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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.

blackeyedprince: (sometimes i wonder)

[personal profile] blackeyedprince 2023-04-08 03:09 pm (UTC)(link)
Kell is stubborn, but he's also very weak, and talking tires him. The healers told him he just needs to sleep and let the potions and the spells do their work. But he doesn't want to sleep all the time.

"You think she would?"

Four words and he's not even able to finish a sentence. Kell is willing to try anything that would make breathing - and speaking - easier. He doesn't know Nadine that much, but if Viktor trusts her, than it's enough for him.
beautifullies: (we caмe all тнe way тo ѕee yoυ.)

[personal profile] beautifullies 2023-04-08 03:56 pm (UTC)(link)
Oh, so you're from Indiana?

[ Claire's smile is warm, and she's amused enough that it wrinkles the corners of her eyes. ]

I lived with my uncle too, though we didn't really have a home. And believe it or not, I've been to your home state. My late husband was a history professor, so anything historical, including the home Abraham Lincoln, was always a must-see during school breaks.

[ Other presidents too, and some battlefield sites. It'd been plenty interesting, but then, she'd been back in the early 50s; she isn't sure what it's like now. They hadn't stayed long either, only a day. ]

But as far as Scotland goes, oh yes. Quite different. A lot of hills and lakes. Lochs, farms. Big cities too, but I've always liked this sort of life more.

[ She gestures vaguely at Solvunn in general, meaning the farming and communal spirit. ]
techmaturgy: (pic#15348788)

[personal profile] techmaturgy 2023-04-08 04:39 pm (UTC)(link)
"Why wouldn't she?"

It occurs to him that Kell probably doesn't know Nadine very well, and maybe doesn't trust her. Luckily, Viktor can put his mind at ease.

"She was the one who performed my surgery, but her real specialty is herbalism. She'd bring something here if I asked for it. Do you want something to help you sleep? Something for the pain? Jayce can come heal you, too."

If he thinks it will help.
itookashot: (KY_134)

[personal profile] itookashot 2023-04-08 04:39 pm (UTC)(link)
The only reason we have Summoned in the Free Cities and Solvunn is because a group escaped from Thorne. But they obviously have beefed up their security since. And ... it may be harder to get people to leave than I thought, for one reason or another.

[ Is the last part said with some bitterness? Absolutely. Jesper is bitter and not even licking his wounds yet after Mat, he's still angry about it. With that kind of mentality, it's not even a rescue if people want to stay. He just always thought they'd leave if they could, and they gave lip service to that, but he's having doubts.

But then he thinks about the Free Cities and how many people he would refuse to leave behind if they wanted to escape. Maybe their hesitance is reasonable. He's still bitter about it. It's not going to stop him from planning though. ]


That is until Thorne throws everyone in a dungeon again or does experiments on them. Again. [ Jesper sighs as the anger builds again and it dies a quick death, rubbing his forehead. ] Sorry, been a fucked up month. For you guys more than us.

[ Yes it wasn't easy being on the outside but he genuinely doesn't think there is a comparison. Both can be painful, only one involved an infection of some weird fungal thing. He kisses Sylvain's hand again and reaches out with his other hand to brush fingers tenderly through his hair. ]

I really and truly want them all dead. And it's definitely vengeance. A friend of mine died getting everyone out, Dean Winchester. I don't know if you know him.
blackeyedprince: (this is bs)

[personal profile] blackeyedprince 2023-04-08 04:49 pm (UTC)(link)
"Sounds really annoying."

Kell doesn't realize they speak about the person he had almost threatened on the network. He remembers the incident very well. He never forgets people who wronged Rhy. Not the healthiest obsession. Fortunately, for both of them and their peace of mind, he doesn't connect the dots. He hangs onto something else instead.

"But you are not weaselling out of answering my question. What's that margarita thing?"
beloyaltome: (pretending not to be alert)

[personal profile] beloyaltome 2023-04-08 04:56 pm (UTC)(link)
Will you tell me more about it? The High Magic, I mean.

