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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 2023-03-19 11:40 pm (UTC)(link)
And if I did, you'd call me on it immediately and then we'd be having a different version of this conversation in the same tone.

[There's no mistaking the warmth or relief that wash over Alucard's words. This did not end well, but it also did not end up with another loved one dead or in a state that required stabbing. It is what one might dare to consider an improvement.]

I hadn't realized you and Lenore were so close either.

[Yes. This is what he's going to focus on.]
a_better_man: (dark thoughts)

Horizon - Post Escape

[personal profile] a_better_man 2023-03-19 11:51 pm (UTC)(link)
[Mat still can't quite believe he'd gotten out.

Of course that doesn't mean he - or any of them - are safe. But he feels safe enough for now, tucked deeply into a cave with a modest fire going, to give in to the persistent craving to reach out to the Horizon.

He hadn't tried, when captive in that underground place. He knew the futility of it, chose to save his strength. Now...well, at least maybe he can feel better there, and perhaps connect with some of those who hadn't gotten themselves kidnapped by madmen.

The first thought turns out to be wrong. When he finds himself in the Horizon, he feels just as awful as in reality. And looks just as awful, too. Already a scrawny fellow, Mat's looking positively skeletal. His hair and beard are thicker and wilder than usual. There's dried blood around his mouth and ugly, raw lesions on his arms and elsewhere. The largest of them seem to have some manner of teeth lining them inside. His face is bruised.]


Fuck.

[He manages to cry out the one word before going to his knees, face in his hands. Fuck, fuck, fuck. He'd been so sure that this would offer some respite from the physical hell he's been in since that light forsaken ritual.

Maybe he can at least find someone. After a moment of collecting himself, he pushes himself to his feet to stumble through domains.]
magicalarchaeologist: (323)

Kell

[personal profile] magicalarchaeologist 2023-03-20 12:19 am (UTC)(link)
The pit erupts into chaos between the monster making itself known and causing a strong distraction and options to leave. Istredd touches the webbing and sees for himself how it changes, and he knows this may be their only chance. He's only glad he shook off the madness in time. They need to do it fast and his instinct is to search for Kell.

"Kell." Istredd is hiding an injury at the moment as best as he can, the pain he's experiencing could be from anything, but he shouts toward the redhead as he holds the webbing. "I need you to get Wilhelm and Mat out. Look after them. Now!" They need more help than Kell does, Istredd knows that he's capable, and while he is part of 'the kids,' he has the most chance of helping them survive.
Edited 2023-03-20 00:26 (UTC)
gynvael: (272)

geralt of rivia | lost | escape

[personal profile] gynvael 2023-03-20 12:23 am (UTC)(link)
(( prompts below. plotting comment or find me [plurk.com profile] discontinued.

geralt (and aloy) will be locating the water tunnel group and bringing them back. ic exchange thread is here. open to handwaving him doing little things like setting up camp, hunting for the group, limited first aid, stabbing angry wildlife, etc. he'll help you if you need him. ))
Edited 2023-03-20 04:50 (UTC)
princessvegas: (153. shirt shoes jeans)

[personal profile] princessvegas 2023-03-20 12:40 am (UTC)(link)
[ Julie is anxious, in a way that she hasn't felt in quite some time. Not the latent, low-level anxiety she has about people disappearing from Abraxas, but the kind of high-alert, constant anxiety she used to feel after Captain Trips. Never knowing when someone would be coming, never knowing who could be trusted. An uncertainty that becomes exhausting after a while.

She hasn't hit that point yet. Right now, she is in the stage of hyper vigilance of a prairie dog sitting sentry, sensitive to every movement and sound, ready to sound an alarm in an instant. Except there's no one to alarm except herself, and the sign she's waiting for is in her own head.

But it comes all the same. The creeping feeling along her spine, over her brain. It's familiar now, almost too much so. She's prepared, this time.

Julie takes barely a moment to consider which way to go before she breaks into a run. She trusts, knows that whatever direction she goes will be the right one. Her pace is impressive, considering that she's still in stilettos; her hair streams in the air behind her. ]


Hello? [ The call comes as she feels herself honing in, like a ping on a radar screen. She's there, she just has to find them. ] It's safe, I can help you! I can feel you're here, I just need to know where you are!

