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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.
Kell Maresh | Thorne | Lost | Escaping
Week 3 - Escape through the webbing - Closed to Wilhelm
A rock crashes into the cave floor, splintering into dozens of smaller shards with sharp, pointy edges. It's enough to wake up Kell from his sleep. Days, no weeks, spent in this dank cave with constant danger always lurking on the edge of darkness, taught him light sleep.
He's on his feet in seconds, grabbing his makeshift weapon he got from Castiel, blinking away sleep, looking for the rest of his tiny group.
"Wilhelm!" Kell yells.
Ground shakes, more rocks fall from the ceiling along with unidentified chunk of some organic materials, wet and soft enough not to hit the ground on impact but rather splatter on it filling the air with suffocating stench of decaying flesh. Kell resists the urge to cover his nose and mouth to shield himself from the stench.
"Wilhelm! Where are you?!"
Saints, did he really had to wander away during the night again?!
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At some point, Kell, cornering him, had tried to cure him, but the sores encrusting his skin remain. So do the mushrooms bursting out of them, not content with waiting for him to become a corpse, and the roots spreading from his spine. All that has cleared is the manic certainty he'd held about gods and salvation. With that light doused, that hope dimmed, he plunges deeper into fear.
He still sees Erik in the shadows sometimes, still hears his voice. When the cavern starts to crumble, that's where he is: chasing after his brother's ghost, because reassurance is as scarce as anything else down here. Instead of reassurance, though, there comes a clattering of debris. A chunk of rock strikes the earth in front of him and he stumbles backward.
Then his name cuts through the cacophony of things falling apart, but not the voice he's desperate to hear again. His gaze lingers on the dark nook where he thought he saw a flicker of Erik. He's alone again.
"Over here!" Wilhelm calls back.
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It's not what he thinks about when the whole place starts collapsing. He follows the sound of Wilhelm's voice, narrowly avoiding debris raining from above. Not every single piece he can dodge. A splinter hits his shoulder, sharp enough to cut through layers of fabric. Kell doesn't even notice. So focused he is on his one goal. For all the mayhem the awakening of the creature - he's still surprised it was a living thing all this time - has caused, it is enough of a distraction that the Acolytes would be too busy to react. They can slip past the boulder, whenever that leads. Kell wants to believe it does lead somewhere.
"Come, we must go now."
Kell grabs Wilhelm's hand as he says those words, determined to drag him along even if he resisted. Fully aware, Wilhelm might resent him for it later.
Kell hates the fact that he needs to do it, if only to make sure that Wilhelm will follow him and do not wander off to whatever sick vision the mushroom miasma has spun before his eyes to entice him to stay. He hates ordering people, forcing anyone to do something against their will. But it's that, or he admits to another failure. He'd rather have Wilhelm safe - marginally safer even - and hating him, than leave him here. Not when there's even slim chance of escape.
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"What the fuck is happening?"
Something soft and putrid narrowly misses them, splattering the rock at their feet as they run. He doesn't take the time to look, but he already knows what it is. The stench of death is everywhere in the pit, the bodies piling up in the shadows as some of the captives succumb to infection. Convinced of the protection of gods he couldn't even name, Wilhelm had thought that it couldn't happen to him. Now that the feverish faith has cleared, he realizes that nothing makes him special.
Ahead, he sees one of the enormous trunks lift up and crash back down, hears the screams erupting around it. Whatever it is, it's walking.
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Week 3 - Survive the cold - OTA
Kell tries to make himself useful. To do anything not think about those that stayed behind, and what might happen to them.
By the midday, he knows it, he has his magic back. The only thing that was blocking it was the cave. He's very generous with it, melting ice then boiling water, going out from the their moving camp to collect firewood or just chasing away the circling wolves with open fires when it's his turn to watch the camp. Sometimes, he even succeeds in hunting a surprising a rabbit long enough to find and stop its little heart. But it's hard, and he feels awful every time he does it. Whatever he does, he's glad for the company. It keeps him from thinking about people they left behind.
Week 4 - Pursuing Acolytes - Payback time - OTA
Kell turns around to the person he paired up with for this foraging trip.
"I take them down" he whispers "But I need you to watch my back. We don't know if they didn't come with more company."
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So, instead, he follows. The kid'll be better off with back-up anyway.