[Lenore turns her head toward him, genuinely interested. She's a little split as to whether or not this is a good topic. Istredd talking about safe topics that are of academic pleasure to him rather than letting his mind dwell on the trauma he's just suffered seems like a good idea, but he just stated that this high magic stuff is related to what he just endured. Which also makes it feel like a critical and urgent thing to discuss. Lenore doesn't provide any prompting in either direction, curious as to which way Istredd will lean.]
itookashot: (8yYfaQy)

[personal profile] itookashot 2023-04-08 05:00 pm (UTC)(link)
"Don't worry, love. I have you and the others to keep me open and soft." That is the key difference. When Kaz went through all of this, he was young and alone. He built the walls up around him and no one was there to break through them until years later. It's harder for him now because it's unlearning things that kept him alive and sane. But Jesper's always had a wide-open heart. When his vengeance is done he will find his way back.

He settles down in the booth but stays close to Kaz, keeping an arm slung around his shoulder, kissing his cheek delicately. "What a sweet sentiment. Saints, I love you." Kaz saying that he's been healing his mind longer than this. Their closeness still is making the healing happen, enough that Kaz will feel stronger when he gets out of the Horizon.

"Mmm, Free Cities has more New Magic, it's a blend of magic and technology." He finds it rather interesting. But Jesper learns what makes sense to him and then shrugs about everything else. "You can't do that out here, but I know some of their academic roots." It starts with Academic Magic anyway. "Which is really just about memorizing a spell, focusing, and trying it over and over again until it works."

The spells are all correct. They are always going to work. It's about whether the person can make it work. "Repeat after me." Jesper tells him the incantation for creating fire in his hands. "You are the most determined person I know, so keep saying it." Eventually he'll force it through, he knows.
magicalarchaeologist: (103)

[personal profile] magicalarchaeologist 2023-04-08 05:03 pm (UTC)(link)
Actually, Istredd absolutely is considering learning all the types of magic, at least everything that he can. It could take a bit of time, but if they continue to live here, he could live centuries in this place just like he could at home. So his ambitions will always be in mind of longevity. But only him, he would not push that study on anyone else.

"I will. Thank you, Kyle. For everything you did." For the leg work in Thorne, for the investigations, for working with Lucifer and the others. He's such a steadfast person in Thorne, and they need that. He nods at him as he makes his exit and goes back to writing.
ushiri: (pic#15827097)

[personal profile] ushiri 2023-04-08 05:16 pm (UTC)(link)
[ His grin widens at the return "accusation". ]

Me? Never. [ At least not today. If their positions had been swapped, he'd probably be out here just like Claude, needing to stretch his legs in spite of all that was endured. Kahlil understands the desire to do anything but be trapped in a bed.

He continues in his teasing tone, eyebrows raised: ]


Unless our mutual pink-haired friend turns up. Then of course I told you to go straight back to bed...

[ Kahlil is in good spirits. Better than he's been in a month, despite the dark circles that still hang like shadows beneath his eyes. At the offer of supervision he nods toward the inn. Barely a walk, but he'll be going back and forth quite a few times. ]

Everyone is getting along well. [ The factions, along with Nocwich. He wouldn't have predicted this last summer and the months of chaos that followed. ]
blackeyedprince: (the mask i wear)

[personal profile] blackeyedprince 2023-04-08 05:56 pm (UTC)(link)
The very mention of Jayce makes Kell light up visibly. He wouldn't have asked. Jayce is probably pretty tired after the rescue effort, or busy, or both. Kell doesn't want to drag him here just to keep him company, if that meant he's going to be loosing sleep or time... It would have been selfish to ask... but then he is selfish, and that's not news to anyone.

"Can you ask Jayce" he still needs to take a break, but this time he's determined to finish the thought. "to come?"

There were four people he wanted to see right after he woke up. Jayce was in the top two. For no particular reason other than that he missed him. The knowledge that Jayce and Viktor are free, and actively working to find and free them, was one of the few things that kept him going in captivity. That helped him not to succumb to despair, into thinking that he's not going to survive this, that they all are going to die.
godshattering: (pic#15733087)

[personal profile] godshattering 2023-04-08 06:54 pm (UTC)(link)
Yeah, I think that's about as clear as a sign as we could ever get. Almost like the gods or whatever else know it was meant to be.