[ She pauses, looks around for any movement. ]
magicalarchaeologist: (103)

Horizon - OTA - only open after rescue

[personal profile] magicalarchaeologist 2023-03-20 12:44 am (UTC)(link)
With the return of his powers and mind and the healing provided in Nocwich, Istredd can finally go back into the Horizon without fear of being tossed out of it. He needs to rest and this seems like a good way to do so, re-establishing his connection to the psychic field. His library has seemed empty or barely managed without him there, but it is back to being alive and lit up. The ravens aren't watching people, they seem to be following him around the place, as if wanting to keep their beady eyes on him.

He is sometimes in one of his hidden rooms taking a break, although anyone can sense him when they walk in, or he's even sitting downstairs in the front hall, writing in one of his empty books.
magicalarchaeologist: (265)

Lucifer

[personal profile] magicalarchaeologist 2023-03-20 12:46 am (UTC)(link)
When Istredd dragged himself out of the water and up onto the turtle in week four, an insane experience to say the least, the first thing he felt was the veil coming off his eyes. And his mind finally, finally, freed. Their bond came back to life in an instant and his mind couldn't help but go searching. He wrapped himself around Lucifer's mind without being able to stop in a strange telepathic hug, and then he released it. They still had things to do, separated as they were, but he did shoot Lucifer the odd image of them all on the turtle the two of them helped save.

The truth is, he did think maybe Lucifer would come see him sooner rather than later. Istredd's general health was low and he had an injury from the escape, but the healing was easier for him than most, even if he did get some harm from trying to heal others. But he did recover faster than most, whether due to less serious damage, or because the Chaos sank into him stronger than ever. He knew now what it was to live without it, and he can feel it in a way he took for granted before.

Istredd spent the first few days healing, checking in on the others, and bringing his Horizon domain back to life. And he waited. It became obvious that was a stupid idea as every time he tried to check on Lucifer he didn't get much back, and he always seemed to have an excuse. It took a few days but eventually Istredd decided to end the problem for them.

Lucifer. Stop avoiding me.

Istredd lost weight, he looks very pale, he has bruises and scars over his body now, the healing couldn't entirely cover all of that. He feels an endless ache and very light pain, but nothing serious. It will take time back in Thorne for the rest of it, and even then, the scars on his mind he knows already are worse. But there is no doubt he looks better than many of the others, due to the ritual never being done to him.

He is sitting cross-legged on the bed given to him when he keeps poking and prodding Lucifer mentally, having just come out of the Horizon.

Please come here.
Edited 2023-03-20 01:04 (UTC)
magicalarchaeologist: (084)

Yennefer

[personal profile] magicalarchaeologist 2023-03-20 12:47 am (UTC)(link)
[ When Istredd finally makes it through the portal into Nocwich, it's extremely disorienting, and he's leaning on a Thornean mage who knew him and offered to help get him back. He is weak and extremely pale, covered in bruises and cuts both light and deep, although the water did help wash off some of the horrible mud and dirt that had caked over everyone over the days. But only a superficial amount, owing to how disgusting it was in there, since they still look dirty and messed up.

Istredd does look better than several of the others due to never having gone through the ritual, he lacks the strange fungus or shoots in the body, but he's still starving and dehydrated and unable to walk on his own at this point. It's taken a mental and physical toll that is not going to get better any time soon. The turtle was a perfect time for him to pass out and now that he's moving it's painful. He's soaking wet too and shivering slightly against the weather.

But he's alive. Alive. Against all odds, he made it out. Istredd was convinced so many times over the past month that he could not possibly survive this, as recent as when they were drowning a short time ago. He was able to send a mental note to Lucifer that they made it and he planned on doing the same with Yennefer, only when they step out of the portal, she's there.

At first, he really does think it might be a hallucination. Istredd's been hallucinating the sound of her voice for days, the shrines were doing that to people. They took on the voices of their loved ones to try and convince them to let the creature inside out. It is a credit to how sincerely exhausted he is that he doesn't let his pride win out and try to hobble the rest of the way alone to her. His stab wound was cleaned out and bandaged on the way here but it's still a little too much to walk alone. ]


Over there, to Lady Yennefer.

