ABRAXAS MODS (
abraxasmods) wrote in
abraxaslogs2023-03-18 09:50 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
- !event,
- alicent hightower; the tower,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- caitlyn kiramman; strength,
- carl grimes; the empress,
- castiel; the hanged man,
- cirilla of cintra; the devil,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- dante; the devil,
- dean winchester; the lovers,
- diana prince; the empress,
- eddie munson; the devil,
- geralt of rivia; the hanged man,
- gideon nav; strength,
- hilda goneril; the lovers,
- himeka sui; the fool,
- inej ghafa; the hierophant,
- istredd; the high priestess,
- jack kline; the sun,
- jack townsend; the moon,
- jaskier; the sun,
- jayce talis; the magician,
- jerry pascal; the sun,
- jesper fahey; the wheel of fortune,
- jo harvelle; strength,
- john blake; the tower,
- jon snow; the emperor,
- julie lawry; the wheel of fortune,
- kaz brekker; the chariot,
- kell maresh; the magician,
- kyle; the hanged man,
- lenore; the lovers,
- lestat de lioncourt; judgement,
- louis de pointe du lac; the lovers,
- lucifer; the devil,
- mat cauthon; the wheel of fortune,
- matt murdock; the tower,
- michael; the emperor,
- nadine cross; the world,
- natasha romanoff; the lovers,
- nero (dmc); the chariot,
- norman jayden; the hermit,
- petra macneary; strength,
- prince wilhelm; the tower,
- reno; the chariot,
- rhy maresh; the lovers,
- robin buckley; the hanged man,
- sam wilson; justice,
- sam winchester; the hierophant,
- steve harrington; the lovers,
- steve rogers; the hierophant,
- sylvain gautier; the sun,
- thancred waters; strength,
- viktor; death,
- yennefer of vengerberg; the chariot
EVENT #12: INVOCATION - IC EVENT LOG (PART 2)
Event #12 - Invocation ( 2 )
OOC plotting post | Event coordination post
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.
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!
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
- 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.
- 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.
- 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.
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
◎ Opening the Door
◎ Escape Routes
◎ Josselyn Creed | Interact
◎ The Mysterious Acolyte | Interact
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:
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.
- 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.
◎ 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
◎ Temporary Relief
◎ Preparing for the Night
◎ 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
◎ Slow Flood
◎ Temporary Relief
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
◎ Oleuni Square
◎ 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.
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
◎ Retrieval Team
◎ Home Team
◎ 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.
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
◎ Hydnellia & Esmond | Interact
◎ Revenant | Interact
◎ Rescue
◎ 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
◎ A Promise | Interact
◎ Dissenting Acolytes | Interact
◎ Rescue
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
◎ The Acolytes (Escape) | Interact
◎ Getting to Safety
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
◎ Dispelling Protections | Interact
◎ The Collapse
◎ An Old Friend
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
◎ Horizon Healing
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.
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.
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.
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
◎ Free Cities
◎ Solvunn
◎ 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.
Julie Lawry | Free Cities | Spared / Home team
Horizon | Week 3 start | OTA for the first few to return to the Horizon
It's a taxing loop, to be sure, especially after months of some remnant of the Singularity running amok inside of her head. Despite exhaustion driving her to sleep for hours and near insatiable hunger, there are physical signs that she's pushing herself too hard. Her eyes are dark, her skin sallow. Her nerves are frayed from the Singularity's neediness, the sheer effort needed to navigate its emotional magnitude.
But she still stubbornly returns each time, as soon as she can, to the big cushion on the ground that she's made her perch. The big white wolf from Kaer Morhen never leaves her side, remains even when she's forced out of the Horizon. The pink crystals on the collar it wears sparkle from under the thick fur.
It's here that it first happens. She's taking a bit of a rest, sitting with her legs folded lotus-style as the wolf tears at a rack of ribs beside her. Silently, she drinks from a bottle of water, but in her head, there is a back-and-forth happening.
