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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.
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Kahlil normally wouldn't care if Lucifer ripped these acolytes to shreds. From the bits and pieces of information they've received from their lost friends, many of these cultists are warped by whatever god they've pledged themselves to, barely human. And that's not even taking into account his anger at what they've done to those friends.
But they still haven't found the escapees yet, and they may need information on the ritual in order to heal them.
Lucifer makes messy work of the first acolyte at a speed that's honestly dizzying. Kahlil has seen boys and men ripped apart by the Gray Space, maimed and suffering for days before death finally gave them peace. But still his stomach turns from the crunches and squelches, and he forces himself to move - slicing his way into the Gray Space. There he moves between Lucifer and the acolyte, reappearing. This second acolyte has stumbled backward, falling prone and shaking in fear at what he's just witnessed. A stuttering p-p-p-lease... leaves his lips.
"Don't." Kahlil stands straight, blocking Lucifer's line of sight. His heart is hammering hard in his chest, a cold touch running down his spine.
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It's maybe the silence in his head. A connection that won't reestablish. Can't reestablish, he assumes.
It's maybe that there's blood rapidly cooling and sticky on his hands, a knife slipped from his grip into the unmoving body below him.
It's maybe, simply, the one word. Don't. Kyle becomes less a person that Lucifer has in fact put heavy reliance on, increasing since the negotiations trip, and more a roadblock. Just a shadow in his way. He does not see him, just as he barely saw the first acolyte.
Only a target. Something to cut through. And Lucifer? Lucifer goes for the throat.
The remaining acolyte takes what little seconds he has, looking to his partner, then scrambling across snow, crawling, bolting back to his feet and moving off in the direction that had initially caught their attention, whether or not intentionally or just sheer terror in needing to get away.
It's hardly a concern to Lucifer, he'll be able to close distance to him just as easily as he does with Kyle.
"Don't?" he replies, Kyle pressed so suddenly into a tree, Lucifer's bloodied hand tight around his throat. "Why the hell not?" His gaze is, shockingly, pained. Open. He pulls the dagger free from his back, reflecting the glare of the surrounding white. Playing with it in a loose grip. Unpredictable. "There's no value to them! You really expect them to hold any information?! They're just bodies same as we are to Thorne!"
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Another man's cold features flash in front of him.
Panic has him trying to wrench Lucifer's arm away with both hands, unable to breath let alone breathe. Metal flashes in the pulsing corners of his vision, a drum beat hammering in his head. Legs kick, trying to hit at vulnerable points, but a strangely calm, logical part of his mind operating in the background knows he might as well be assaulting a boulder.
It was the same with Jath'ibaye.
One hand lets go of Lucifer's wrist. If the angel is paying any attention, he might sense the sizzle of something off in the air near that space, the same kind of burning ozone scent that comes with Kahlil's reappearances.
He might see the blade itself, jutting out of Kahlil's fingertips like a stiletto made of torn reality as he slashes it across Lucifer's chest.
kell is the meme guy with all the pizza boxes coming into a burning room
At first, he can't believe his eyes, his mind catching up way too slowly. But his instincts catch up fast noticing the pair fighting, a dead body with in a hooded cloak, its limbs askew at a weird angles, a one, horrified, but very much alive Acolyte trying to crawl away from the fact, using the commotion to cover up his escape. He doesn't get a chance to even get up from the ground. To the untrained eye it would look as if the earth itself tried to swallow the man whole, starting from his wrists and ankles. It's not. It's just Kell making sure the Acolytes doesn't run away. Besides, he's way too generous. He could have sprouted thorny vines to bind the man, like they did to him. He raises a wall of ice around the man for good measure.
Now, he has to deal with the other part of this scene. This is not how imagined his first encounter with search party will look like. Not from what he thought about when Viktor had told him they are coming for them all. He's not going to do something as stupid like try to separate the fighting men. He's just nearly escaped with life. He might have his magic back, but it doesn't make him less injured or exhausted. Kell counts that drawing their attention to him might at least pause the hostilities long enough for him to get at least a chance to learn what on earth is going on here.
