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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2023-03-18 09:50 am
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EVENT #12: INVOCATION - IC EVENT LOG (PART 2)

Event #12 - Invocation ( 2 )

As Week 3 approaches around March 6th, faction officials will begin to reach out to characters for information they've uncovered that hasn't been reported. Although Thorne, the Free Cities, and Solvunn have traditionally been at odds, the three nations have come together under these unique circumstances,, and will continue to cooperate until the Lost have been recovered. With Nocwich open as a base of operations, the Spared will have a neutral location to meet in person without border restrictions.

How events proceed will depend in part on your actions. If you're one of the Spared, you can join a team or stay back to prepare and coordinate. If you're one of the Lost, you can escape or remain behind to help others break free.

NOTES

  1. For a rough TIMELINE, the Lost's breaking free and the Spared's coordination efforts will take place 2-3 days into Week 3. Leading into Week 4, the Spared will send out their teams to retrieve the Escape and Holdout Groups. Though there's some narrative wiggle room for who returns and when, characters should only participate in one team or group to keep things organized.

  2. A Coordination Post will be used for communications between mods and players both. You can request dice rolls, start investigations, submit or review notable incidents, and begin in-person network-style threads with each other to quickly play out IC interactions. Review the post for forms and other details to fully participate in this event.

  3. The Network will function properly again for the Lost who have escaped. The ones who remain captured will continue to experience disruptions similar to Part 1.

Please don't hesitate to ask us questions or clarification, even if you feel it might be a minor detail. This event contains a lot of information to go over, so we're happy to guide you through anything that requires further explanation. We'd much prefer you ask to avoid any misunderstandings or confusion!
Week 3
By now, several discoveries have been made. You've explored nearly every angle you can. It's time to take what you've learned and do something about the situation, whether you're trapped inside the dark cave or trying to bring your friends home.
Escape | The Lost
CW: Disturbing imagery (text and visual), death, dark and horror-based themes.

The past two weeks have been a harrowing experience, but you're still alive. Though the situation's worsened in some aspects, you've gained advantages in others. You might've formed unexpected allies from the other side, discovered hidden clues, or retrieved weapons and tools.

Moreover, the Acolytes don't seem quite so sure of themselves anymore, do they? Ever since the ritual, they've been watching nervously, as though they aren't confident in what's coming next. Some of you even managed to reveal one of their faces, exposing a weakness.

As you listen to the rattle of chains and scraping of metal on stone, you fear something much worse awaits you. Is it time to strike? Do you work on your own or rally the others? That's up to you, but one thing's evident: you can't sit around much longer.
Players can narrate the commotion and escape how they like, using the details described below. The Acolytes will retaliate and try to stop escape attempts. Killing and attacking them is possible with no need to request a roll, but enough will survive to subdue anyone left behind.

Characters don't need to willingly sacrifice themselves to remain captured. They can also be too injured to leave or fail to make it in time.
The First Domino (Breaking Out)
When the final shrine was unlocked late in Week 2, fleshy pillars rooted themselves into the cavern floor. As your third week in the cave crawls along, the trunk-like pillars begin to move.

A low groan shakes the ceiling above. Rocks fall along with bits and pieces of the bulbous organic prisons attached to the high walls. Chunks of melted flesh from decomposing bodies within the plantlike traps splatter below. Were it not obvious before, it is now: the pillars are legs belonging to a creature. A very large creature.

◎ Unleashed
The creature is not interested in fighting. Instead, it begins to leave. As it does, it takes portions of the ceiling with it, tearing holes above and below. People scurry beneath its feet and are crushed like ants. It does not discriminate between the Acolytes and the natives who are captured.

But it does avoid you and the other Summoned. Either it can't see anyone except you, or it recognizes you and associates you with those who freed it. Regardless, you are spared its destructive path. It lumbers off, dragging thorny vines that whip behind it. Crumpled pieces of the shrines and mangled bodies stick to its massive feet. You can't see where the creature is going, but later you might realize it has vanished into the ocean.

The brief chaos has left you with several openings:

  • Seawater spills from unseen crevices above, flowing down the walls. Several Acolytes are dead, reducing their numbers.

  • The already weakened cracked wall crumbles further, granting you an easier path to the webbing behind it.

  • Equally weakened is the sealed opening where a smaller but deadly creature was previously trapped. A couple of determined hands could free it for a distraction. Beware - it's hungry.

  • If the boulder hasn't already been pushed out of the way, the rumbling ground and smashed walls might help you finish the job.
Do you grab a weapon and attack the Acolytes while they're disoriented? Do you help save the injured natives? Are you focused on what lies behind the boulder and cracked wall? Do you free the trapped beast? Decide quickly - this could be your only chance.

◎ Opening the Door
Although the ceiling's been torn open, no open sky is revealed. Climbing up is difficult. You'll have to look elsewhere to escape. Once the boulder is removed and the cracked wall is torn down, you'll notice orange sparks that run between the strange bulb behind the boulder and the dense webbing across the cave.

Are you brave enough to reach into the pulsing bulb? If you do, you'll find thick vines connected to its beating heart. Each time a vine is forcibly pulled away and disconnected, the webbing begins to loosen, forming a small opening - but letting go will close the webbing right up again.

The more vines are disconnected, the larger the opening. It'll take 2-3 of you to make an opening large enough for people to go through... and from how quickly it closes, anyone who volunteers understands that they won't be escaping with the rest.

◎ Escape Routes
Do you trust what lies beyond the webbing? Looking through reveals only the dark abyss. You have no idea what's out there, but it can't be worse than what's in here. Can it?

