an arm buried beneath the snow.

The minutes continue to crawl as he digs. It's impossible to see how badly he's injured, and Kyle has to stop himself from just trying to yank him out of the frost, fearful of the pain sending him into further shock.

"Hold on -" he mutters, his breath turning to ice as it leaves his lips.

"Almost -"

Finally he uncovers Kell's legs, giving thanks that he didn't end up buried vertically.

"Kell?" Is he even still conscious? He tries to make sure before attempting to lift him.
beloyaltome: (surrender: bliss: sorrow)

[personal profile] beloyaltome 2023-04-02 07:06 pm (UTC)(link)
[Oh she is just going to opt right the fuck out of sharing her own experiences on that point. All of those things are topics that she only wants to face if she can do so with a healthy portion of denial optimism. Isn't it great to be here? Having a fresh start? All the freedom, the blank slate...

She'd admitted to Adrian that she hadn't yet allowed herself to grieve, and implied to him (and to herself) that she'd get on that right away.

She didn't. Hasn't. Doesn't expect to.]


What do you think you'll wear to the next ball? Maybe a cute mushroom-patterned tunic?
cryptsleeper: <user name="malagraphic"> (thinkin for a sec here)

[personal profile] cryptsleeper 2023-04-02 07:24 pm (UTC)(link)
[When laid out so consisely, it is hard to contst the points made. The defense, if Alucard can even call it that, is something that stings on the tip of his tongue and threatens to spill outward in a messy pile of emotions that barely track in his own mind. Alucard can imagine that it'd be even harder to follow to Lenore.

So in his quiet, he considers how to frame it. Frame any of it, without sharing more private parts of the past to someone he doesn't trust with that information. Gold eyes cast a look around to see how close anyone else may be, and then satisfied, he tries.]


Before I was pulled here, I was in a poor state and following my father's actions, back when he was Dracula. [Lenore can decide for herself what that means. He's not giving details.] It has taken about two years for me to be in a place where I can balance what expectations I was raised with from my mother, and the worst parts I've inherited from my father.

Yet here I find myself with the deep desire to personally impale every single one of those followers, leaving their corpses for the birds and ensuring their bones are never buried, in part for their actions but also because how dare they do this to me, personally? I'm only tempered by those around me.

[Which is where guilt begins. Alucard knows that, and before Lenore can remark, he simply offers:] I've had the problem of guilt over these thoughts before. It only gets resolved with time.
beloyaltome: (arms folded)

[personal profile] beloyaltome 2023-04-02 07:40 pm (UTC)(link)
I understand. [Lenore listens to everything he has to say, and then accepts it, easy as that. None of it is a surprise, and she has all the context she needs in regards to his parents.]

You aren't him.

Your emotions aren't unusual or excessive. Honestly, those desires are relatively tame compared to many people I encountered back home, human or vampire. You haven't had the most dramatic or violent reaction I've seen to this current situation.

[Resting her arms on the table, she sighs wearily, rolling her shoulders.] It seems to me that you're so--understandably--consumed with dread that you might become him, that you condemn yourself for any shred of a shared trait. But punishing yourself for feeling anger and grief isn't going to help. You're allowed to feel things.

[What he's not allowed is moping and self-loathing. Not on her watch, anyway.] Go get us some drinks, will you?
cryptsleeper: (OT3)

[personal profile] cryptsleeper 2023-04-02 07:56 pm (UTC)(link)
I think you're beginning to see that feelings are [oh, how to be direct about this?] not what I am best at. Action is easier. More direct, simpler to understand. A choice is made and then you move on, rather than sit and try to make sense of it in little pieces. They're also so intertwined with action for me that the concern often results in well. This.

[He's always relieved when there is a lack of judgement though, and now is no different. Alucard doesn't quite relax, but he can roll with things easy enough. To the request, he stands, but not before offering a dark and dry:] Only to change the subject to what you plan to do next.

[There's no need to dwell on anything else, so far as the dhampir is concerned. He has vocalized his concerns, they have been addressed, and now he can request two oversized glasses of blood wine at the bar. Alucard asks for a scent profile woodsy, warm, what you'd want for mulling and returns with not wine glasses but two mugs of warm spiced wine. He sits, offering Lenore hers.]