"Have you both gone absolutely mad?!"
they're just acting out a scene from a movie kell it's fiiiiiine
At Kell's voice Lucifer's dagger instead sinks through tree bark instead of Kyle's flesh. A bucket of ice water over the situation. His attention immediately forgets about Kyle even though the man very well could go for another attack--Lucifer would not blame him--and instead finds the second acolyte, relief sagging through him when the man is restrained and not getting to Kell.
He leaves the dagger embedded, holding to it like a lifeline, breathing unsteady.
"Generally speaking," he says, "I'm always mad."
Is he refusing to look at Kyle? Huh. Weird.
no subject
He jerks his body to the side, the dagger hitting the tree with a heavy thunk.
There, standing in the snow, is Kell.
Kahlil takes in a few more ragged breaths, eyes still wide as he takes in the scene: the now seemingly pacified divine beast, the acolyte restrained on the ground, and Rhy's brother - looking at them in anger and confusion. He drags himself back up to his feet, finding his sword where he'd dropped it.
"Momentarily lapse in judgment," he manages to get out, also not looking at Lucifer now. He approaches Kell and the acolyte, scanning the former for injuries, relief in his tone and expression.
"We've been looking for you."
As if that weren't obvious. There was a pack that he had - he must've dropped that too. He sets about looking for it, leaving Lucifer to explain himself (or not). He doesn't really care right now.
no subject
But it does matter. There are wolves, and bears - well, what looks like a bear, not that he's a specialist on the subject - and freezing cold. The rest of his group is in no better shape than he is. Some of them are worse. A lot worse. And he is supposed to show Kyle and Lucifer the way to the camp. So they, in turn, could go back to the search team to pass them its location. So they could escort their whole group to safety. Not just him.
After what he's just seen, Kell is not all that sure that he should do that.
"This is not how I imagined meeting with the rescue party after Viktor told me you are coming. Could you please explain to me what the fuck have just happened?"
He's intentionally directing his question to both of them.
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What? Did Kell really expect an answer?
He slides his hand off the dagger's hilt. Leaves it embedded in the tree, with no intention of recollecting it, and folds his arms over his bleeding chest.
He snorts, dismissive. "You should see the rest of the group before you judge us." There's just as many vengeful hunters, though maybe not gunning for each other.
He shoots the blandest look towards Kyle. Sort of. It's still lacking on the eye contact. "Do you have a means of securing your hostage, since you want him so badly?" Or are they just going to let him die out, slowly, in the snow? Lucifer's perfectly okay with that.
no subject
"Fine." he spats. "Sulk all you want."
Kell turns to Kyle instead.
"We're a small group. Just a few of us got out. If you have contact with the rest of the search team, tell them they still need to break into this cursed cave and free the rest. And tell them to better hurry. I have no idea what the Acolytes were planning for us before we bolted, but nothing pleasant for sure."
Kell barely finishes speaking when he has to grab the nearest tree trunk to steady himself. Suddenly, he feels weak, heart pounding, his breath shallow. He holds to the tree for dear life waiting for the strange sensation to pass. He can't let himself relax, lest he collapses of exhaustion. He needs to hold it together just a little longer. They're not entirely out of danger. There's cold, and wolves, and Acolytes hunting them.
Speaking of Acolytes. Kell makes an effort to steady his breath. He doesn't want the Acolytes to hear his voice shaking.
"What do you plan to do with this one?" he asks Kyle.
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"Here - eat this. It'll warm you."
There's real food in the pack, but the first thing he gives Kell is a crystalline berry. It'll banish his hunger and warm his belly.
As soon as Kell takes it (or Kyle shoves it into his hand), he'll kneel down to start getting out more supplies, talking as he goes.