If you don't trust the webbing and have the strength, you can swim down through an opening in the floor, left behind by the giant earlier. It's filled with cold ocean water. If you make it, you'll see a standard portal hidden in the depths.

Choose your path. Each one will spit you out somewhere a little different, but you'll have the chance to look for and meet up with others who took the other route.

If you're one of the Lost keeping the webbing open, you could try to dive for the underwater portal, but you won't make it. The portal will shatter quickly once the vines are released.

◎ Josselyn Creed | Interact
Josselyn Creed is difficult to spot in the commotion but not impossible. A few of her most faithful protect her. She wears a unique robe compared to the others. Her hood is lowered, revealing her brown hair tied in a bun that may be recognizable to some. Her mask is in place.

While she'll escape in the end, she isn't immune to harm. You can try to stop her and, in the process, perhaps contribute to what happens to her as she flees or afterwards.

◎ The Mysterious Acolyte | Interact
Along with the natives who might need your assistance escaping, there's also the strange pair whom a few interacted with. The Mysterious Acolyte and the Unknown Stranger will appear lost and uncertain in the pandemonium.

Some of you promised to help them escape, but saving them comes with a cost: at least one of you must exchange your place in the Escape Group for both of them. She will not leave without her brother, the Unknown Stranger. Her refusal will cost one of the Summoned their place.

Players can decide how the scenario plays out. At least one character must their place in the Escape Group so that the Unknown Stranger makes it through first. Only then will the Mysterious Acolyte follow.

Characters holding open the webbing and vines are not eligible. A sacrifice can only count for one outcome.

Into the Cold (Escape Group)
The first thing you notice is the biting cold. The sky is beginning to lighten. For once, you can breathe in the fresh air. But where are you, really?

◎ Gathering Your Bearings
Though spring is on its way, the mountains are a tundra. Temperatures are cold, though not as terrible as they'd have been in the dead of winter. Maybe you've stolen some warm clothes off the dead before the escape? Or, if you've been kind to the Abraxan natives who shared the ordeal with you, they'll offer supplies and equipment in return. It isn't much, but it could make all the difference if you're in dire straits.

  • If you swam through the WATER PORTAL, it'll spit you up in an open cave. Wet and cold as you are, at least you've found shelter. Keen eyes might spot an unusual trail of glitter. Follow it to a tiny hidden hot spring. Soaking in the shimmering water are a few mischievous but harmless creatures. One was accidentally set loose at the Peace Summit many months ago, showering multiple attendants in a shimmery sheen. Large beast-like prints are nearby, though, so best not to stay long. Still, it's a nice reprieve while you can get it...as long as you don't mind being coated in glitter.

  • If you went through the DENSE WEBBING, it'll spit you up on a frozen lake. Cracks will begin to form as more and more land on the surface. You'll need to find solid ground quickly. Take care - a large shadow lurks beneath the thinning ice. If there's too much commotion or excessive movement, it'll realize there's prey above and begin to thrash, disturbing the delicate ice further.

◎ Temporary Relief
Though some healing abilities and magic have returned, the wounds caused by the ritual don't seem to recover properly. They aren't getting worse, but it's troubling. Your mind could remain confused or disturbed. Even those who were successfully cured will discover the lesions heal much slower than other injuries.

As the days wear on, you might feel a strong pull from the Singularity that leads you into the Horizon. This is especially so if you remain under the ritual's influence. If you give in to the urge and find a safe moment to enter, you can go in without as much difficulty as before.

You won't land where you intend, but you might find one of the Spared within. Somehow, the Singularity has brought you together. Something compels you to reach out and make contact. When you do, you'll feel a gentle warmth. You might not know what's happening, but it feels right.

When you depart from the Horizon, effects from the ritual have lessened by a noticeable degree. They'll stay that way for the next day or so, giving you the strength to keep going.

◎ Preparing for the Night
What you do next is entirely up to you. You can organize with your fellow escapees, go off on your own, or try to bring the two groups together. Boars, rabbits, and foxes can be hunted. The surrounding snow can be boiled for safe drinking water.

Even more fortunate, your powers will return - to a degree. Stronger abilities might take longer to return fully, but elemental spells, modest healing, and enhanced senses or traits can be accessed. And you might find that messages on the Network are no longer distorted.

Not all is safe and well: though the first few days are quiet, the mountains aren't without the usual predators. Wolves howl, and large gryphons soar the sky. They're wary of people and are unlikely to attack, but that doesn't mean you should let your guard down. In the wild, you never know. As you enter Week 4, more formidable threats could arise.

Sacrifice (Holdout Group)
Maybe you're one of the unlucky souls, or maybe you chose to sacrifice your place for others. However it came about, both escape paths close, and the Acolytes inside the cavern overwhelm you and the rest once more. Those left behind are a mixture of native Abraxans and the Summoned. The ground is sticky with blood and viscera.

Forcibly, violently, you're led or dragged deeper and deeper down the stone paths to the altar room where the rituals took place. The Acolytes push as many of you in there as they can and seal the door - and if a few limbs are caught in the way, that's just too bad. Someone with you, perhaps one of the natives, ends up with a crushed finger or hand as the doors slam shut.

Not everyone is pushed inside in the end. In the Acolytes' rush to contain the Summoned, a few Abraxan natives are left outside the doors with the remaining Acolytes. When you hear their cries through the sealed barrier, you have to ask yourself if you're truly the lucky ones.

