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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.
( 𝐑𝐄𝐓𝐔𝐑𝐍 ) » — recovery.
𝐋𝐄𝐒𝐓𝐀𝐓 — hunger's got me lightheaded;
The only touching he'd done in the pit had started aggressive, and it continued in the mountain. It reminded him of the version he had to put up when he pulled a knife on Paul in public. It made Louis need to keep to himself as he tried to feel whole again. The irony of wanting his vampiric self to be once more had truly driven him to a sorrowful desperation in the height of someone ushering him to a cure.
And now.
There were hands on him, and he didn't realize how sensitive he'd become until someone placed a towel over his forehead and accidentally brushed his skin. He shivers. It felt wrong. Louis pushes the hand away with far too much strength, setting the med person to stumble backwards. Mortified, the apology is stuck in his throat. His body is healing itself at the same time, but it seems his mind was resisting it. Above all, he was trying to keep away from the minds around. He needed to get out of there.
Louis makes a haste attempt, sliding off the bed. A few steps in he stops at the door with a wobble, and trips. A hand lands upon the frame, splintering the edge as it catches his fall when he uses it for support. The med person only aims to get him back to the bed. In a haggard little frustration, he responds. }
Don't touch me. Please.
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At least Lestat had gotten to paint the mountains red.
They say that everyone is being brought to Nocwich. Amidst the reunions and people receiving medical attention (Lestat tries not to look too hard at those were taken, he doesn't want to see the effects of the ordeal and imagine what Louis went through), he wanders the village to find Louis. And find him he does, looking like a shadow of the man Lestat had coveted for so many years. ]
Shush, mon cœur.
[ Lestat's voice is soft, chiding but comforting as he motions to the med person that he'll handle this. His hands go to Louis' upper arms, offering some strength for the other to lean into. ]
They are only trying to help you.
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His defenses are down, and in them he finds the energy to allow Lestat to aid him back to the bed. He does mumble an apology to the med in response. His symptoms are still on him, needing to be plucked. The lesions on his arms are starting to heal slowly. }
Lestat. You’re here? It was cold out there. { Not the snowy mountains, the pit. His hands grip over Lestat’s as he steadies and gets on the bed. There’s still an underlying pent up anger in him, welled up by the ritual remains. Strangely, Lestat is a calming presence. It’s unlike before. His hand falls to the bedding in his exhaustion, and his knuckles end up brushing against Lestat’s thigh. Only since he’s close by, he thinks. }
I never thought I’d miss the day I’d want my coffin back.
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[ As if he could be anywhere else right now. As if he'd leave Louis alone after such an ordeal, when Louis had tried so hard to reach out to him during it.
While the whole thing is ideal in the way it plays to Lestat's need to solidify himself as vital to Louis' existence, the real affection for Louis is bubbling too close to the surface. He considers himself lucky that Louis isn't fully himself at the moment, lest he see that crack of vulnerability.
His thumb passes over the other's cheek. ]
I will find you any coffin you want. First you need to let them help you.
[ Lestat would prefer them to be able to take their leave of this make-shift medical centre soon. He hates the sight of Louis on a sickbed. The last time he'd stood beside someone he loved who was ailing, he had turned her. He couldn't so easily solve Louis' illness now, and, truthfully, he didn't know if the cures here would help someone who wasn't human. ]
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There's a stray tear that escapes from his right eye, the blood tickling down his cheek. It could be from the pain of his bruises trying to heal. It's partly.
He brushes by the coffin comment, and instead he considers Lestat in his state. He remains untouched in sight, but he notices he's a bit disheveled. It's the subtlest hint upon his clothes, but there is also the familiar smell of the fresh snowy mountains upon Lestat's person. There's blood as well. }
You were out there.
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[ He’d said he would. He’d all but promised, really, and while the opportunity to be a hero in that capacity had passed, a different one is presenting itself here. ]
A few of them paid the price for their actions.