"The others are hopefully still on the island - there's another group of us heading there for an assault and rescue."
He shrugs off his own thick coat, handing that to Kell. It's already warmed up from his own body heat, Kahlil can take the spare from the pack. There's water and other necessary supplies in there too, including first aid. And rope. He glances at the acolyte with a scowl.
"I'll bind his hands. He can come with us to the camp for now, but they want some of them back alive."
For questioning.
He hands the pack to Kell to dig through if he needs anything else immediately.
no subject
Lucifer saved one, Ramsey, and she became the progenitor of the hellhounds.
Feral, mangy, monster of a thing.
That's where his mind goes when he takes in Kell's attitude, thrown right back at Lucifer. It would likely continue in a needless cycle if Kell's weakness wasn't showing through and that was, unfortunately, a sticking point for Lucifer.
He does, purposefully, ignore most of what Kell says about those left behind, as though they're still actually alive.
For just a moment he considers killing the second acolyte while the two are focused on each other. It'd be so easy. But the desire has been effectively stifled.
"The party going to the cave is much larger than us in the mountains," he says, primarily because he doesn't like being ignored, despite it being his own doing. In reality the two groups did end up closer balanced and numbers, but that's besides the point. "And made up of enough competent people." Enough that Lucifer felt a fleeting hope.
no subject
The warmth of Kyle's coat melts away some of the iron resolve that Kell has been holding on to by sheer force of will, and he staggers. Suddenly, he feels dizzy again. He's been away from the camp for too long, didn't even realized how much the cold was able to get to him, his strength slowly seeping out with each step of this trek.
Lucifer's words snap him back into focus, draws his gaze from Kyle to Lucifer.
"Good," he says. "They will need both numbers and competence."
Kell hesitates. It would have been so easy to say nothing; just let guilt slowly gnaw at him. At least he'd avoid Lucifer's inevitable rage when he learns what Kell did. What he let Istredd make him do. But he also knows that if this was him, he would want to know, and it's both cruel and cowardly to stay silent.
Kell looks away before he finally musters the courage to speak. He must say what has to, but can't look Lucifer in the eye while admits that he just left Istredd to whatever fate the Acolyte planned for them. Fully aware they could, and probably would, retaliate on those that stayed.
"Istredd is still there. He helped us escape, but he didn't make it out himself."
Each word dripping guilt like blood. And I left him. Kell doesn't say that. As he doesn't say that Istredd practically kicked him out, made him promise he'd drag Wilhelm and Mat out. He did that. So, in theory, he shouldn't feel so rotten now.
no subject
"I know," he says, definitive and concrete. He's known since the very, very beginning, after Istredd told Lucifer that Wilhelm was there, and after Lucifer told him Kell was. It only solidified with Istredd's desperate--as desperate as text can be--message that they were out and that Lucifer needed to get to them.
This was always Fated to be the end result.
It's the only reason Lucifer was on the Search team, not Retrieval. It'd be real pointless to not follow it all through in the end.
But Lucifer is frowning at Kell, likely not the reaction Kell--or either of them--expected. Lucifer has no familiarity with guilt; he will brush it off and play the victim every time. Except. He glances at Kyle, only a flicker, and then focuses back to Kell and steps forward, keeping slow. Less the hunting predator as his slowness had indicated mere moments earlier and now making sure that Kell knows he isn't about to lash out.
"It's not your fault," Lucifer says, in a far softer tone than what should exist from him, especially for someone who had just been literally at Kyle's throat.
"Nothing else was ever going to happen," he continues. "He had one goal from the moment he knew who was in the cave with him. He intended to give himself over to whatever was in there if it got all of you out. He knew it, I knew it, there was no convincing his stubborn ass otherwise."
Not that Lucifer even bothered to try. It wouldn't have mattered. Pushing would have just made Istredd more upset.
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Kell keeps his eyes fixed on the ground. There's an explosive cocktail of emotions flooding his mind at this moment. Guild, rage, fear, disappointment.