Apparently it's body temperature.
ordinar: (♛ 016)

[personal profile] ordinar 2023-04-02 08:19 pm (UTC)(link)
Wilhelm nods, already reaching for the food. Now that his belly has been filled at regular hours with real food — not charred snake and sallow corn — it's wary of sinking back into the jaws of hunger again.

"Thanks," he tosses out before tearing into the thick chunk of bread.

For a long moment, he just enjoys the comforting taste of the food and the steady presence of Kyle. He doesn't know what else to say, because he doesn't want to talk about anything that's happened. He'd rather just forget about it. Shove it into some vault in his memory, lock the door, and lose the key.

On the nightstand, where Kyle set the tray, there's a small vial containing a sleeping draught. After that first empty stretch of sleep, he'd persuaded a healer to leave some for him. Trouble sleeping, he'd explained, which translated to bad dreams. Even the darkness behind his eyelids is not safe.

Gnawing at the crust, Wilhelm tries a smile. It's thin.

"Shouldn't be too long until I can start training again."
ordinar: (♛ 041)

[personal profile] ordinar 2023-04-02 08:22 pm (UTC)(link)
He curls into Jesper, head against his shoulder, their hands clasped together between them. Burying his nose against Jesper's shirt collar, he breathes him in. Here, there are no shadows for monsters or mangled bodies to hide in. There is no prodding, pressing worry for what happens next. He tries to make himself believe, for a little while, that this quiet moment carved out of so much fear comprises all that has ever happened and ever will happen.

"I was scared too," he confesses. Squeezing Jesper's hand, he takes a breath and wades in. "I thought...I thought I was going to die down there. Then I thought all kinds of crazy stuff about, like, gods saving us. It was something the Acolytes did, I don't know. It fucked with our heads. But I was absolutely sure of it."

Because Erik had said so, and he could trust his brother. Now that he realizes it wasn't a ghost after all, but only a delusion sprouted from his addled mind, he's gutted by the loss all over again.

"It was better, in a way. I was totally insane, but I wasn't as scared anymore."
aquilus: (pic#15861693)

[personal profile] aquilus 2023-04-02 08:40 pm (UTC)(link)
[Altaïr's footsteps are not at all loud, but he knows Alucard well enough to suspect he wouldn't enjoy being caught completely off guard, so Altaïr makes a point to scuff a little, just enough so that someone with keen senses would be alerted by it.]

I'm not all that fussed for comfort.

[Altaïr takes an adjacent seat on the log and pulls a stone from the small pack he carries strapped to his wait. Its purpose becomes evident when he flicks out his hidden blade and begins using the stone to sharpen its edge.]

How are you doing?
aquilus: (pic#9513248)

morning

[personal profile] aquilus 2023-04-02 08:50 pm (UTC)(link)
Altaïr doesn't no this particular member of their team, but he considers himself decent at assessing people at a glance, and Jon comes up favorable in his book. He's dressed like he knows what he's doing, and more importantly, like he's done it before. He doesn't need to know more to know they can work together well at this.

"Often." Altaïr nods, but doesn't take his eyes off the path ahead of them, such as it is. "I was born in the mountains, and I've done a fair amount of tracking. Not like this, though."

Not looking for deranged cultists or the people they abducted. He'd like to think it'll never happen again, either.
godshattering: (pic#15529797)

[personal profile] godshattering 2023-04-02 08:55 pm (UTC)(link)
[ Claude's been told - repeatedly - that there are days left to go in his recovery. That just because he can sit up without getting lightheaded and even wander the hallways now and then it doesn't mean he should do it quite as often as he does, even if there's nothing that could've ever kept him from finding where Petra and Sylvain were when they were also recovering, his own afflictions be damned.

Today, at least, is a good day in a string of each one being better than the last where he's somewhat propped up on some pillows but reclining enough to not get scolded by any healers stopping by as he browses a book Hilda was kind enough to retrieve for him from one of his (many) stacks back in Cadens. Reading's a good distraction still when it forces his mind to focus on something else right in front of him instead of things both distant and not.