[ Not just from Lestat, either. Plenty of those on the search mission seemed keen to seek some sort of vengeance on the Acolytes, but Louis doesn’t need to know what others did.
Lestat’s thumb makes to wipe at the bloody tear. His head tilts, expression becoming one of consideration. ]
Have you eaten, Louis?
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𝐂𝐀𝐑𝐋 — peace of mind;
he was grateful when he entered the green pastures of solvunn. even if part of him felt an unexpected tug after encountering the reason why he chose to escape. he had to wonder if it was the experience that has begun to forge him in a different direction than when he arrived, or if seeing lestat had truly brought a calamity he didn't think he'd ever have with him. vulnerability and louis were once again at odds after only having misery for weeks.
some of the early emerging rays brush upon his skin, sizzling his skin before he avoids them to step under a large tent. it stings. it's minor compared to what had occurred in the last month. louis remains in the tent, knowing he'll have another hour or so before he has to retreat. he slips to the ground and sits upon the grass. someone comes by to ask if he needs any care, and still he remains in his silence while shaking his head once. they glance at his skin healing itself from the newly formed burn, and leave him to it. what a strange feeling to know the full morning will soon be upon them. he's incredibly tired. he just needs a moment in the open air, just one. }
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It doesn't escape his attention that another man swoops in and hovers around Louis- one that he doesn't recognize but seems familiar to his friend. If their closeness is anything to go by. Carl doesn't like the look of the fancy-looking man. There's just something about him he's unsure of. He'd have to ask Louis when he gets his strength back.
After a few days, and it seems so much longer than that, a lot of them that were recovering started to go home. It's a good feeling that so many are leaving the medical tents, but there's still so much healing they have left to do.. When Carl spots Louis heading for the portal to Solvunn, he excuses himself from his duties to make sure he gets back okay. He has to make sure with his own eye. On the other side, he spots the man sitting under a tent as the sun starts to rise. He'd be more worried if Louis himself seemed more concerned. They hadn't really gotten to discuss timing on the whole vampire curfew before he'd disappeared.
Sinking down onto the grass next to him, Carl sighs tiredly, nudging Louis' foot with his boot. He picks a spot that might be a little freer of damage and doesn't know where Louis falls with shows of affection. ]
I'm really fucking glad to see you. I was worried.
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catching a glimpse of carl was a relief when he did spot him. then he was ushered for more treatment, moved from one area to another until lestat came about and... his tunnel vision came crashing onto him. there was no denying the effect the other vampire has on him still. he nearly didn't let louis out of his sight, and truthfully he had been the one to ask him to stay for a moment longer.
there was a strange feeling to leaving him behind since it doesn't solve their past, but also solvunn called for him in a way he didn't intend for. he's grateful to be back where the open air has less commotion. it reminds him of when he'd go sit next to the cherry blossom tree in dubai to find his peace even if he had to place it in the middle of his living room area. he senses carl before he sees him. it's as if everything he's begun to hold together once more has become transparent. }
I didn't make it to our meeting. { there's a strain to his voice, one that arises from his pained shorten laugh. what a bizarre experience he's been handed in the last month. carl brings a calamity he's seeking and with no hesitance he lets out a tired sigh. }
I'm glad to see you. I'll also very much like to hug you right now if you'll let me.
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[ It's easier to brush it off with a little huff of a laugh and the lifting of an eyebrow. Gives somebody an out. He doesn't want to freak his new friend out with how quickly he'd gotten attached.
His tone is teasing despite his words. He doesn't think for a second that Louis meant to go back on his promise, and it's not like the dilapidated shrine is going anywhere. If people weren't using it before, they're likely not going to before they get there right?
Carl can't help the waver in his smile. He wasn't expecting to be asked for a hug even though that would have been his first instinct if Louis had been a part of their group. That's another thing that really sticks with him. How quickly he'd jumped into the bin of 'family'. They'd only ever met once, but something told Carl that didn't matter.]