[ He croaks to the kind mage who has been helping him this far, assuming once Yennefer gets to him she can bring him where he needs to go. He knows it is not the smartest move to so blatantly try to get to her above all things, above getting healers or food or rest, but Istredd needs her more than anything else at this moment. If she sees him it means this is real. He isn't dead. He is stronger than any of them thought.

He knows he has to tell her about Ciri, update her on what happened, there are a lot of things that have to be said between those taken and those left behind, but right then, there is no rational thought behind his movements. It is sheer desperation to be near her again, to feel her hand on his skin, to hear her speak and feel her breathe. He isn't able to hold back in respect to trying not to make a scene, not now. ]
Edited 2023-03-26 02:52 (UTC)
cointosser: ([173 - S2])

sap

[personal profile] cointosser 2023-03-20 12:53 am (UTC)(link)
[Jaskier is a little less the walking shell of a man he was the week before, only because an instance of fainting after his return from Solvunn reminded him that he, unfortunately -- and as he told Alucard -- was human and, in most cases, ultimately powerless. With some firm impressions left upon him from Nadine and a few full nights of sleep, he has regained...

Some semblance of his sanity.

Until he throws himself into the next work, which is with the opening of Nocwich, and the set up of the medical tents. This rolling thunder in his chest that has not silenced a single moment since Ciri was gone grows louder the closer it feels they come to Geralt, to Ciri. To the ones lost to them.

Jaskier's attention is taken up by his search through the boxes for some specific threading for the medical kits, only to lift his head at a voice.]


Oh. Alucard. [It's hardly surprising to find the dhampir scurrying around here, too. But what he's doing does not look much like scurrying. Jaskier blinks, eyes pinging between the vial in his hands to the bottle of sap.] What are you doing? Are you hiding back here?

[Suspicion isn't Jaskier's first reaction; merely that Alucard is avoiding the crowd, as usual, to busy himself with his own devices.]
cryptsleeper: <user name="malagraphic"> (thinkin for a sec here)

[personal profile] cryptsleeper 2023-03-20 12:58 am (UTC)(link)
--I felt overwhelmed, and figured the best place to be out of the way was in an area that was already set up.

[That part is not a lie. While having the Square open is excellent on all accounts - it is progress, it is something to focus on, something to do - it does mean that the dhampir is around more people than he strictly wants to be. There have still been outbursts in him, and having others near by is still something he wants to avoid.

He didn't account for Jaskier to find him here. Of all places. About to use his own blood. The needle for withdrawing what is needed clear and present on the table.]


I've signed a single jar out to myself, it is accounted for. I'm taking this much and redistributing it into smaller containers for the road ahead, should anyone else be hurt en route.
a_better_man: (disbelief)

[personal profile] a_better_man 2023-03-20 01:00 am (UTC)(link)
[Mat doesn't entirely trust his senses right now, but that is a familiar voice. He doesn't know anyone else who has that particular accent. And it is a friendly familiar voice. Thank the light.

He comes to a stop, breathing heavily, unsure of where exactly he even is right now.

But he cups his hands around his mouth and draws in as much breath as he can, summoning the strength to yell.]


Here! I'm here...

[And he begins shuffling towards the sound of her voice, slowly but steadily. He looks rather like a scarecrow that's come to life, as tall and gangly as he is, his steps halting and his movements jerky.]
unwings: (DyOAjLh)

castiel | lost | holdout group

[personal profile] unwings 2023-03-20 01:07 am (UTC)(link)
[ free cities, the hanged man + plotting comment

open and closed starters, and summary things for me to keep straight what he was up to? feel free to wildcard me or hit up the summaries with anything in it that might cause our peoples to run into each other. ]
unwings: (SPN_1552)

WEEK 3: ESCAPE SUMMARY / OPEN

[personal profile] unwings 2023-03-20 01:08 am (UTC)(link)
[ pillars of flesh, vines ripped from their roots and tangled in decomposing bodies of those that didn’t make it strike from the ceiling to the floor like lightning, like judgment reigned down, utterly unconcerned by the destruction in their wake.

With it, the whispers abruptly go silent, leaving castiel feeling stranded inside his madness, open and empty and exposed. Vanished like a fog rapidly dispersed, he’s left alone to witness the stark evidence of choices he’s made, and the catastrophic consequences. It’s an uneasy feeling, returning to a place you’ve been before, vowed never again.