"This was supposed to work for everyone. Everyone. No just a handful of Summoned and a few natives."
This was the only moment when the Acolytes had a bigger problem to deal with than making sure their captives won't escape. The only moment when it could have worked. And it didn't. Kell doesn't count a partial success as a success.
"I could have at least tried, and I didn't."
All he could think about in that moment was how to get Wilhelm out. He didn't realize this was Istredd's plan from the beginning. Maybe he could have convinced him if he did. Istredd is stubborn, but so is he. But there were so many things he had to focus on, that he missed it. Maybe if he didn't, he would have found a way to convince Istredd they need a better plan. Maybe if he did that one more thing. If he at least looked back instead of mindlessly plowing forward. He should have done at least something.
no subject
The rope he mentioned is in his hands now. He walks toward the Acolyte, bound in vines.
"Do not try to escape," he whispers harshly to the cultist as he slices through the thick vines with the Unseen Edge. He doesn't handle the man with any particular gentleness as he forces him upright and begins tying his hands behind his back.
There are worse things out here than the three of them.
no subject
"If everything was 'supposed to' work out as planned no one else would have been captured in the first place."
He tilts his head. "Did you take care of Wilhelm?" he asks, as though he still has any ability to read thoughts. He doesn't. But he knows this, knows Kell would have helped the kid without any encouragement because of that guilt.
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"I don't," he admits. "You're right. I did. He's still sick from whatever that poison they tried to feed us during the ritual did to him. I did what I could. Some real healer should take care of him. But I did get him out at least."
Kell doesn't realize that Lucifer probably doesn't know about the ritual. His inability to access Horizon might have been more common side effect.
no subject
What an odd use of his skills.
"It'll be better for us to get him back to Nocwich for a proper doctor to look him over than anything we have with the Search group." They've got what's in their kits and whatever Jaskier is carrying, plus some form of healing from Hilda--as annoying as she is--but Nocwich is their best bet.
He closes the rest of the distant in a way that isn't going to get Kyle doing whatever blipped ability to retaliate and leans down to throw an arm across Kell's shoulders to draw him up and steady. It's not a hug. It's absolutely not a hug. He'll let him go when he thinks Kell won't wobble over again, which is an... interesting parallel to holding Rhy steady in Thorne. Except he had slammed Rhy into a wall first.
"Come on. Your guilt is going to attract a gryphon."
That's a lie. Or, at least, it's hopefully a lie.
He glances over to Kyle.
no subject
"There are others back in Nocwich researching the ritual," Kahlil adds, confirming they have some idea about what was done to them - hopefully encouraging.
He says nothing about guilt-sensing gryphons, not wanting to test their luck. They still don't know what attracts the wraith creature.
Another glance at Kell, his expression softening.
"Rhy needs you too."
In one piece.
no subject
"Yeah, any doctor will be better than me."
The almost-not-a-smile turns to genuine surprise when Lucifer comes and hugs him. Neither of them is ever going to admit what it is, but their unwillingness doesn't make it less of a hug. Doesn't make the impact of that gesture less monumental. Lucifer might deny calling it what it is, but he means what he does. Lucifer might bristle and protest at anyone suggesting he cares, but then does things that show that he does. Like this hug. Few people ever done this for Kell. Certainly not his adopted parents. Oh, his adopted mother always made a good show of her fake affection. There were many embraces, kisses on the cheek, all of them superficial. All of them to keep up an image of good mother. She never meant any of this. She only cared about her real son, not the stray they picked up because he was useful for the crown, and could protect her precious offspring from harm.
This is different. This is real, and Kell finds himself at a loss how to react. When Lucifer starts to move away, he almost asks him to stop, to stay. Almost. He can't find the words for it. He never had a chance to ask for such things, doesn't even know how. It does leave him steadier, almost collected, not close to collapsing. The coat, the berries, the hug, all of this helped.