"And what's your take-down plan?" It's not disparaging Kell's desire to handle it himself--Dante is happy to let him do so, even if he's going to be watching to see if he needs to step him--but he is curious.
"Two against one, you'll be outnumbered."
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"I'm Antari," he says as if this was explanation enough. "They needed six people and an ambush to get me the first time. I still managed to eliminate one of them."
Truth is, it's bit more complicated than that. Yes, there were more of them then, but he was in a lot better shape. After weeks of not eating and not sleeping nearly enough, there will be feats of magic that he just doesn't have the strength to perform.
Kell observed the Acolyte pair for a while before deciding they need to go. Both are scouts, well-accustomed with the terrain and confident enough to concentrate more on looking for clues than protecting themselves from threats.
"There's enough ice around for me to use, but I'm pretty sure they have wards against projectiles and blades."
He knows Rhy would not approve of his action. Rhy would tell him to stop, would most likely prefer those men to stand trial. But Rhy is not here. Kell smiles. There are types of offensive magic that are easy to predict, and protect yourself from. That's why he'd never go for anything too obvious.
"I doubt they're protected from steam."
There's enough ice and snow on the ground for him to use. It requires absolute focus - and a few drops of his own blood - but Kell can heat every drop of frozen water all at once. He doesn't think boiling alive is a worse death that slowly getting dissolved by a digestive fluid inside a murder plant. He actually thinks it's less cruel.
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He is a little doubtful given Kell's condition, but he thinks the young man deserves a shot. Revenge is a hell of a drug and justice isn't often served when it should be.
It's a quiet moment, but Dante eventually nods and gives Kell once pat on his shoulder.
"Alright. I'll watch your back. Just tag-team me in if you need back-up."
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apologies for the delay! and holy shit kell go oFF
now worries! took me a while too
time has lost all meaning
it is fake after all
agreed, i refuse to acknowledge it now
no time, we die like ancient heroes
Nocwich - Healing and Reunions - OTA
Kell tries to speak, but his throat is so parched the only sound comes is scratching croak.
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Which he does, anxiously, until Kell stirs for the first time. Viktor immediately sets aside his notebook and moves to stop him from doing too much, too soon.
"Kell--" Viktor's bedside manner is not necessarily the greatest, as he's more used to being a patient than the attending nurse, but he'll do his best. "Don't try to speak. You're safe now."
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He has no trouble recognizing Viktor. Nods with a smile, if a little surprised.
It always catches him off guard. That there are people who are interested in how he's doing. People who are not Rhy. Who would look out for him, would come and spend their time waiting for him to wake up. It feels strange, and wonderful, and he doesn't know what to do with it.
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"I doubt you have any interest in this at the moment, but, perhaps for when you're feeling a little better."
A puzzle box, a real one, produced from his bag and set on the bedside table. For later, of course.
"How is your pain?"
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the end?
late week 4, still in Nocwich
So he had some feelings to work through after the survivors were brought back, okay? He still hasn't worked through them, but he finally stopped avoiding Istredd, and the result of that meeting is that he's stopped avoiding the so-called kids.
Nobody's perfect, right, isn't that why they gravitate to him?
"Never thought half of us would be happy to go back to the castle, but better that than under a mountain of snow, eh?" He is talking about the avalanche. It's not exactly making light of that days-ago situation, but, well........
.... okay he's making light of it what can you do, they're all still stressed.
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Kell's voice is still hoarse, and he has to take breaks when he speaks. The healers said that there was already something wrong with his lungs even before the avalanche. Of course it was, he knew it was. He knew it from the first moment when he woke up inside the murder plant with the fumes of the digestive juices burning his throat.
"When I said I'd like more adventure, I didn't mean getting kidnapped, experimented on by a weird cult, and finishing with getting a literal mountain dropped on my head. I think that's a bit much. I can handle Thorne being boring for a while."
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He's not actually sure; he didn't ask, but he thinks it's a safe assumption, if only for what was roaming in the mountains, and the avalanche itself.
The thought of Thorne being boring for awhile unsettles something in Lucifer. He fears that after letting the Summoned out wherever they thought they could gleam information, now that leash will be held taut. He doesn't think they'll hold them all up in the castle itself, not even allowed to go to town, but Lucifer's awfully sure that's what Ambrose wants. It'd be easy to use this incident as the reason why.