The Singularity pushes at her -- it wants to continue its unceasing search for the connections it is struggling to find. But Julie does not have the energy of an all-powerful magical colossus. She tells it, as patiently as she is capable of in this moment, that it must wait. Give her a break or she's going to be too drained to come back. She can feel its ire rising, the frustration not unlike that of a toddler being told no.
With a sigh, she prepares herself to once more try and reason with a titanic numen incapable of human logic. But that's when she feels it. A familiar crawl under her skin, like an itch she can never hope to scratch.
The same itch she'd felt as others traipsed through her domain while she was lost between psychic planes, trapped. The itch that grew and grew, as it does now, the longer they'd stayed. But this time, it doesn't feel like slime coating her, like toxic ooze. This time, it feels tingles ghosting up her spine, oddly pleasant; she can't help but recall being a child with her eyes closed, listening to her friends softly chanting crack an egg on your head, let the yolk run down.
Without thinking, she rises to her feet and spins, looks around. The wolf watches her, clearly unnerved enough to stop gnawing the bone it still holds between its paws. Julie darts to the edge of the Singularity and looks around it. ]
Hello? Is someone there? Hello?
[ There's no response, but the sensation remains. She turns and looks out toward the rest of the Horizon, the various buildings and natural features that make up the domains. For a moment, she lets her eyes wander, as if she might suddenly see someone she's searching for.
No one appears. But still the tingles go on, and she abruptly begins to run in one direction, driven by nothing but pure instinct. She simply knows there's someone there, someone she needs to find. An absolute certainty, same as she'd found her own domain, pre-made for her. The same as she found Wanda with nothing more than a name to go on. It's a feeling she's only ever had here, in the Horizon.
Her heels pound the ground, and her voice almost echoes in the air. ]
Where are you? Please, I wanna help you!
no subject
Drift.
And then he's not in the tundra anymore. He's not on the mountain. He's not anywhere he recognizes — something that would be far less disorienting if he were fully equipped, if his brain was running at full-speed. He'd connect the dots on his half-realized intention to go back to the Horizon, and its tendency to sometimes displace him now and then.
But for a brief moment, there's just confusion, exhausted alarm, and a very familiar voice. )
I'm here.
( He calls back eventually, and it sounds hoarse. The rest of him matches his voice — which is to say, he looks like shit. A little gaunt, more than a little pale, with dark shadows under his eyes. Lesions creep up the side of his neck beneath the collar of his shirt. They're mostly-wrapped, but a few peek out of bandages on his arms. It ain't good news over here on Team Townsend, and he's too exhausted to even really consider the fact that last time he saw her, she threatened to blow his head off. )
no subject
Holy fuck. [ Who it is doesn't even register with her right now. Between the overwhelming flood of information she's getting from the Singularity and the shock of seeing someone at all, she only manages to see that it's definitely someone from the lost group, and if he's here, then maybe the others will follow. They've found some way to get out from under what was blocking their connection.
She doesn't think before she takes his hands in her own. Her eyes roam the sores she can see. ] C'mon, follow me.
no subject
Which is to say, he used to know a girl with a little bit of a southern drawl. They all had it, particularly growing up, before they started schooling it out. He's from the boonies of Louisiana.
He used to know a girl who dyed her hair. Normally it was red, but she dyed it blue, or purple.
Or pink.
He used to know a girl that didn't hesitate to take his hand and gently lead him. He follows unthinkingly, and sounds a little lost when he softly says, )
Sabine?
no subject
But it's not just that. Like Julie has told others in the past, she believes them to be like a family. All of the Summoned. They'll always have more in common with each other than the natives, they'll always be the outsiders. And their own squabbles don't mean anything when it comes to external forces against them. Blood of the covenant and all.