But a better distraction? That's when there's a noise in the doorway he looks up to see Petra walking in. The book can wait as Claude immediately reaches for the bookmark to mark his page, shuts it, and sets it aside. When she comes to sit he rests one hand on her nearest knee and leans into her hand against his face with a smile. ]


Is that so? Imagine what it'd look like if I clean it up a bit before you see it next. You might be even more impressed then. [ He's still smiling as he searches her face as he's done all the other times, because she's here. They're both here. That's not a novelty he foresees himself getting over any time soon. ] It's good to see you up and around, too, you know.
princessvegas: (085. like my mom and dad made me)

[personal profile] princessvegas 2023-04-02 09:37 pm (UTC)(link)
[ Julie understands. She spent weeks draining herself to the core, doing god knows what to her own brain in an attempt to find them. Combining her mind with the Singularity's. When Jesper brought up what it was doing to her, physically, she told him that she wouldn't stop until Geralt was back. So she gets it. ]

You're still a dumbass. [ It's affectionate. ] C'mon.

[ Julie takes Ciri's hands and pulls her toward one of the cushion piles, so she can rest a little. Steven delivers two very large glasses of wine. The wolf lays its head on Ciri's lap. ]

'Kay, so. I don't know how much Geralt told you, but knowin' him, it wasn't much of anythin', so I need to tell you what happened after you were gone.
philancer: (010)

[personal profile] philancer 2023-04-02 10:30 pm (UTC)(link)
Petra.

[ His lips quirk in amusement as he wraps his arms around her and tucks her in close against his chest, letting his hand smooth along her spine. ]

Sorry. She's just scarier than all of you.
beloyaltome: (sass: tongue in cheek)

[personal profile] beloyaltome 2023-04-02 10:54 pm (UTC)(link)
Action isn't what I'm best at. [Lenore shrugs. They all have their strengths, and she's glad for it. Her core philosophy hinges upon it.

She's very glad to move on from the topic, in any case. In her opinion, the main characteristic Adrian shares with his father is the tendency toward melodramatic brooding.

Gratefully accepting the mug, Lenore snorts a little at the comment. One of course shouldn't boil blood, but she's always preferred her drinks either heated or chilled. If it's not coming from the vein, having things room temperature is just gauche.]


Thank you.

As for what I plan to do next ... ballgown design. [She laughs after she states it, because it sounds like a joke. But she might ... actually ... do that.]
cryptsleeper: <user name="malagraphic"> (I'll consider it)

[personal profile] cryptsleeper 2023-04-02 10:55 pm (UTC)(link)
Relieved in regards to what has happened so far, but not satisfied.

[The discussion with Sten about the symbol of the cult has been resting at the back of Alucard's head for a little while now. With everything he's seen, the dhampir is certain that they need to cut the head off of this now and burn the stump before anything else can grow out of the wound.]

Yourself?
cryptsleeper: (Softe)

[personal profile] cryptsleeper 2023-04-02 10:57 pm (UTC)(link)
[Tepes Man Drama cannot be helped. It is in their blood.

Curious at the comment, Alucard really does have to prod:]
What?

[He settles in properly, wrapping both hands around his own mug for warmth.]

That sounds relaxing, actually.
magicalarchaeologist: (265)

[personal profile] magicalarchaeologist 2023-04-02 11:03 pm (UTC)(link)
[ Istredd is no stranger to people who prefer to change the subject than walk into the weeds, and he isn't going to push her any more than he would someone else. He does scrunch up his nose at the joke and while he could point out how tone deaf it is, he laughs instead. Quietly, an amused huff, but it's real. ]

I never want to eat, touch, or look at a mushroom again.

[ They might have to ask the cook to pull mushrooms out of rotation for a little while for the Summoned, just until they get past the initial gut response to seeing something that triggers the memories. ]

I got some formal wear for the ball in Ikorr and then the banquet in Luna, but it's very plain compared to most.

[ It's fitting, his whole shtick is trying not to stand out. Lucifer matched him at the banquet, naturally. ]

Maybe you can give me some pointers, you look like someone who knows.
beloyaltome: (oh fine we'll do it your way)

[personal profile] beloyaltome 2023-04-02 11:05 pm (UTC)(link)
It feels foolish, especially given recent examples of how some people have real problems, but I desperately want a proper wardrobe again. Gowns, jewelry, veils, the whole lot. Shoes.

I've been talking fashion with this girl from the Free Cities. Hilda--[probably has a last name. Probably doesn't even actively avoid giving it out, the way Lenore does.]--well, Hilda. Bright pink hair?

We've been joking about going into fashion design together. We might not be joking.