◎ The Altar Room
The altar is built of bone. The husks of now-empty bodies are piled into a macabre amalgamation. It's not meant to house anyone for long. Supplies are limited. Water trickles into a small pond used for the Acolytes' rituals. There are bowls of hardened bread. Sealed crates contain more mushrooms. They're edible, but some might carry psychedelic side effects. If you've succumbed to the ritual, though, you might not consider that a downside.

While not as open or large as the cavern you came from, you can explore the altar room for any potential answers to where you are and how to escape. The entrance is sealed tight. Outside, you can hear the Acolytes - and that might be important for later.

Since the door is magically sealed, nothing can come in or out...except the Bone Serpent, whose legs continue to slink down from above to snatch unsuspecting victims. Blood drips from above, possibly from one of its missing legs.

Now and then, something bangs on the door. Is it the creatures you unleashed before? The beasts that were never contained? You can try to follow the Bone Serpent to see where it leads or maybe even glimpse the creature beyond its thorny limbs, but that's a high risk. The consequences could be dire.

◎ Slow Flood
The destruction seems to have broken what prevented you from using the Network. You can now communicate with the Spared and the Escape Group uninterruped.

Unfortunately, the chaos has also dislodged the structure of the entire cavern. Husks of limbs crumble to the floor. The ground grows moist. Bit by bit, water begins to collect in small puddles. More drips through cracks in the walls and ceilings. The rocky floors offer higher ground, but that'll only last for so long.

As slow as it is, there's no denying the dread that washes over you: the cavern is flooding, and it's seeping through into the altar room. Some of the captured natives look uneasy. Others are too injured to help themselves. You can try to plug the leaks. Though the idea might strike you as morbid, the bodies of the dead can be used to keep some of the water at bay.

◎ Temporary Relief
Wounds caused by the ritual don't seem to recover properly. Your mind could remain confused or disturbed. Even those who were successfully cured will discover the lesions heal much slower than other injuries.

As the days wear on, you might feel a strong pull from the Singularity that leads you into the Horizon. This is especially so if you remain under the ritual's influence. If you give in to the urge and manage to find a safe moment to enter, you can go inside without as much difficulty as before.

You won't land where you intend, but you might find one of the Spared within nonetheless if you wander through. Somehow, the Singularity has brought you together. Something compels you to reach out and make contact. When you do, you'll feel a gentle warmth. You might not know what's happening, exactly, but it feels right.

When you depart from the Horizon, effects from the ritual have lessened by a noticeable degree. They'll stay that way for the next day or so, giving you the strength to keep going.

Coordination | The Spared
You might have compromised a few morals to get what you want - if you had any in the first place - but regardless of how you got here, you and the other Summoned have gathered enough information to proceed. Of course, there are still a few details to iron out. How will you approach the island without compromising the Lost? What spells and resources are required? What needs to be done so that survivors have a safe place to rest and recover once they're home? And what about the ritual inflicted upon them?

Players are encouraged to organize teams, rescue efforts, and tactics with each other. The details outlined below are to provide a starting point and some guidance but are by no means the only options available.

Nocwich
Thanks to a request by one of the Summoned in the Free Cities, Nocwich's doors are opened as a neutral meeting ground for the Spared from all three major nations. Some officials will also be arriving to monitor the situation.

◎ Ritual Details (Sten) | Interact
Sten, one of the Nocwich ambassadors for the Lunae, received a request to help find a cure for the ritual. To do so, he wants to first learn as much about the ritual as he can. Anyone with information can come forward either in person or with a note - anonymous or not. While he'd prefer to put a name to the face, Nocwich won't interfere with the Summoned's desire to protect themselves and their secrets.

Sten will be available in Oleuni Square, in one of the many tents. Pale-haired and scarred, he's warm and friendly to everyone. Due to Luna's connection to Solvunn, he has some knowledge of High Magic, although the traditions of the werewolves are different. While he can't hold long meetings, he'll make time to see everyone who has something important to tell him about the ritual - and if you need a little extra reassurance, he'll offer that, too.

◎ Oleuni Square
Normally a thriving marketplace, Oleuni Square has been repurposed. In the northeastern corner, a collection of tents have been set up. Most are utilitarian but others are covered with homemade blankets to help cover imperfections. The Lunae have come to lend their aid. Volunteers help set up tables and supplies. Others guard the area and the portals. A communal cooking area is available to provide hot meals.

You can make use of the tents for talking strategy, organizing supplies, and other meetings. Nearby inns are available for sleeping free of charge, although one of the inns is closed so that it can be converted into a temporary infirmary. Faction officials and employees are available, as well. You can consult them on tactical advice, resources, and the lay of the land.

Early in Week 3, a few representatives from Ikorr arrive with a supply of their sacred sap. With the sap and the metal ore from the Lunae, you can fashion supplies and potions from raw materials.

The mood around the makeshift camp is somber but hopeful. As one of the Summoned, you'll have control of the situation and can work with a variety of officials and locals to arrange what you need.

Reevaluating Plans
Shortly into Week 3, you'll receive word that some of the Lost have escaped. As details come in bits and pieces, you realize the situation's taken a dramatic turn. More than that, messages from the Lost are no longer disrupted as before. You can read the words clearly again.

Who makes contact first and how the news spreads depends on you. Regardless of how it comes about, your focus can't be solely on breaching the discovered island. Now you also have another group to retrieve - and you don't know where they are, though they at least have some helpful information: the Singularity, the snowy mountains, and a view of the ocean.