It's not going to be him acting out again. Once on house arrest in his own room, once in timeout in the dungeons--he doesn't want to know what a third incident will do against him.
"I bet Jack could conjure you up a tropical margarita with a colorful umbrella and we'll prop you up somewhere that you can bathe in sunlight."
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Mix of wilcard and this
They went through a lot together in the Pit. Istredd found him a very reliable partner and it is why Kell was the first person he tried to heal, he needed his mind clearer for the other two boys who needed more help. Perhaps it was wrong from the beginning to put that much responsibility on him. Kell is young too, after all, barely older than them. He thought it was clear when he told Kell to leave what the expectations were, so he's feeling no small amount of guilt himself as he knocks on the door.
Istredd did wonder why he was still struggling since his healing helped in the Pit, but then he heard about the snow on the mountain. It seemed neither party ended up with a safe escape. Istredd and the others nearly drowned after the cavern collapsed on their heads, the escaped party almost froze. He wonders how long it'll be before any of this is capable of going away, mentally.
He steps in when he hears Kell move inside and Istredd does look on the whole better than most. He is very pale and thin still, moving slow and painfully, and he'll be favoring one side for awhile due to the mild infection, but he is all too aware how lucky he was compared to the rest.
"Kell," he says quietly in greeting.
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But he didn't come. Not immediately anyway. Kell started to wonder. Was Istredd mad at him? No matter what Lucifer had said to make him feel better, it's not like there were no reasons. Kell knew he botched a few things spectacularly. Like curing Wilhelm. Or the mess that was their escape through the passage behind the boulder. Maybe Istredd didn't want to deal with the burden the three of them were to him just yet. He had all the right not to want to. Saints knew he, of all people, needed the rest. So Kell let him be. He went to check on Castiel first reasoning that he'd most likely see Istredd in Thorne anyway.
But then Istredd does visit, and Kell has not idea what to make of it.
"Hi," he responds. It's not the most eloquent response. Obvious give away to how surprised he is. "You look good."
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I literally never got this. WTF. Here's a reply if you don't want to drop lol.
wrap here?
thumbs up
Avalanche - Closed to Kyle
It supposed to be straightforward from that point.
Then the whole mountains comes down. Roaring river of white carrying rocks, trees and whatever else was unfortunate enough to stand in its path. Kell has no chance to escape. He wandered from the main group too far, he notices too late. It sweeps him of his feet, carrying him downhill. As he sinks deeper into suffocating white Kell could do nothing but hold to a hope, against all of odds, someone will come to his rescue.
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"Kell!"
KELL
His shout echoes in real space and in the mind, across the connection they all share. Getting downhill isn't a problem for Kahlil, the obstacles and time that would hold back others are irrelevant to him with the Gray Space - it's locating the younger man, especially if he's buried under feet of snow...
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He tries to move, tries to melt the snow with fire he calls upon, but the only effect he gets is a pool of water around his hand that quickly refreezes into a hard crust of solid ice.
For a while, Kell entertains a thought that maybe if he used a bigger flame, but discards the idea quickly. He doesn't know how much snow there is to melt. Doesn't know if there's enough air for him to stay awake and focused long enough to break to the surface. Because if there isn't, he'd just encase himself in an icy coffin, cutting away whatever meagre air supply he still has.
There aren't many options for him to do, other than hope someone noticed he's missing, finds him, and digs him out. Before he suffocates or freezes to death. Both of those options threatening to throw him into a fit of panic. He can't be trashing about. There's not enough space, and he'll be using up the air quicker. But he needs to move, not to let the cold defeat him. It's balancing game.
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short timeskip forward
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the end
Nocwich Reunion - Closed to Rhy
The moment he learns that the rescue team came back, with tales of their own adventures no less, all that stops mattering. He just wants to see Rhy. If he was able to walk, he'd run to meet him this very moment. He's not, all he can do is to send Rhy a message where he is. Please come see him, he can't stand waiting any longer.
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Whatever he was doing when he received the blessed message finally, Rhy drops it.
He bursts into the room, breathless. Stops short visibly just before he was about to throw himself on the bed.
"Kell...!"
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Kell reaches out to Rhy with his right hand. The left arm is wrapped in bandages and secured on a sling. He smiles a weak smile. Rhy came back, all is going to be right now.
"You're here. You're really here."
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