I'd like that a lot. [ He doesn't hesitate, opening his arms wide and wrapping them around Louis when he's close enough. His hug is firm but not squeezing, resting his head on his friend's shoulder. ]
Sorry I wasn't there to help get you out, I thought I'd be more useful here. [ He pauses briefly, adding almost as an afterthought: ] They don't have guns here.
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he doesn't do well when his choice is taken from him. now here's carl, who he had revealed his nature to on the first meeting, and that reminds him that his intentions to stay away from people were not going to work. there's no hesitation when he is given permission. louis isn't modest with his end of the hug. once carl's head is on his shoulder, and his arms are around him, he hugs him true and with a tight grip. it's enough to only add slight pressure like a weighted blanket. perhaps he's been needing a hug for a long time now. }
Don't apologize. I'm a grown vampire, I've survived worse. { it's also better that carl was safe and away from the harm. louis has grown fond of the boy and truthfully, he's the one he wanted to see in solvunn the most. he lets out a disbelieved laugh, and gives carl another squeeze before leaning back. his hands end up on carl's shoulders, as if he needs to assure he's real. his eyes are glossier than usual, but he'll resist what could be a hint of blood tears. he doesn't want to scare carl away. }
I don't doubt you have a mean grip. I'm just glad to be back.
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Just because you've survived worse doesn't mean it didn't suck. It's okay to need people.
[ Carl couldn't be scared of Louis even if he tried. Now that he's considered family, it will take a lot more than a little vampirism to scare him away. He inherited his stubbornness from his dad. ]
Ha, you know it. I'm really glad you're here.
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𝐇𝐄𝐍𝐑𝐘 — two peas in a dysfunctional pod;
the whispers were gone. the breaches of people's thoughts were not. those were real. he could sense them on a stronger scale, and with the lesions still on him and the effects of the ritual coming back, he had no choice but to be ushered inside. they hadn't identified if he was one of the ones who needed to be cured, but it would soon become apparent.
he wandered around, his silence a shield. it remained when someone mentioned he should go to the other side of what seemed to be a hospital area. something about specializing. his shoulders were tense. he'll try what they have, but only for a moment. would it alleviate the pain? would it stop the loudness of those he passed by who looked at him and — Is that blood on his shirt? Those eyes...
once he was ushered onto a cot, they told him to wait. he punctured a hole into the sheets when the person performing an unknown remedy touched his temples. it caused his fangs to grow out in defense against his better judgement. it was also the touch upon his sensitive, feverish skin breaking out from the weight of a body on high alert. the med person begun to amplify his mind, opening it up and stripping his fried protection off. they told him he needed to rebuild. his response came in a lashing telepathic wave the med ignored as they left the room. wards? he didn't do magic. he supposed his ability came naturally, but now he was at loss with it. it irked him, it left him hopeless. he couldn't be granted true silence when he wanted it. }
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[A single word, like a nail being hammered into the mind, as soon as Louis' telepathic response brushes paths with someone else's consciousness nearby. Perhaps he might recognize it; it has the same underlining of impatience, and bitterness, and the unwillingness to cover it up as easily and as often as he usually does.
Should Louis bother to look askance, over to the bed next to him, there sits Henry, skin still glistening with fever, his head stooped down and face buried in his hands. Blond strands poke out between pale fingers.
He's clearly in better shape than Louis, but the bar is still low. Frustratingly so. His next response is at least spoken verbally, low and strained.]
Keep your complaints to yourself. I don't need them ricocheting in my head.
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the slightly disrespectful boy. the bone serpent. oh. he'll give him the doubt considering they were both not at their best. no one was in the pit. he stills before speaking. }
It's you, the one with a mind gift. { it's the only way he knows it, and it's how he associates. henry reminds louis of armand in that regard, and it makes him sigh. } I'm not doing it on purpose. I don't want anyone in my head either.