Take advantage of the Network's return to reevaluate your plans. You'll need to determine the situation in the island cave as well as the mountains, split into teams, and bring everyone home.
Assigning Roles
Under the circumstances, officials will recommend the Summoned divide into at least two groups: one to search the mountains and one to retrieve the Lost remaining on the island. If you're not the type to rush to the front lines, you can also stay back and help out at home. There's plenty to do here between finding a cure, delegating tasks, and preparing for survivors to return.

◎ Search Team
Reports from the Escape Group tell of snow-capped mountains, Acolytes in pursuit, and other creatures that lurk. Many are injured, though fortunately, abilities have started to return. The area isn't guarded, but the terrain is difficult and temperatures are harsh. Officials will suggest using portals to arrive at the nearest safe point on the mountains before traveling on foot to find the Lost. Others can choose to hunt down the Acolytes who are chasing their friends. Anyone with strong tracking skills would be key, but the team could also use medical assistance in case anyone needs treatment on the spot.

◎ Retrieval Team
Word has it that some of the Acolytes remain on the island along with the trapped captives. The area is tightly guarded and possibly infested with some unknown creatures or those not in their right minds. Officials will suggest negotiating to prevent unwanted casualties but will caution that having a team for infiltration and force is necessary, too. Some distraction could also be helpful, and it would be wise to have some medical assistance in case anyone needs treatment on the spot.

◎ Home Team
Having hands on deck at base is equally vital. Officials will recommend a cure for the ritual be found while the teams are out searching, and standard healing supplies will need preparation, too. Outbound teams could use someone to help bring together lines of communication, updating officials and the Summoned alike about what's going on. And of course, with the Horizon as a place of respite, anyone who can go in to help the Lost seeking healing would be of value.

Week 4
The days have been taxing, but you're beginning to feel a change in the air. Now that resources and information have been pooled, things are moving quickly. Soon, you'll be reunited.

Once you find one another, you'll still need to return home safely - but at least you'll have each other now.

Although players have been divided up until now between Lost and Spared, Week 4 will bring the Spared in contact with the Lost's environments. We'll provide relevant information or redirect each group accordingly so that you don't need to review the entire post for the correct details. If there's anything you're uncertain about from the other group, please ask!
Survival | The Lost
CW: Disturbing imagery (text and imagery), mild gore, body horror, dark and horror-based themes

By now, you've undoubtedly heard from the Spared back home. You're relieved to know rescue is coming, but you probably don't want to sit and wait. With threats to contend with and a dangerous environment, you can take steps to be sure the Spared have help from the other side.
Escape Group
Surviving the elements is only half of it. As the days turn to nights, you realize you're not alone. More than wolves and bears prowl. Something sinister comes...as well as the Acolytes who want their captives back at all cost.

◎ Pursuing Acolytes | Interact
Loyal to the cause, some Acolytes chase the fleeing Lost into the mountains. You might be lulled into safety the first few days, but by Week 4, you sense their presence. The evergreen trees wither, winter shrubs rot, and unexplained husks of wildlife are found. The winds carry a stench in the air that you now identify with the fungal cavern you were held in.

They hunt in pairs or small groups. Their powers seem weaker for reasons unknown, but they remain formidable opponents. You can run, protect others, or go on the offensive.

◎ Hydnellia & Esmond | Interact
If they successfully escape in Week 3, the Mysterious Acolyte and the Unknown Stranger will travel with their rescuers. They'll introduce themselves as Hydnellia & Esmond. Though nervous, Hydnellia is more trusting of anyone who helped them. She's skilled in healing and foraging, while Esmond carries a draught for warmth that could prove useful. Depending on where you stand, you could find their addition helpful or contentious.

◎ Revenant | Interact
Something else stalks the night, scaring even the Acolytes. A hoarfrost revenant has lived on these peaks for centuries. With the sudden arrival of the Lost and Acolytes, he prowls the snow, searching for who's disturbed his sleep.

He cannot be killed. You can only run or chase him away, but he'll soon return. Take care not to stay in one place too long. A rattling chain and blue-flamed lantern announces his coming. His touch brings instant death, made clear by the frozen carcasses of animals left in his path. Best not to fight him.

◎ Rescue
Landmarks such as lakes, cliffs, the Singularity, and more can be used to direct the Search Team to your location.

You might want to warn the Spared about the dangers they'll face when they reach the mountains. Unable to portal to you directly, they'll reach you on foot. You'll need to brave the dangers together one last time to reach the waiting portals below. The trek isn't far, but making that final stretch might feel like an eternity. In the distance, the ground trembles, and the snow begins to form an avalanche.

Players can arrange how the Search Team and the Escape Group meet and decide what threats they'll encounter as they return to the portal.

Details on the avalanche and what characters will face when traveling to the portal will be provided under the Search & Rescue - Search Team section.

Holdout Group
As you huddle in the altar room, you can only hope your sacrifice, intentional or not, was worth it. At least you've been able to communicate with the outside world. The Acolytes are beginning to show signs of unease and budding dissent. At some point, you have to ask, why haven't the unhappy ones left or fled themselves?

Maybe you aren't the only ones trapped anymore. Maybe you're all trapped together now.

◎ The Altar | Interact
Now that you can approach the altar and examine it closely, you see the terrible remnants of twisted figures sunken into the ground beneath it, as though they've fused with the altar itself.

If prodding at the shrines worked, perhaps doing the same with the altar will reveal some answers. A strange energy emanates from its open maw when those afflicted by the ritual come near.