Watching the carnage left behind, devoid of whispers and visions clouding his head, it rattles Cas from his stupor. The urges to succumb, to convert, remain but it’s as if he’s finally found the water’s surface and emerged for a gasping breath in the midst of it. In this last, desperate moment, he has to do something with the gnawing guilt and bottomless dread, realizing what his weakness has wrought.

Through the chaos of the shrine monster pulling free and stomping off, Castiel swallows down the remorse and panic to rescue natives about to be crushed underfoot. He’ll drag as many as he can out of the monster’s path, towards the walls. There, Cas joins Steve and Gideon in pulling out the vines within the glowing bulb that hold the webbing open for others to escape through. He urges the natives through, and remains behind in the pit, determined to do whatever he can in penance for what horror he helped release into Abraxas. ]
unwings: (castiel00176)

WEEK 3 - 4: ALTAR ROOM SUMMARY / OPEN

[personal profile] unwings 2023-03-20 01:11 am (UTC)(link)
[ as the remaining acolytes herd them towards the altar room violently, Cas reaches out to grab hold of any stumbling natives, pulling them safely along. With any luck, he can keep them from losing limbs or extremities when the doors are slammed shut. Of course, he can’t save all of them. A handful of unfortunate souls are left on the other side. The howls and screams they hear in the coming days will haunt Cas as he tries to meditate into the Horizon, making concentration dodgy.

With danger all along them, Cas volunteers to guard others who seek reprieve in the Horizon, making sure the Bone Serpent or any other lurking evils don’t snatch them away while they’re vulnerable.

Though the emergence of the shrine monster, and subsequent silencing of the whispers, aided Cas in rising out of the effects of succumbing, the longer he spends in the altar room, the further he degrades. Drawn to the altar, an odd energy rolling from its center, Cas carefully steps through the twisted, mangled remnants for the unfortunate fused together bodies that didn’t survive the ritual. He tries not to linger his eyes on any of them, retaining focus on investigating the open maw of the altar.

All jagged teeth, blood and tissue coating it, it smells disgusting, but Cas digs deep and attempts to summon up his ability to produce light. It’s small, flickering, and unstable, but he uses it to peer around inside. Perhaps he picks up a stone, tossing it in, to hear what it hits. Searching the rest, Cas runs his fingers along all he can reach of the altar, looking for cracks, crevices, indentations, anything that might give under pressure. At least he doesn’t try to lick this one, but he’s not above giving it a few cursory sniffs.

Once all goes quiet on the other side of the sealed door, and a single acolyte brings an opportunity for escape, Cas isn’t looking a gift horse in the mouth.

“We should take the offer. If nothing else, it gets us out of this room.” They didn’t know where the portals went either, but at least those Lost are no longer here. Whatever the acolytes bring them out for, it’ll all eventually come down to a fight between them and their remaining captors. With their rescue team so close, may as well get things started. ]


Edited 2023-03-20 01:11 (UTC)
unwings: (castiel00120)

WEEK 4: POST-RESCUE & NOCWICH SUMMARY

[personal profile] unwings 2023-03-20 01:12 am (UTC)(link)
nocwich; infirmary
[ castiel's arrives to the infirmary in a charmed daze, compliments of jo harvelle, with severe, infected wounds to his arms, chest and back, lesions broken out all across his body, the ritual effects having sunken deep roots into him. he's taken immediately into care, given the cure, and put under with sleep draughts to excise the growths. it's a couple days before he comes to again, some middling level of better.

a rough, wheezing cough still plagues him with a persistent fever nocwich's healers only seem able to manage rather than alleviate. puzzled, they treat symptoms and move on to tend to other patients. he isn't well enough to release, but the illness worries them enough to put him into a private room.

when awake, castiel's listless, eyes staring empty into the far wall, mind elsewhere. jo and sam regularly stop in, and cas brightens minutely. they speak in low, muted voices, an air of mourning tangible and suffocating in the space around them. there's a sinking, dean winchester sized hole between the three of them and no one quite knows how to bridge it, if they're even willing to recognize it's legitimacy.

occasionally, moments of a sharply raised voice - ]
He isn't dead, he can't be, [ and, ] It's not supposed to happen like this. [ as if there were any scenario in which cas would accept dean's death.

in softer, more honest moments, later into the week, it's a murmured admission of - ]
I miss him.