{ which is half a truth since he's amendable to selected folk, of which are far out of his reach in this strange new world he's becoming accustomed to. even when he's the one in worst shape, he'll still try to keep it together. }
You can keep yours.
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"The mind gift", though. He's never quite heard it phrased like that before, even among the few here (see: Wanda) that share similar abilities. He peers up at Louis again with those keen blue eyes of his, sharp and considering in ways he usually keeps hidden behind his veneer of politeness. But this man has already seen it slip more than once; he's not terribly worried, still in this wretched recovery state, about keeping it glued on.]
Psychic. [-he says, a sort of correction that's ultimately useless, just a difference of verbiage.] You could work on your control, then, especially if you're not doing it on purpose.
[This is unfair, of course, considering Louis isn't at his best. But Henry's propensity for true compassion is... lower than most's.]
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what tumbles out is a low chuckle. it tickles him since there’s a far cry from these abilities to what he can already tell is henry’s mastery over being psychic. so excuse him that he isn’t phased, that there’s an even more complicated edge of wonderment to find the familiar in ways he didn’t expect. it’s not to be mistaken with fondness. }
I’m used to only having one person in my head at a time. I don’t make a habit of using my ability. Consider me rusty. There’s something about this place that is frustrating, yet cathartic. Let me guess, you’ve been here longer?
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And so, after a moment, Henry does deign to answer.]
Not by much. By a month, or a month and a half, maybe, stuck in Solvunn.
[Still new by his accounts; still utterly unaccustomed by anyone’s. Life in the settlement is new and strange and will remain new and strange for an undetermined amount of time, since Henry only ever has twenty years of lab life to draw upon for comparison.]
But my time here has nothing to do with how well I can control it. If you’re rusty, that just implies missed opportunities in your past. [Says Henry, the guy who knows next to nothing about Louis’ circumstances back home.] No excuse now.
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cw: offensive wording.
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𝐉𝐎 — here i hang for the seated ground;
He didn't realize he had gone further down where he can see more arrivals bringing in people from the pit after his escape. Now that he can block out others with less sensitivities, he decided it was for the best. He had people push against his mind in ways that felt a violation to himself and to the person in question. Suffering roared like the night Storyville burned.
He'd been lost in his thought that he didn't note how much of the fragility has amplified from within and they were right - he needed time to rebuild his wards. Someone brushes past him, seemingly like a ghost passing through him. There's blond hair in sight, instantly obscured by the imagery he unknowingly steals. There's a glimpse of a body falling into the water and cries of multiple people. He instantly grips his chest from the mere touch, the sensation choking up all the way to his throat and squeezing a gasp from him. It's short-lived, yet familiar. He can almost recall Daniel's voice plainly pushing him to confront what he denied, what had been proven to him in his first visit to Nocwich.
His knees are weak, and he could fall on them. There would be no sand to take his fall. Only a reminder of loss. What he had picked up is fresh. He becomes an alert cat, one that retreats to the shadows of the outside inn. They warned him he shouldn't leave with his mind walls in active rebuilding. There's a bristle of commotion in the square that's louder. Louis sees Castiel among a group, warn down. He's glad the angel made it out, but there's something off about them.
Grief. Someone else's grief. He must have been in the way. Part of him wants to understand on what he had picked up, and the other pleads for him to get away. Who was it? Was it all of them? Louis remains closer by, the tension marking his shoulders with a rigidity to realizing what occurred in the pit is catching up and he's still not letting go. He can't let go. He's never been able to let go.
Breathe, he reminds himself.
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Where she is. She'd have to look up for that. She doesn't. Won't.
She can't stop replaying that less than ten seconds from above herself.