◎ A Promise | Interact
In the final hour, some Acolytes desperately try to resume the rituals on the few remaining Abraxan natives left outside the altar room - many in poor condition. You hear it, though you can only glimpse it through a gap in the sealed doors. Their bodies quickly succumb and sprout more fungal growths while long, spine-like tendrils protrude from their orifices.

You can plead with them to stop, or you can join them in hopes that you will find your divine emancipation. The Acolytes will release anyone who wants to join the ritual from the altar room...but what you step into could carry horrific consequences.

◎ Dissenting Acolytes | Interact
More arguments beyond the sealed doors erupt as water fills the cave and altar room. They accuse each other of being faithless or too blindly loyal. Some say Hydnellia betrayed them. Others say the High Priestess did, perhaps referring to Josselyn.

Toward the middle of Week 4, it grows quiet outside. The arguments stop. One Acolyte approaches the door. She promises to free you and the others and help you find a way out of the cavern together, including overwhelming Josselyn's faithful.

This could be what turns the tide, but things might also go very wrong. You and the others trapped with you must decide if you'll accept the olive branch. Of course, agreeing to trust them doesn't mean you have to follow through. The Acolytes sound desperate and might be a bit too trusting themselves.

◎ Rescue
Unlike the Escape Group, the Spared know where the Holdout Group is. Getting to them will take effort, but you can help by providing information from the inside. After all, the Acolytes won't know when you're using the network. You can even coordinate with each other in secret despite being in the same room.

You might want to warn the Spared about the dangers they face when they reach the cavern areas. The Bone Serpent could pose a problem, along with any crumbling walls and obstacles. A creature might still be trapped in one of the tunnels if no one freed it. As the team approaches, severe quakes shake the entire place. Water flows in faster. It appears ready to collapse at any moment.

You'll need to get off the island to reach the portal on the Thornean peninsula. That'll pose a problem when the boats break from the collapsing island, but an unexpected friend might arrive.

Details on the quake and what characters face when getting off the island will be provided under the Search & Rescue - Retrieval Team section.


Search & Rescue | The Spared
CW: Disturbing imagery (text and visual), dark themes.

After an exhausting month, it finally seems as though things are coming together. By now, you've made decided on your plans, gathered your resources, and chosen the role that suits you best. Not everyone may agree with what you're doing, or maybe there's someone you don't agree with. Nevertheless, your friends are waiting, and you'll push forward with or without support.
Search Team
As part of the Search Team, your goal is to portal from Nocwich to the mountains and locate members of the Escape Group.

You'll need to determine the best place to portal in - close enough to the Lost that the trek is reasonable but safe enough that the portals won't be at risk. Considering the terrain and the condition of many of the Lost, it's likely the distance will be about one day's travel on foot.

◎ Resources & Support
Thorne will send their military for support since their soldiers are used to winter conditions, unlike the Free Cities. The Free Cities will provide portal stones so that mages won't be required to maintain an open portal. The Lunae will offer guides to help navigate the wilderness.

Solvunn's aid is limited to healing supplies, as their efforts are focused on the island due to the heavy use of High Magic there.

You are not limited to only what the factions offer upfront. If there's more you think they can do, you can make a request.

◎ The Acolytes (Escape) | Interact
Though rescuing the Lost is the top priority, you might feel justice or vengeance is long overdue. Some Acolytes are pursuing the captives while others might try to pass as one of the survivors. Those most faithful to the cause will attack you, but not all of them are that steadfast. Some prefer to flee. Others still may surrender, under the right circumstances.

Officials have requested that the Acolytes be brought in alive if possible, but no one will be counting the bodies if you decide to take out a few on your own.

Players can write out attacking, capturing, or killing the Acolytes without using the interaction. However, if you want to take a more specific action in terms of identifying any Acolytes pretending to pass as one of the captured Abraxan natives, negotiating a surrender, or interrogating them on the spot, you can submit an interaction.

◎ Getting to Safety
During the search, you'll encounter the same dangers the Escape Group has faced over the past week. Common predators include wolves, gryphons, and wild boars. Most significantly, a revenant must be avoided or else death is certain. Detailed under the Survival - Escape Group section, the revenant can be interacted with by the Spared once on the mountains.

Keep your friends safe after you meet up with them. You'll have to guide them back to the portals and make sure they can keep up with their injuries. Though you hope the journey is smooth, you know better.

And sure enough, a rumble draws your attention. When you look up, you see it coming down: an avalanche pouring down one of the mountain slopes. Get out of the way quickly or risk being swept up in the landslide. If you're lucky enough to dodge the avalanche, you can help anyone caught in its path.

Retrieval Team
As part of the Retrieval Team, your goal is to infiltrate the island and safely retrieve the members of the Holdout Group. A portal from Nocwich can only take you as far as the peninsula on Thorne's coast, near the island. The rest is on you.

Your team's likely already decided the best method to breach the island and you may have done your best to account for every last detail, but that doesn't mean everything will go as planned. The flooding hasn't stopped. Frequent, violent quakes are now shaking the island, and the structure beneath is rapidly crumbling. Time is of the essence.

◎ Resources & Support
Thorne mages and Solvunn Elders will accompany your team to focus on dispelling the enchantments, while the Free Cities will send some of its soldiers. They'll also provide boats powered with New Magic. Though normally quite noisy, Thorne has stepped in to enchant them to be much more discreet.

You are not limited to only what the factions offer upfront. If there's more you think they can do, you can make a request.

◎ Dispelling Protections | Interact
The illusions that once held the island together are corrupted from the escape. Navigating the constantly shifting landscape is dizzying and confusing. You might experience strange visions brought on by your imagination - terrifying images from home you know shouldn't be there.