She doesn't know the name he calls her. She's never even heard of it as a name. But she knows what it's like to be as out of it as Jack seems to be, convinced of seeing ghosts from the past. It happened to her more than she cares to remember while she was in the store. ]
No. Sorry. [ Her voice is gentle, and she resumes walking. There's a warmth in her chest -- a physical warmth, not emotional or metaphorical -- and it feels like it flows through her veins, down into her hands. ] We're gonna go to the Singularity. You can rest there. Everythin' is gonna be okay.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
warning: child abuse/neglect
(no subject)
(no subject)
(no subject)
no subject
Cas can't stop to process the horror of what he's enacted, just runs for a place to help, while the lucid moment lasts. pulling at vines, he's resigned to staying behind (penance, for what he's wrought on the pit, on this world), with Ciri's makeshift bomb set to blow the viscous bulb apart. The explosion rips through the cavern, pulsating bloom splattering him with spores and goo, and the shockwave flings Cas back against a rock wall like a ragdoll. His head cracks against stone, and Castiel's down for the count.
He wakes in the horizon with a mind on fire. lacking wherewithal to imagine himself into any other than his reality, fever and chills still shake him, cracks across his pale, clammy skin producing clumps of mold and spindly roots that weave around his arms. He'd already been deeply consumed by the ritual sickness before the scramble for escape began. Clothes caked in filth and gunpowder, torn where he'd ripped away material for bandages, with blood, dirt and now spore goo coagulated in his hair. blinking open reddened eyes, he only sees the Horizon sky, the Singularity off in a peripheral corner.
A voice breaks through the shrill ringing in his ears, the deafening, thick fog in his mind. ]
Hello?
[ Cas croaks, tilting his field of vision towards the source. Head swimming, the scenery around him is utterly unfamiliar, but within it, a bobbing swath of pink around a humanoid figure. No one he recognizes, not one of the lost from the pit. Escape, he realizes, even if only to the Horizon, but that simple displacement is pennies from heaven with all that's wracking his body and mind. Cas shifts, rolling onto his side, struggling to push himself up as he heaves for air, single-minded in his drive to follow that voice. What is the maddest thing a mad can do in life? Let himself die. ]
Hello!
no subject
He calls out and she spots him, rushes to his side. Jesus hoppin' Christ, they're in worse and worse shape every time a new one gets here; she hesitates before she finds a place she can touch him without worry of irritating the wounds that have shit growing out of them. Fuck. ]
You're gonna be okay. [ Her voice is strained as she hoists him to his feet. He's heavier than Mat was, she thinks as she takes on some of his weight, though nowhere near as heavy as Geralt. At least he landed closer to the Singularity than Jack and Mat. She begins to walk them in that direction. ] Just keep movin', you can rest in a minute.
[ All she can do is half-drag him to her little set-up, where she lowers him into a pile of cushions next to a full-sized white wolf that watches with a cocked head. She kneels in front of him, sits on her heels. A bucket of water and a cloth appear next to her, and she begins to gently wipe off the muck and the goo; with each cleansing swipe, she runs her other hand over the spot, feels the warmth move through her fingers. ]
no subject
[ the light in the cavern was low, but he's fairly certain she wasn't one of those captured down there with him, so she must still be on the outside - the first person he's seen outside that godforsaken shithole. he's movin', as instructed, no issue with that, but he's talking while he does, rapidly, unsure how long he'll have in the horizon before something shuts him back out. ]
You need to tell the others - there's a creature, enormous, made of vines and writhing flesh. It came from the shrines. [ i let it out of the shrines, but there's no time to kick himself over that. another wave of chills and shooting shooting through the lesions hits him, and cas hisses as he gets back to the info dump. ] It's rampaging through the cavern, and going, I don't know, somewhere. The search party are in danger if they cross it.
[ possibly, though it did seem to be avoiding the summoned in the pit. that's no promise it won't crush the others underfoot. ]
no subject
She listens to him and nods, though she's more focused on cleaning off the areas around the lesions. Not because she thinks they can get infected in the Horizon or that it will clean them in the real world. No, it's because, as each one is cleaned, she lays her palm flat over it, directs that warmth through her arm. ] Yeah, someone mentioned that earlier. Don't worry. The search team has more mages and firepower behind 'em than they can shake a stick at. They'll be all right.