Cas had to be taken in with the others to be worked on, and Sam is still with him, but she'd been pulled away by someone else. Encouraged—if that's the word one wanted to call it—into showering while her friend was helped. Even untouched by madness and mushroom lesions, even salt specked, she'd had dried blood
Dean's Bloodin her hair, her clothes, her skin. Her clothes have some of those same blood stains, but she's clean now. Whatever that means. Clean. She feels like her skin is barely sticking to her body.Golden hair still coils in thick damp curls, spreading dark moisture marks wide across her back. She'd just started walking. She couldn't think, couldn't breathe. Wasn't sure she was now, even as she raised her eyes and watched the crowds of people going to and fro. Groups of people reunited, reuniting, others running here and there with supplies. They're all real. So very real. But they could just as easily be too large, too colorful, too quickly moving ants for all she can focus on any certain one.
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It's not the detachment he reads, rather the hint of blood underneath. Sometimes it lingers even after, the stench of it. It's not her's. It's a heavy scent to him, among the efforts of soap having rinsed it off. Louis slips into the crowd, closer. It's not intended to stalk. He's simply moving in the motion where he can see the woman is going to end up crashing into a small fountain nearby if she ends up in her distraction. It's easy for him to glide up and place a hand upon the marbled step, essentially blocking her from crashing into said foundation. He looks up, and then sits upon the stoned seat, the water behind him a soothing sound as he speaks.
"I'd reckon you don't want to get wet again, ma'am." Which is also a reference that he sees she recently took a shower, and not that he can smell it.
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She knows it too well; her mouth moves without much thought to it at all.
"Thanks," rolls out more rote than chosen. Then, "Sorry. I wasn't really looking where I was going."
Which is an easy enough admission and one that doesn't make her stand out much in these teeming crowds. So many people look like they've been shat out the back end of hell. Even huddled with their people or being shepherded into beds and rooms in the hospital spaces. Except she isn't. She didn't go through their hell, and Dean was the only single Summoned who didn't make it back.
The worst part is she's done this. More than any hunter short of her mother; she's done this. She's lost more people every year since she was born to the darkness, the doorstep, to word of mouth passing, and lost in the black with never a whisper again. Every year, it was normal. A revolving door of faces, stories, hells, goddamn bravery, and bloody black ends. A million people. Her dad. Rick.
(She'll die on the floor of a hardware store,
with her guts being held in by duct tape.
She dies saving Dean.
Except now...)
She knows how to do this.
She knows —
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It’s a feeling, indestructible to most, from overwhelming emotions that end up combusted into a numbness. It’s a sadness where one thinks of what they once had, of what they cannot get back. His thoughts go to the pit, to the clear mimic of Claudia’s voice. He’d been searching a redemption he’ll never get back. It was cruel to tempt him. She’s gone. It’s been decades and he still refuses to accept it. Louis turns his head and grimaces, hiding away what he’s absorbing.
His curse is his suffering. It’s not about him. He lets a soft sigh, in turn smoothing his expression and settles upon the fountain’s edge, one leg over the other. His energy is calm, despite how much of a storm he can hold within.
“You’re welcome to sit if you want. Sometimes all you can do is exist when you’ve lost someone.” He’ll make the bold assumption, despite the imagery he gathered. It seems the prior month hasn’t been kind to anyone. They don’t know one another. She could walk away. All Louis can offer is co-existence, fully aware of the feeling when he held his immortal companions in their death. For a vampire, the memory can become fresh anew. The irony of their detachments comes at the expense of their intense emotions. Maybe he should be the one that ought to walk away. It’s always been his struggle. There he goes, meddling in human affairs again.
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She can't be surprised. She can't.
They should get Cas seen and whatever he needed here, and then — what? return home? like outrunning the faces of those alive who knew had any sway in the balance of putting herself behind the doors of a house he helped pick out, where he'd been clutching her like a lifeline before coming here?
"That's all we ever get," Jo says, even though she's not sure if she lost the way between his words and her thoughts or how she came back to them at all. She didn't sit, but she kicked the base foundation of the outer wall of the fountain very lightly. She'd grown up on that, too. One person died in the dark, and the world went on. Another person died in the dark, and the world went on.
Hundreds died, noble bodies rife and piling as the years blew past, and the world went on.
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