[ when other visitors come by, cas smiles, thanks them for coming, asks how they are, but there's something distracted and vacant there, beyond the sickness that refuses to fade from him. ]
cadens; hospital
[ in Cadens, Castiel is taken immediately to the hospital. Though the cure was given in Nocwich, his lesions had growths plucked from them, and his major wounds have been cleaned, stitched and bandaged, the sickness lingers. Fever, cough, chills, fatigue, clammy, pale skin. The doctors in Cadens don't understand it, but Cas does.

It's his Grace. The power he'd stolen from another angel back home, but can't renew on his own. Struggling through the pit, forcing his abilities when he could, healing others, summoning up light. It drained the last of his stores, and now, well. Now, Castiel is dying.

He doesn't tell them. Not the doctors, not Sam or Jo, not anyone. ]


It's beyond your ability to fix. [ He grinds out to the last doctor insisting he stay in his hospital bed. Pushing past the confused healer, he's making a quick beeline towards the exit, then home. ]
cadens; casa winchester-harvelle
[ cas spends most hours of the day asleep. it's easy to pass off as recovering from illness lingering after the pit (and the depleted grace takes so much out of him), but he's in the horizon every moment his eyes aren't open. scouring, searching, soaring through the sky above each domain looking for any sign of him.

nothing. the cruel reality of dean's demise presses on him from all sides, and cas bitterly rejects it.

at some point, he feels bed sores coming on, and cas knows he can't lock out jo and sam. not now, not after the loss they've all felt so keenly - sam especially. dressing himself in the meager remaining clothes he has (he only owned 1.5 outfits before the pit, now reduced to .5, as the others were so deeply soiled they were better off burned), cas pauses to center himself before his bedroom door, shove the illness down as far as he can, and goes out into their home. there's an eerie quiet without dean working away on some renovation project somewhere, sawing or hammering or shouting obscenities. the silence leaves a sharp pain in his chest.

he finds the kitchen, lingers near sam to silently help him cook, or settle nearby with a book. what's there left to say? 'i'll find him, i'll bring him home' is empty words until some ounce of a lead or clue arises. the best he can offer is insuring sam isn't alone. he hovers near jo, commiserating over a bottle, or going out into the town with her (near on shoving nosy local writers away with a palm to the face when they nag for details about his time in the pit).

eventually, he can be found in the empty plot of overgrown land behind their home. cas employs jack to help him weed out and tame the land, teaches him about the plants they find, how they interact, which are invasive species, which attract the kind of insects a garden needs or those that do more damage than good. they clear the chaos and till the earth, and when cas seizes up in a violent coughing fit that shakes his frame, he blames it on all the kicked up pollen and dust. ]
wildcard;
[ cas will be mostly infirmary bound in Nocwich, but feel free to wildcard if you want to assume he went sneaking off for a breath of fresh air, shuffling around somewhere outside the inn or getting some wandering in. ]
Edited 2023-03-27 04:49 (UTC)
stations: (ʟᴏᴏᴋɪɴɢ ғᴏʀ ʟɪɢʜᴛ)

[personal profile] stations 2023-03-20 01:16 am (UTC)(link)
( Well, the good news is Jack's got exactly the right kind of nonreactive attitude the majority of the time to weather a temper like that — he allows things to roll off him and away, to drift into the background, like it's doing now.

As he settles into the pillows, as the warmth radiates from her, parts of him he hadn't realized were stiff begin to unlock. His shoulders soften. His spine relaxes. He does perk up a little at the mention of Geralt, just long enough to nod.
)

Yeah, he's the one keeping watch right now. Him and- his daughter? I think, maybe?
cointosser: ([095 - S2])

[personal profile] cointosser 2023-03-20 01:56 am (UTC)(link)
[Hmm. That was an oddly quick and precise answer.]

Hiding amoung storage crates? [All right, that is not out of the ordinary for Alucard, who is strange at his best and sometimes incomprehensible at his worst, and a part of Jaskier will never truly understand the distinct, constant need for such solitude --

He steps in, abandoning his search, at the look of a. Needle.

Ah.

He is very thankful this scene is one containing Alucard and not anyone else.]