Fight through it to find a warded tunnel. You'll need to find a way to break the wards to enter. Should you feel the urge to rush in heedlessly, you might want to observe the pile of dead bats and birds all around you. Their bodies are mangled and crushed. You can only imagine what might happen to you.

◎ The Collapse
Whether you make contact with the Acolytes or the Holdout Group first depends on your approach. You can apprehend what Acolytes you can, negotiate their surrender, or kill them. Whichever tactics you use, once the Holdout Group is released from the altar room, you'll end up in the same situation: the way out is blocked from falling debris. Seawater rapidly fills the cavern.

Your best bet is to follow the water flow into the open ocean. As you do, the cavern begins to collapse in on itself in a swirling whirlpool as the magic which kept the water at bay falters. You'll have to struggle to swim against the current, and a few Acolytes are sucked into the vortex. The boats splinter and break apart, leaving you and many wounded stranded in the ocean.

◎ An Old Friend
Deep waters aren't safe. When a deep rumbling sounds and a massive shadow looms below, you might wonder if this is the end. Instead, the shadow takes on a warm moon-like glow. A familiar figure to some of you from Thorne surfaces. The giant sea turtle waits calmly for you to climb on its shell. You can save any captured Acolytes, or you can let the sea swallow them.

How did the turtle find you? If you have strong psychic abilities or an affinity for communicating with animals, you might sense a connection to a much smaller turtle: Admiral Chuck from The Arcanis. Perhaps a friend is looking out for you from afar after you were kind enough to spend time with him.

The moonlit turtle will carry everyone to shore, where the portal to Nocwich awaits. Then it vanishes into the depths once more.
Home Team
As part of the Home Team, your goal is to support the others and prepare for the return of many survivors.

Two important tasks are healing in the Horizon to aid any of the Lost who are struggling, and finding a cure for the effects of the ritual. You can also assign tasks, transform the inn into an infirmary, and make sure supplies are available.

◎ Ritual Cure | Interact
The answer to a cure is likely found in the contents of Josselyn's house, the mushroom rings, and the odd black substance painted around the abduction sites. Solvunn's Elders and the Lunae, including Sten, will be there to help and provide any information they can.

If you're not the experimental type, you can still help in one of two ways: you can go to Ikorr to retrieve a bloom from their sacred flower located in the Nightbloom or you can go to Luna to collect moon-blessed water from the Lunar Pond. You'll be accompanied through a direct portal by the vampires to Ikorr or the werewolves to Luna.

Researchers and mages from the major nations will also work on the task using the information they've learned - but they'd be grateful for any assistance.

◎ Horizon Healing
As discovered in Week 3, you can continue to use the Horizon to offer to heal those who need it. In moments of calm, anyone connected to the Singularity will feel a familiar pull. The urge to enter the Horizon itches at the back of your mind as the hours go by, even if you're not usually inclined to do so.

If you give in, you could find one of the Lost there. You sense they need your help, or you feel compelled to reach out and touch. A warmth flows between you. Though you may not realize what you've done until afterwards, you'll know it's something unique and powerful.

Forging a stronger link to the Horizon can subtly strengthen the gifts and magic you receive from the Singularity - and a deep healing connection with another Summoned is a part of that.


Return
For the next week or so, Nocwich is the place of refuge. Concerned that the ritual and other unknown effects may have a widespread impact, everyone must remain in Nocwich. This includes the abducted Abraxan natives, the soldiers, mages, and Elders who arrived to help.

Captured Acolytes will be held in the prisons in Nocwich. Their fate is yet to be determined.

Should the Mysterious Acolyte and her brother make it to safety, they'll also be held in Nocwich for now. Nocwich will recognize that they were rescued by some of you, however, and will make sure they're placed in a comfortable - but still guarded - home.
Recovery & Cures
The Square's largest inn serves as a temporary infirmary. The Lost will be brought here to recover and receive the cure for the ritual. Any of the Spared who were injured during the rescue will also be treated.
Healing & Care
Although a few healers and doctors from the factions are in Nocwich, most have stayed home to prepare for when the Summoned and their citizens return. Instead, healers from Luna and Ikorr will look after you with a combination of salves, healing magic, and potions. Ikorr's powerful sap is used in healing concoctions, reserved for the most severe injuries. Overdoing it can cause unwanted side effects, so healers are careful.

If you're lucky, you can get a room to yourself. If not, you might have a roommate. The infirmary is hectic, though you'll receive the best care possible. Visitors are allowed. Nurses caution against overtaxing yourself, but you can finally reunite with everyone you've been separated from over the past four weeks.
Receiving the Cure
After such a harrowing ordeal, you'll be relieved to learn that the cure is effective and painless. It consists of a spoonful of a thick mixture. The aftertaste is bitter and a little sour but not terrible. After a day or two, the psychological effects will fade completely. Physical afflictions will begin to heal again.

If any growths remain, they must be removed. Thankfully, potent sleeping draughts means you won't feel a thing - a blessing that those who sought a cure in the caverns didn't have.
Returning Home
After a week, officials determine that the ritual effects are cured and request that you return home. Their doctors and healers will look after you once you're back. Eventually, they'd like to know the details, but you won't need to talk about it just yet.

◎ Thorne
Your return to Thorne is greeted with a show of fanfare. For many, the castle staff has grown familiar with your presence. They're heartened to see you return. A few may have get-well gifts if they've come to know you.