[ It's said mostly to calm him. The more he continues to be panicked, the more likely it is he'll lose the concentration to keep him here. But she does believe it. She has to believe it because she might actually lose her mind if her two people don't make it back. ]
Just try to relax for now. [ She glances at his face as she cleans another wound. ] D'you want any wine or water? Food?
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
Horizon | Week 3 - Week 4 | OTA
The Singularity is elated to have them back. The strength of its joy makes it seep into Julie's mind no matter where she goes, and it feels like the softest blanket when she's actually near it. And while she's unsure of precisely what she's doing or how she's doing it, she knows that she's somehow passing that healing on to the returning Summoned.
She's incredibly happy to take on the task. But she's not wild about the idea of constantly running around the Horizon. Good thing she has Steven.
If you've ever been to Julie's nightclub or parties, you might be familiar with the bartender, Steven. He is an extremely pleasant man who knows your name and favorite beverage even if you have never met. He and Julie seem to share certain thoughts, and they often move in sync. Now, she dispatches him to find some of the returning people, especially while she's busy with others.
Whether Julie fetches you or Steven does (Steven will have your favorite drink on a tray), they'll both bring you back to the Singularity that stands in the center of the Horizon. There, a large tent has been set up, the flaps held open to reveal a softly lit space stuffed with cushions and pillows and low chairs. Outside of the tent, there's a small table stocked with snacks and beverages. She knows it's not the same as having real supplies, but it's meant to be a comfort, a little buffet to at least create the illusion of satiety.
While she's not necessarily prepared to take a dozen of them at a time, the area is spacious enough for three or four people. Though Julie is the only one whose touch provides healing, Steven and a gaggle of animals are on hand to at least give some emotional support. The white wolf in a sparkling pink collar won't tolerate more than a pat as it follows Julie around, but the puppy-sized unicorn and dragon are more friendly. A similarly miniature T-rex lumbers around begging for food, if you have it.
Everyone is welcome to stay here as long as they like, provided there's not a line. There's twinkle lights and pleasant music in the air, and contact with Julie will provide a longer period of relief to your character, both in and out of the Horizon, as well as both mentally and physically. ]
no subject
Turns out, it doesn't matter. The wolf starts to walk. Must be leading him to her, he suspects. So he follows. Expects to be taken to her club. Instead, the wolf trots towards the Singularity. Where the empty crater once stood, it now has a tent. Softly lit. A few cushions.
Never thought he'd miss the sight of some damn cushions.
Geralt's never one to alter his appearance in the Horizon. Now's no different: the blood-soaked bandages remain, wrapped up his arms, though now that he's started to heal—a combination of Ciri cutting bits off of him and escaping the suppressive magic in the pit—the blood is mostly old, dried. He doesn't look good, but he isn't on the brink of collapse any longer, and his eyes are clear.
Some hesitation colours his steps, as though he isn't quite certain she's real. He's not seen her in what feels like far too fucking long. Funny; he's often away for two, three weeks before returning to Cadens. But that's different. That isn't being trapped in an endless dark, and frankly, his sense of time passing has been fucked for a while. Feels like it's been much longer than it truly has.
The unicorn bumps his foot as he lifts the tent flap. ] Julie.
no subject
The prickles become static, heavy, the same weight that had felt almost comforting as she crawled her way across the dry ground to reach the blob. The fact that it felt good had made her keep moving, like triggering an instinct that the only way she would get back was to get close enough to fall.
Her anticipation triggers the Singularity, makes it alert and excited. Like a dog doing a tap dance of excitement at its bowl. Even before the wolf slips back into the tent, her entire body fills lit with whatever liquid warmth it is that's spreading from her into the others, so much that she thinks it very well might begin to stream out of her pores.