Then Kyle mentions Rhy and all colour drains from Kell's face. For a fleeting moment, both of them, Kyle and Lucifer, can see the raw pain, sharp like a knife's edge, bleeding out, then Kell closes his eyes and utters a single word.
"Yes."
They have made this decision together. Kell knew well what this would mean, and still insisted that Rhy do what he believed was right. What they both believed was right. What he still believes is. Nothing about it makes him feel better. Nothing makes him feel less abandoned, now when it's not Rhy coming to his rescue. That, eventually, there's always something more important than him. People, duty, a kingdom. There's always something. It doesn't help that he knows those thoughts, those feelings, are wrong. He can't stop himself from having them. He had personally, intentionally, agreed to that. He too thought, thinks still, it's important.
Kell takes a deep breath. Yes. Important things. He forces his eyes open, forces them to focus first on Lucifer, then Kyle and nods.
"I should probably show you the way to the camp."
If he can find it. He was just a little lost when he met them.
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The mention of Rhy should have been an easy win. So why isn't it?
It does remind Lucifer that he should send Rhy a Horizon message, not even bothering to ask if Kyle already has. Better to just mostly... avoid talking to Kyle for the moment.
He gives Kell an actual reassuring pat to the back.
"Lead the way."
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Maybe not all. He really has pay attention to the road. It's trickier this way round. When he left it, he didn't have any particular direction on his mind. He said he's going to get more firewood, but honestly, he was there to walk off his irritation. That's why retracing his steps turned to be so difficult.
It's only when they finally reach their destination it dawns on him that he didn't even thank Kyle and Lucifer. Whatever reasons they had to argue, they stopped the moment they found him. The fact they were there in the first place. He never had people who'd fight for him like that. He might have hated it every time that Lucifer called him and Wilhelm kids. Now, he's not angry about it anymore.
Kell shrugs in Kyle's borrowed coat. He stops, turns around to look at both of them, and smiles. He's shitty at being grateful, but well, here's an attempt.
"Thank you for coming for me."
he'll break off here
It's a very, very quiet trek back to the small campsite. He's taking in the sight when Kell turns, smiling now. Kahlil raises both eyebrows, as if surprised by the thanks. Not for anything to do with Kell, only that it seemed the obvious thing to do.
He returns the smile, clasping Kell's shoulder solidly for a moment.
"Couldn't let Mildred lose her best and favorite employee," he says, a wry turn to his smile. And anyway, he should save his thanks until they get the rest of them out of the cold and back to the castle. There's still a long trek down the mountain.
He pats Kell's shoulder and goes off to speak with the others from his group.
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"Don't brood about what you can't control," he pushes, stepping ahead of Kell, locking eyes. He knows he isn't going to convince Kell, but they're both like-minded individuals. Lucifer would brood; as such, he expects Kell to. "Don't hesitate to reach out." While they're in Nocwich, while they're in Thorne. Whichever.
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"Because that's of course the most important thing. That Mildred doesn't loose her favourite victim to bully."
Kell complains, but he's grateful for the mention. It's a sign of something he'd be lacking for weeks of this absolute madness. A world out. Some semblance of normalcy. They all need that.
Then Lucifer monopolizes all of his focus, and Kell can do nothing else than just wordlessly nod. They both know that Kell won't stop replaying in his mind every single minute of his and Wilhelm's escape. Won't stop turning around in his mind every step, every decision, every minuscule thing, looking for a choice, a step he could have done different, could have not done at all, could have done earlier, later. Every single detail no matter how insignificant will get chewed upon until it turns unrecognizable from speculation. Maybe then he will be able to stop.
Or when the rescue party brings Istredd back. Truth is ... only then.
Kell is the first to look away. He doesn't believe in gods, but he might as well start believing in archangels.
"I will."
Time will tell how reliable this promise turns out to be. Asking for help had never been something Kell was particularly good at.