If you still require significant healing, you'll be taken care of in the Castle's infirmary. Otherwise, you'll be assigned a healer who'll check in on you in your room.

◎ Free Cities
Your return to Cadens is greeted with a buzz in the air. With a city so populated, reactions vary from relief to curiosity to a much less welcome invasion of privacy from local writers. City guards will do their best to make sure you return home or arrive at the hospital with minimal fuss.

If you were injured, doctors will insist you remain overnight at the hospital. If you were severely wounded and remain so, they won't clear you for release until you're fully recovered. Of course, no one can stop you from leaving, but you may want to listen to the doctors.

◎ Solvunn
Your return to Solvunn is greeted with a somber air. Many in the settlement are in the midst of prayer, having devoted themselves to seeking your safe return. Your friends and neighbors are relieved to see you, but they're troubled by the perversion of their traditions, the close involvement of one of their Council members, and the terrible suffering you endured.

Healers and Elders will see you in your home as needed. Offerings will be made to shrines on your behalf, and you won't run out of home-cooked meals for a while. Many will lend a sympathetic ear if you want someone to talk to.

magicalarchaeologist: (214)

[personal profile] magicalarchaeologist 2023-03-28 05:50 pm (UTC)(link)
"They were attacking people in the chaos who were fighting back." Ciri and Geralt of course being two of those people. Ciri went back for Caitlyn, he saw the woman's blue hair as they went out, but it's fine. "I'm glad they got out." That is all he truly cares about in the end. Istredd thought from day one that he was going to die in here, and he didn't take the opportunity to leave while he had one. It was a self-fulfilling prophecy in a way.

"The rituals? That can't be good." Istredd wonders if that means they'll try the rituals again while they have the last of their time, before the rest of the rescue comes. The acolytes must know it's only a matter of time now that some of them are out. They could also kill the last of their prisoners, it would be a logical thing to do, and then run while they can.

He moves his hand and in truth he was lucky, it didn't hit any of the serious places that could cause a fatal gut injury. It's closer to his ribs and that makes moving hurt, but he won't bleed out. Infection is much more dangerous. "This would be a great time for my healing magic to come back." He says with a dry sense of humor, since they both know that's not going to happen.
assembles: beard (i just needed some beard icons)

[personal profile] assembles 2023-04-07 10:55 pm (UTC)(link)
While Istredd doesn't outright say it, Steve gathers that he'd been injured in the crossfire. He isn't voicing any sort of bitterness about that, though, or the fact that he's still here. Steve nods, figuring they should be relieved that some of them did presumably get out. He'd heard some scattered mentions of portals and he's hoping that wasn't him mishearing and hoping for the best.

Steve doesn't know what the acolytes might do at this point, but none of it could be good. It's a matter of all of them holding out now until their rescue team comes. Which isn't something that Steve wanted to rely on, but he knows they've pinpointed their location and will probably be here sooner rather than later.

He needs to try and make contact with Natasha. But Istredd requires his more immediate attention.

He huffs out a breath that doesn't even attempt to be a laugh, then shakes his head. "If only. We need to try and clean it out as best we can, then wrap it." Which is a shame, because their water supply is even more limited now. "Can you turn onto your side?"

Now isn't the time for Istredd to be the martyr (he already did that), and Steve gives him a pointed look to communicate as much.
magicalarchaeologist: (143)

[personal profile] magicalarchaeologist 2023-04-09 07:52 pm (UTC)(link)
Istredd saw several people get out, at least half of them, which is better than nothing. People went past him and the vines as he was holding them open, and through the water he noticed. The question is what's on the other side for them, but he has no idea. Hopefully one of them will try to contact the people who stayed behind to assure them it didn't toss them into a new pit.

He saw that they had pinpointed the location, it was hard to see across his vision but he did read a few words, so efforts are in their next stage. The question is if they can make it in time. And if their captors won't try to snuff them out or do worse things to them before then. If they do, they'll go down fighting, that at least he's confident about.

"Steve, no, we can't risk losing any water." Steve can look at him all he wants, Istredd's been the water keeper this whole time, he knows all too well how dire it is for people when water is limited. There is no telling if their rescue will get there tomorrow or in a week. "Any bandage we have will be dirty regardless, washing it out won't do much."

Istredd knows that mean infection will happen either way, so in that case, they will have to hope it won't be that much longer. But he sounds very certain about it.
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[personal profile] assembles 2023-04-14 09:23 pm (UTC)(link)
Steve makes a frustrated noise at the back of his throat, but it's true that the bandages themselves are going to be filthy no matter what. He's probably going to have to either borrow something from another Summoned in here with them or take something off of one of the bodies, but everything here is soiled.

"Cleaning the wound itself should still lower the chances of you ending up septic." Is he going to really have to fight him about this? Yes, their water supply is limited. Yes, they might have to resort to some drastic options here (like drinking their own urine) if it gets bad enough. He's pretty sure all of them are mentally prepared for that.

He takes a look at the wound, his fingers carefully drawing away Istredd's torn up shirt to see better. The blood flow isn't too worrying and it looks like the puncture wound was made with a clean, sharp blade. Those are good things. If only they could stitch it, but there's no way that's happening.

"I'm gonna have to wrap it really tight to make sure that it doesn't bleed too much. Stay here." He rises up to a stand so that he can search for a stray garment that he can rip up and fashion into bandages.
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[personal profile] magicalarchaeologist 2023-04-16 01:33 am (UTC)(link)
Istredd knows Steve means well and that he's been in situations like this before, whereas Istredd has not. He is intellectually aware of the knowledge, not from personal experience. He's lived a fairly safe life from graduation on. It's not that he has a death wish, he was looking forward to at least a few hundred years ahead of him.