The tent flap opens and he says her name, and she doesn't even take him in before she rushes at him, her arms flung open. ]
Geralt. [ He's hurt and she knows it, and she still can't stop herself. Her arms close around him, clutch at his back, in his hair. Her relief is overwhelming, to actually see him; it's like the weeks of strain and fear all crash down around her instead of continuing to loom overhead. Her vision blurs when she kisses him hard, the tears falling as she squeezes her eyes shut. ]
no subject
His fingers tangle in her hair. He kisses her—sinking into it for a moment, pushing aside the knowledge that it isn't over yet. That there's still a long fucking path home. A shaky one. A dozen things could happen between now and then.
It's good to see her.
He brushes over her damp cheek with his thumb. Holds her face between his hands. He's been worried about her, too. Every one of them back home. He's survived much and lost people in equal measure. He knows which one he'd choose as the hardest to bear. ]
I'm okay. [ His lips tilt a hint: a gentle, wry humour. ] Sorry I'm late.
[ By about three weeks. ]
no subject
He's the one who pulls back first, just that little, and she sniffles, opening her eyes to look at him. She feels too relieved to be truly embarrassed, but there's still a sense of sheepishness as she swipes her cheek with one hand. ]
You're not okay, baby. [ It's a soft murmur. She twists her neck and kisses his palm, then his lips again. And then she gently starts to prod him toward the cushions. ] Come, sit, have some wine.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
no subject
He arrives during a short lull of patients at her tent. The wolf is still there - he knows Geralt has returned to Nocwich by now, having kept so many other the others who escaped alive up in the mountains.
The other animals are new to him. Any other time he might've been enthralled by the miniature mythological creatures, but today he walks by them, approaching Julie first. ]
Do you have a moment?
no subject
She looks better than she did last time they met. The Singularity lies sleeping in her head, no longer a constant tidal wave of emotions she has to weather.
There's no information left to channel. She's escaped the cycle of overload and drain. ]
Oh, hey. [ She looks up with mild surprise to see him. Most of the Summoned who've appeared in the Horizon recently were the ones who were kidnapped. She's seen precious few of those who weren't captured. ] Sure. What's up?
no subject
I wanted to talk. [ He starts slowly, chin still slightly tipped down as his brow furrows. ] First to thank you for looking after Jack when he was here. But also about - this. You, the Singularity. I know you have good reason to avoid this - [ Speaking about such things. Especially aloud. He remembers when he first heard Lucifer and Istredd express concern about Rhy's connection, about what might happen if Thorne found out. He shakes his head. ]
You were the only one here reaching out to it. I know that it must've responded to you.
[ He knows that there was one anonymous person leaving information that no one else here was able to glean. He knows that she nearly shot Jack in the face in Horizon once, and that it was because of a very long, very strange story shared on the network that involved one other person, Rhy. And knowing what he does about Rhy - ]
Whatever it is you're able to do here, I just want you to know that I'm grateful for it. And I won't tell anyone else.
[ That's all. She can get aggravated with him now. He braces for it. ]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
cw: light mention of past suicidal ideation
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
sometime like mid-week 3
Not worrying about his body, but fuckin' worrying at all. Full strength, there wouldn't be a thing anyone in there could do to him. Whatever they tried to do would just heal.
But he hasn't. For weeks, now. Or not enough for it to matter. The wounds fester, grow larger. The roiling of vines and thorns inside him is enough to sicken even him.
And then he has to fucking look across the entire Horizon for a woman in the Horizon, like that's a goddamn helpful description. He doesn't have the energy to ask for more. Maybe the Horizon ain't that big, but it is when he's doubled over, trying to keep his organs inside his stomach, where the worst of the gaping wounds continues to grow thick with thorns.
At some point, he wakes up in a guy's arms. Wakes up on the floor with just straight white above his head. And for some reason, when he turns his head, there's a cream soda.