I am not often stupid enough to question vampire -- or dhampir -- matters, but this does not seem like a normal little distribution of sap. [He pauses politely.] I can leave you to it, whatever you're doing, but I am very curious all of a sudden.
cryptsleeper: <user name="malagraphic"> (Hotter and drunker mess)

[personal profile] cryptsleeper 2023-03-20 02:02 am (UTC)(link)
Better or worse than the cactus?

[Jaskier he's had weirder hide outs and you know it

--Well.

Alucard pauses. There's no especially good answer to this, and of all the other people that he might entrust this information to, it should be Jaskier. The man knows the worst parts of him, is his business partner, and friend. They've managed to co-exist in mutually high states of panic in a single office for multiple days.

What's some truth about blood?

He rests both of his palms on the table, as if needing to assure his friend that there is nothing to hide.]


Through the course of trying to help Viktor's illness, the two of us ended up testing the properties and limits of my blood. It turns out that when combined with Ikorr's sap, it can help speed healing along.

[He imagines that not much more elaboration is needed. They have friends in trouble and there's going to be a sustained rescue effort.]
cointosser: ([097 - S2])

[personal profile] cointosser 2023-03-20 02:31 am (UTC)(link)
I prefer the cactus.

[It has flowers.

Jaskier blinks several times, taking in all: beautiful dhamphir, pristine needle, bottle of Ikorr sap that Yennefer has told him the properties of, after her dalliances with the vampires. And not once, with his talks with Nadine, with his reassurances of her fears, had the idea of Alucard's blood being in Viktor's body ever come up.

It was not his secret to know.

Jaskier gives a sigh, running a hand through his hair. It is not such a hard-hitting revelation anymore.]
Does no one ever think to tell me these things? [Another sigh, but more like a full exhalation.] Suppose I can't complain. I was brought from the brink of death by some sort of -- of ice worm juice.

[That was such a long time ago, it feels like.] So you helped save his life, too. Very altruistic of you, Sir Immortal.

[Unlike the words brought out by the gods, these are not meant to hurt him. Instead, Jaskier brushes aside to sniff the sap. Oh. Sweet.] You're going to give it to them? When we find them?
Edited 2023-03-20 02:31 (UTC)
cryptsleeper: <user name="malagraphic"> (I'll consider it)

[personal profile] cryptsleeper 2023-03-20 02:41 am (UTC)(link)
Well, it is your cactus.

[Alucard wants to go back to it. Fully intends to and to sleep there for a few days when this is all done and those he cares about are safe and can be trusted on their own for a brief amount of time.]

Viktor doesn't like to talk about his medical needs, and I'm...myself. Nor did I know the limits of my heritage until we began experimenting. I still don't want the abilities that my blood has to be known. So far as anyone else will know, this is just the sap.

[It is a request, one the dhampir suspects will be honored.]

If anyone is too delicate to be moved, or otherwise in a bad state, yes. Or if any part of the team is critically harmed en route.

[Wait.]

Ice worm juice?
unwings: (castiel00217)

closed; dean

[personal profile] unwings 2023-03-20 02:45 am (UTC)(link)
[ the pit’s breaking apart. The torture, the horror of the last month washing away, out to sea, with the flood. Cas is a statue in the rising water, eyes on what may be a hallucination after so long down in this hole, hearing whispers, lost in visions, and wallowing in suffocating madness. Seeing him - Dean - it’s a crack in this stone prison, a bolt of light shot down to clear the illusion, and fog, and carnage.

Castiel lurches, stumbles, drags his exhausted frame off the rock wall to inelegantly run towards the maybe-mirage, water-logged and splashing as he goes. Salt water stings at the fungal festered lesions across his body, sinks a chill into his feverish skin already shivering, his hair oily and unwashed and partly clumped with dried blood, and he couldn’t care less about any of it.

Dean’s weapon connects with an acolyte that collapses to the ground, water fanning out around the limp body, and it could’ve been ripped from his memories. The fists at Dean’s sides to the tense line through his back and shoulders. The closer Cas gets, the deeper the dread pierces, fear that he’ll reach out only close his fingers in mist. Castiel’s heart hammers in his throat when he finally stretches out a hand and grasps frantically at Dean’s shoulder.