[ Claude's also trying for their usual lightheartedness and missing it by miles even as she leans into his hand and closes her eyes. There's something he's not seeing here, he's sure of it, but it's too hard to focus on what it might be when she's right here in front of him. Here, in one piece on the outside which is more than can be said for him, and neither of them are without fissures on the inside.

Maybe if it hadn't been still so soon he might be able to voice some of them to her. Might be able to find a way to wipe away some of the details that'd make her dissolve into tears again when she's past the brink of them. And maybe, if he stops to think about it, wanting to protect her from this when they've already been through so much - she's already been through so much - is yet another convenient reason to keep a wall up between them that he shouldn't.

He's about to keep joking ("joking") when Hilda takes his hand in hers to press kisses to it, and the tenderness of that action sends his heart into the back of his throat. It's unfair, Claude thinks weakly, that something should affect him so much and entirely because of who it's from. Still as meaningful as all the other times on other nights where it'd happened and even more so now as he studies that face he treasures so much. Something else to file away under the what ifs of sometime where small things like this could be commonplace. As easy as breathing. If only. ]


You can always wake me, Hilda. [ One more slow shift to make sure it doesn't seem like he's pulling away when that's the last thing on his mind and to not pull at too many bandages. The latter is less successful but he ignores it, gaze still on her face as that movement meant he's freed up his other hand to run his fingers through her hair, to tuck loose strands behind her ear, any excuse to touch her more like there's not enough contact between them already. ] No matter what it's for, or why, or when. Even if it's just because you need an accomplice for a midnight snack like all those times at the academy.

[ One last attempt to make her smile given that he'd been every bit as guilty (and far more than her) when came to wanting to roam around in the middle of the night, but even if it's part of their routine it doesn't feel right. It's a strange feeling to be scrambling for words when so often he has them at the ready. Hilda has always been the reason so many of them feel like they don't measure up to what she deserves to hear. Something that's entirely his fault, he's certain, but here's one more tentative and partially obfuscated attempt. ]

I don't want you to apologize for it, either. I'll always be here for you.
wiedzminka: (five.)

[personal profile] wiedzminka 2023-04-08 07:43 pm (UTC)(link)
[ He finds Ciri coming back from checking in with Geralt, who may or may not have gone off again. It's been a relief to see he and Aloy were able to find a handful of people.

Claude among them, it seems. Ciri smiles, greeting him warmly. She looks a little tried, but considerably better already then she'd been in the pit, draped in a new fur around her shoulders and a stolen acolyte cloak.

She opens her arms. ]


It's good to see you made it out.
wiedzminka: (one hundred & ten.)

[personal profile] wiedzminka 2023-04-08 08:07 pm (UTC)(link)
[ Ciri puts up a hand in a gesture for him to stop, and begins to stride closer. ]

Most aren't equipped to handle what the noise may lead to.

Don't bury the rabbit. I'll take it back to camp and skin it.
beloyaltome: (sass: tongue in cheek)

[personal profile] beloyaltome 2023-04-08 08:18 pm (UTC)(link)
Yes, presumably. Covered in mud but with pristine clothing. Which, you know, I think is the better option of the two. Being clean-skinned but having to put on dirty clothing is miserable.

[Though really preferably one can not be dirty at all and have regular baths.]

Good. I'm glad the two of you have each other. I'm glad that she's safe.
ordinar: (♛ 044)

[personal profile] ordinar 2023-04-08 08:25 pm (UTC)(link)
[The minutes burn away slowly as he waits by the fire, eyes scanning the darkness. He sniffs the air, trying to pick out the stench of decay that sticks to the Acolytes. The fungus still growing all over his skin, the unfinished work of their captors, makes it hard to discern one rotting stink from another.

When Geralt pushes through the trees that shield their little camp, the tension sags out of Wilhelm. Then his expression lights up with surprise, chased by brighter relief.]


Lucifer!

[Lucifer, whom, half delirious with hunger and thirst, he'd tried praying to. Lucifer, whose voice resonates with pride when he says his name. He'd come for him. Before he can think better of it, Wilhelm is tripping through the snow to throw his arms around him. Of course, he's so caught up in the current of his emotions, the euphoric relief of seeing a face from the other side...that he forgets he's got a live flame in his hand.]
cryptsleeper: <user name="malagraphic"> (THEY!!!)