Weird. But cool.
Nero shifts against the ground. Unlike other people who mess around with their Horizon appearance, he plopped in there exactly as he is still in the altar room. Fucking filthy. Covered in mud, and blood, and the weeping excretions of the open wounds slowly cracking his skin apart, with tendrils and thorns sliding out. Every cough comes with blood, and it leaks out of his nose and ears.
Truly a sight.
Between one blink and the next, when he realizes he's laying on the floor of a -- a tent? -- the giant head of a dog comes into his view. They stare at each other. Gold eyes. Feels kind of familiar.
It huffs.]
You are a really big dog.
[Being stuck in a pit for a few weeks has not really done him a lot of favors.]
no subject
Geralt is definitely an asshole. ]
Thanks, hon. [ She speaks brightly to the man who brought Nero here, then swoops in to replace him. She has a bucket of water and a cloth; she sits in the cushions next to Nero and begins gently cleaning his face without asking. As she wipes all the blood and mud and gunk away, she places her other hand directly on his forehead, his cheeks. Her hands warm, much warmer than they should be, but pleasantly so. She looks down at him alongside the dog. ] It's a wolf. But he won't hurt you.
[ This is probably less than reassuring when the wolf is still peering down at him. She glances further down, at the largest wound, then reaches and runs her fingertips along one edge of it. ]
They really gotcha, huh? I'm Julie. Just try to relax.
no subject
Honestly, he doesn't have the strength to fight it. And maybe he is real sick of being covered in garbage.]
Nero. Sorry I stink. [At least he knows that, even if he's long gone nose-blind.] You know, Geralt really could've mentioned the hair. Looks nice. [He's going to punch him so fuckin' hard for that later. A woman? You asshole, she's got pink hair!
God, he is such an asshole.
Luckily Nero's never seen a wolf in his life, but he's also not particularly off-put by the thing staring at him, when he had two weeks of those same eyes staring at him through the dark of the pit, too.
Huh. Why does it sort of look like Geralt?
What he's far more off put by is her getting a little chancy with the wound almost splitting him in half. He hisses, jerking -- but not totally out of the way.] Yeah. Got got, as they say. [And it only got worse as time went on. But the fact she's not thrown off by the gore, or the thorns inside a man's body, is probably a weird slash good sign. So far.] So what're you gonna do? Geralt didn't say. Just told me not to piss you off.
[He almost says it with a laugh. She seems kinda nice so far. A little hard to piss off. (Boy, does he have a storm comin'.)]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
no subject
Geralt had told her Julie is here. She doesn't have a lot of time, but now that Ciri can actually focus well enough to enter the Horizon without interruption, and trusting Geralt to keep watch, she wants to see her friend. If only for a few minutes. ]
...Julie?
no subject
Julie knows that means only one of a few people could have popped in. The last time, it was Geralt, and Julie doesn't expect him to return soon, not without messaging her, at least. So she's not surprised that it's Ciri. But she is happy about it. ]
Ciri! [ Julie greets her with open arms. For a moment, they stand there, the warmth in Julie's chest feeling like it's overflowing the confines of her body. Then she moves her hands to Ciri's cheeks, shakes her head gently. ] You're a fuckin' dumbass, you know that? What if Viktor's proto-GPS didn't work, huh?
[ Her voice is warm. She's only barely mad. ]
no subject
[ This time excitedly, when Julie appears. Ciri runs to her, squeezing her tight and holding the embrace a long few seconds, burying her face in the soft pink waves over Julie's shoulder.
When they pull apart, just a little, Ciri places a hand over one of Julie's on her cheek and smiles. ]
It doesn't matter. It did work.
And it was worth it.
[ Ciri doesn't care that Geralt doesn't agree. He can be upset about it all he likes. It's a price she's willing to pay in exchange for not losing him. She thinks Julie understands. At least, she doesn't seem that angry. ]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
Cadens | Week 4 end | Reunions