He’s solid. He’s here. ]


Dean. [ Cas pulls, demanding his attention. Regardless of what mark-fueled fury still clings to him from the fight, Castiel’s hands frame his face, dragging Dean’s eyes to him. His grin is written in pain as much as relief, the redness in his eyes may be due to the ritual’s effects, or the emotion welling up. It’s been nearly a month, and there were times Cas was certain he’d never see them again - never see Dean again. I need you, he’d said, and Cas couldn’t immediately fly to his side. The wrongness of it all made his skin crawl, made him want to scrape at the earth to dig his way out until his fingers bled. Somewhere, Dean was fighting tooth and nail to claw himself through this new internal hell, and Cas should’ve been there with more than jumbled text. At his side, to hold him back before Jo got hurt, to let him vent the rage when it was safe, to act as the anchor sturdy and rooted enough to steady him at the edge.

If he’d died here, raving at illusions as he sunk into the vines and became another mangled, decomposing corpse to be forgotten, he’d break that promise to return to him. Dean would be dragged down beneath the Mark’s murky waters, knowing his best friend failed him. The thought ached through every inch of him, deeper than the lesions the ritual split across Cas’s skin.

It feels unreal to have him here, to touch him, to look into his eyes and see Dean Winchester staring back at him, not yet consumed by the Mark. There’s still time, thank whatever god that matters. There’s still time. ]


Dean. [ an incredulous, raspy laugh punches from Cas like a sob, rattling out his lungs like he needs it as much as air, ] You’re okay, you’re here.
Edited 2023-03-20 02:49 (UTC)
princessvegas: (080. i'm so bad)

[personal profile] princessvegas 2023-03-20 03:06 am (UTC)(link)
[ Relief floods her. Both of the people she cares most deeply about got out. Some of this may even overflow into Jack through their connection, an additional surge of warm energy. ]

Yeah, his daughter. Ciri. Good. Stick with them, they know how to survive in the wild. 'Specially in the mountains.[ She gently squeezes his hands. ] Can you tell me anythin' else? How many of y'all got out, who's with y'all? Or anythin' that we can use to help find y'all.

[ In her head, too many people are asking too many questions. Various handwritings etch all around them, but she focuses on him. ]
princessvegas: (174. cause the fun never ends)

[personal profile] princessvegas 2023-03-20 03:15 am (UTC)(link)
[ Her head turns sharply toward the voice, and she takes off running again. It only takes her another moment or two to come across him, somehow in even worse shape than Jack was in. That shouldn't even be possible, and yet.

The pause she uses to take Mat in is barely a second long; she rushes toward him with her arms open, throws them around him as soon as she's close enough. ]
Fuck, Mat. [ Her voice is little more than a whisper, and she kisses his cheek several times in a row. The warmth has built back into her chest and races through her veins. ] We're gonna go to the Singularity, okay? Do you need a minute?

[ Leaning back just slightly, she brushes her thumb over the edge of a wound, looking concerned. ]
theidlemaiden: (pic#16094985)

[personal profile] theidlemaiden 2023-03-20 03:31 am (UTC)(link)
[ Something of a sheepish blush rises to Hilda's cheeks as Claire repeats what she had so rudely missed. That soon gives way into a softened, worried furrow of her brow seeing Clarie's softened expression. ]

I was hoping we'd never have to feel this while we're here.

[ She almost says, 'ever again', but that feels like wishful thinking especially considering the things she now knows from both Petra and Sylvain's timelines. ]

It really does a number on a girl's wrinkles, you know?
a_better_man: (saddened)

[personal profile] a_better_man 2023-03-20 03:42 am (UTC)(link)
[Oh thank fuck.

Mat falls into Julie's arms, clinging to her weakly. It's been so long since he's seen a normal person, someone who isn't a mad cultist or a prisoner. He can feel tears in his eyes and he doesn't give a damn. After what he's been through, there's no shame in tears. He's exhausted and he's relieved, and with someone he wasn't sure he'd ever see again.

He hadn't been sure he'd see anyone left behind again.]


Why there?

[Though he can make a guess. It's some sort of magic that's done this to them, and the Singularity is like the Eye back home. The source of magic. That makes enough sense to him, with his relatively simplistic view of it all.]

And no, I'm...well, I can't lie convincingly enough right now to say 'fine', but I'm tougher than I look. Promise.

[A beat, and then quieter.]

Not the first time I've been through something like this.