[personal profile] cryptsleeper 2023-04-08 08:27 pm (UTC)(link)
In truth, I'd be more worried about getting the suddenly clean clothes dirty. I suppose it all comes out in the wash at the end.

[Yes. He made a pun. Be proud.]

I agree on all fronts. And...I genuinely am pleased for you both. Her it's complicated disappeared as some Summoned do every so often, and it was an especially few hard months. But don't let her know I shared that. [He takes another long, long sip of the blood wine, and tips his head back over the sofa.]

Let me know if Thorne doesn't do right by you all after this?
beloyaltome: (red hair)

[personal profile] beloyaltome 2023-04-08 08:28 pm (UTC)(link)
"I don't know much about Solvunn at all, I haven't had much acquaintance with anyone from there." Lenore shrugs, gazing off in the vague direction of Thorne, thinking about it as ... home, now, even though it's hard to feel at home without a proper wardrobe or a private room. "I've spoken to those who have ... very negative feelings toward Thorne, and yet I find I'm not sure how I would have fared if I had arrived in the Free Cities. I'm best suited for a court like Thorne's, despite its drawbacks."

She brightens as they reach the hot springs, releasing Hilda's arm so that she can focus on the important business of stripping down and stepping into the hot water. Groaning with relief and pleasure as she settles into one of the pools, Lenore dips below the surface for a moment, letting the water soak even into her thick curls.
unwings: (castiel00203)

[personal profile] unwings 2023-04-08 09:00 pm (UTC)(link)
Leads for tracking Dean, wherever he may be (if he may be at all), have been cold, and Cas can't just sit in bed rummaging around the Horizon all day for him. Slow death by drained grace or not, he's hauled his sickly, coughing self from bed and set to hunting down clues. Bar sights were the last symptom of the Mark before, it stands to reason they could be a sign of it persisting somewhere.

Stepping onto the scene, he automatically tenses, seeing the man he'd brawled with in a disgusting puddle of shrine blood back in the pit, under the influence of hallucinogens and whatever the ritual did to their minds. Cas imagines that first impression wasn't any more accurate to Blake than it was to him. The angel lifts a stiff hand, returning the awkward greeting.

"I assume a return to the crime scene wouldn't be so obvious."

Cas coughs, clears his through, and paces forward. His eyes flicker down to the body, catching on the jagged cut as a brow peaks. It fits the theory. But Dean's implication isn't something he wants to bring anyone else's attention to.

"My apologies for, uh. The pit."
godshattering: (pic#16150699)

[personal profile] godshattering 2023-04-08 09:43 pm (UTC)(link)
Cut out?

[ There was a grin at the idiocy comment since Geralt's right and that's more than fair, but it's wiped away as Claude's gaze falls to the bandaging he'd just helped put into place. Was that part of why the wound was so deep? He could assume that's what Geralt meant if that's not reading it, given there were so many other possible injuries to have at this point, but who knows. ]

That's... that makes a certain amount of sense. From a botany viewpoint and thinking of the vines and whatever else that way, considering who knows if the same applies to- whatever this is.

[ The water stings a bit as he knew it would - that being partially his own fault for not taking the time to clean it better before bandaging it to keep moving - but there's only the tiniest clench of his jaw to signal any vague discomfort. It's something to focus on rather than letting his tired mind wander too far. In theory, as it ends up wandering anyway while watching Geralt work and when he shifts idly and feels a thorn catch somewhere. Just as a reminder. ]

I've not seen anything like this before, though Fodlan's had its share of... experiments. Those weren't the same as whatever this was that's supposed to bring us closer to gods if that part's to be believed, and if whatever it caused can be cut out.
godshattering: (pic#15894890)

[personal profile] godshattering 2023-04-08 10:24 pm (UTC)(link)
Forestalling is as good as he can ask for, Claude thinks as he nods in response. It's understandable that those Summoned behind would be skeptical - and that truthfully, Claude himself had been plenty skeptical even while agreeing to help her and her brother leave with the rest of who'd escaped when the chance came. Enough had happened on their journey back to convince him otherwise, first slowly to neutral and then in favor of bringing them back for whatever decision would be made from there. All the more reason to loop Altaïr into knowing in case something happens.

If it does, since maybe it won't. Now that the fight's over Claude's a little more aware of how much it'd taken out of him even if it hadn't lasted for long. Exhaustion's set in more than it should and more than it would have had this happened outside of Cadens a month ago. But then again, there also hadn't been a month's worth of malnourishment and infection to deal with.

He stands up, means to handle the sword back to its rightful owner to meet the hand beginning to reach for it, but the offer that interrupts that action has a smile flitting over his face. "Thanks, Altaïr." No small amount of relief passes over Claude's face as he keeps the sword in his possession. Maybe it goes without saying it's the first actual weapon he's had in weeks, but - "I think you would've been proud of me since the first thing I did down in the cavern was look around for something that'd make a decent enough blade."

Claude's kidding, kind of, at least about the being proud part and absolutely not whatsoever about his would-be rock knife, but he also adds with a nod towards where he'd last seen it on the the other man, "Can't say it was anywhere near as impressive as what you managed with that blade and the mask. It's a shame no one else got to see it."

Anyone living, that is.
theidlemaiden: (pic#16094983)

[personal profile] theidlemaiden 2023-04-08 10:31 pm (UTC)(link)
I wouldn't be asking if we did, would I?

[ There's the undeniable sound of sass in her reply but she looks relieved nonetheless to see Jayden well and unharmed, putting to rest the wild part of her imagination that had been briefly fueled by fear. Even though there's plenty of room on the floor she nudges him over anyway before sinking down beside him along with her bag of things that she'd brought along. ]

Is this supposed to be one of those weird animals you were telling me about?
postocular: (twd0704-1925)

[personal profile] postocular 2023-04-08 10:33 pm (UTC)(link)
So y'all have been here for ages, then.

[ The Horizon is where he'd met her in the first place, drawn to the fair that looked so much like one from his hometown. It'd made him a little homesick and then Nadine had showed up and they kind kinda clicked. ]

Carl Grimes. Alright, where else?
theidlemaiden: (pic#16094984)

[personal profile] theidlemaiden 2023-04-08 10:42 pm (UTC)(link)
I guess the saying "the more the merrier" doesn't really apply here, does it?

[ This entire scenario is one that she wouldn't wish on anyone, but in typical Hilda fashion she had searched for the silver lining in an effort to reinforce her hope that had been fraying before news had broken out about the taken Summoned being found.

They arrive at the tent a short time later and she reaches to take the box from him. ]


Thank you for helping me carry it, I really appreciate it.

[ There's another beat where her eyes flit over Alucard's features, noting the tiredness. His hair, usually shiny and well kept even has a flatness to it that she isn't used to seeing. Worry tugs at her. In other scenarios, she'd be quick to offer a reassuring hug, but with her hands full and her embarrassment from earlier still fresh, she would be remiss to cross the line that had been drawn in front of her. Instead, she offers what she hopes are words slightly comforting words that will also in turn convey her worry for him. ]

We'll find them soon, Alucard.
ordinar: (♛ 027)

[personal profile] ordinar 2023-04-08 11:44 pm (UTC)(link)
The screams choking the air seem to already echo in his memory, but Wilhelm can't remember where they come from. His footsteps falter and freeze for a second, before Kell's momentum drags him back into motion. All that holds him together is adrenaline, like duct tape and a few paperclips keeping some broken contraption running. His heart knocks around in his chest. His blood pounds in his ears. He collapses his focus to Kell's voice. To Kell's feet cutting a path. To Kell's grip on his hand — however much the sores covering his skin sting, that pressure acts as a tether for him.

They scramble among the rocks, stumbling over the gnarled roots of dead trees. In the dark, they can hardly see the chunks of the cavern crashing down until the second they're about to strike.

"Watch it!" Wilhelm yells, yanking Kell back just as a shard of stone the size of their heads falls into their path.
philancer: (010)

[personal profile] philancer 2023-04-09 12:16 am (UTC)(link)
You were thinking it hard enough I heard it anyway.

[ He teases her with a crooked smile, doing his best to stifle a yawn. Dammit, had she really drugged his tea? It was hard to guess, especially when his strength was still pretty sapped anyway. ]

But boring does sound pretty nice right now. Although, hey, I'm still waiting on my hot springs soak...