All things considered, if he was going to be stabbed, he lucked out in how it ended up happening. Not that the pain is making him feel that way in the slightest. He wishes that he could reach out to Lucifer and Yennefer, but anything he'd say would just sound like a goodbye. And he's not dead yet.

"We'll take the water out of my ration." It's for his life, it is the only thing that makes sense. He can't take it from someone else. The reality is that there are people with them who may die before him, and then he'll be able to take theirs. It's the grim acceptance of their situation. Istredd can last longer than most, even now. The Chaos may be blocked but it's still in him.

He keeps pressure on the wound. At least Ciri and Geralt got out, he saw them go, and Caitlyn with Ciri. The boys all got out. It's a relief, honestly, that all off his shoulders now.
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[personal profile] assembles 2023-04-20 01:35 am (UTC)(link)
If it makes Istredd feel better to say that the water's going to come out of his ration, so be it. Steve's pretty sure they're way past rationing when all of the water they've got on hand is essentially just pooled on the floor.

Though it looks like there's more streaming in. He's going to guess that water is nowhere near potable, though.

He returns to Istredd with a pair of pants that he unfortunately had to pull from one of the dead bodies. It's not like he enjoys having to mistreat a corpse, but he also needs to focus on making sure those still living stay that way. He sits himself down next to Istredd again and starts to rip the trousers into strips, making use of the little left of his strength to fashion makeshift bandages.

"Once I've got these ready you're gonna have to sit up. How are you feeling? Lightheaded?" He's not sure how much blood Istredd lost in the chaos of them getting forced in here, but it's also just about keeping him engaged and aware.
magicalarchaeologist: (Default)

[personal profile] magicalarchaeologist 2023-04-23 04:11 am (UTC)(link)
In truth, Istredd is not really aware enough to take stock of their situation. He is in pain and the adrenaline from the escape is wearing off so he feels dazed. Trying not to pass out is definitely going to take some effort soon. It was a lot of stimulation all at once and now they are in the aftermath with little hope remaining.

He might have drifted for a few seconds before Steve brought over makeshift bandages. Or blacked out, but he is awake in time to react to him at least. "Lightheaded, yes. Yet another time I really could use my healing magic." Istredd would be able to handle this quickly, with a water spell too, but they're all held back.

"Mages are usually a bit more sturdy. It's part of the Chaos magic connection and why we don't age like normal people." It doesn't make them inhuman precisely, not a healing factor, but they are sustained by their power. Istredd keeps his hand on his wound and pushes into it, causing pain but then it's just more pain the same way when he attempts to sit up.

He definitely gets dazed then.
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[personal profile] assembles 2023-04-25 10:06 pm (UTC)(link)
Steve nods at the comment about healing magic, but he also thinks they're better off not focusing on what they can't do. They definitely wouldn't be in this situation still if they all had their powers back, but they have to work with what's on-hand.

It's a good sign that Istredd's talking as much as he is, though, even explaining about mages and chaos magic. It's not anything Steve's heard about before now, and while he's curious, he knows they need to take this one step at a time. When Istredd pushes to sit up, Steve immediately puts a hand to his lower back to support him and grips his shoulder with the other.

He can see Istredd's eyes glaze over then with a wave of dizziness, so he gives him a few seconds. "Take a few deep breaths," he urges him after that. It would be easier if he could just lean him up against the wall, but he's going to need some space on all sides of him to wrap the bandages.

"Guessing you've never been injured quite like this before, then? You could always heal it up." It's important to keep Istredd talking, to keep him present as best he can, while Steve reaches out for the first strip of cloth.
magicalarchaeologist: (075)

[personal profile] magicalarchaeologist 2023-04-28 01:17 am (UTC)(link)
Istredd is fighting with his body wanting him to pass out so Steve's words are helping him try to focus. He follows his instruction and breathes in deeply, although it hurts too, his whole body feels like it hurts right then. In a way though it grounds him back down to his body by doing so, breathing out a little more unsteadily.

"Rarely," he agrees. "I'm a historian, I spend all my time with books." He breathes in and out again. "When we were training, we'd be injured so we could heal it or heal someone else." They had to learn how. They couldn't learn magic on something that wasn't real. Nevermind that they were all young at the time, just one more thing they learned to survive. "Never this serious." They didn't want to kill their young mages, just hurt them.

"The kids all got out." The youths that he told Steve about in their first discussion, he was hoping to take care of them. They escaped. He succeeded.
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[personal profile] assembles 2023-05-04 07:50 pm (UTC)(link)
As Istredd answers his question, Steve focuses on weting one of the strips of cloth in the nearby pool of water. He then wrings it out, figuring that there's little point in Istredd worrying about the rationing of it now that it's already done.

It kind of sounds like a more intense version of medical students practicing to draw blood from each other. But what Istredd adds next is more what grabs Steve's attention. The kids. Wilhelm, Mat, Kell. He'd noticed that none of them were in here, but that doesn't mean they'd found their way to a portal.

"Good," he replies, before leaning in to place the wet cloth against Istredd's stab wound to dab away as much of the dirt and grime from it as he can. "Hopefully soon we can try to reach out, send some messages and see if we can find out where they ended up." Cleaning out the wound is going to hurt, especially when he has to add pressure and dig into it a bit, so he keeps asking questions. "You said you don't age like normal. How old are you?"
magicalarchaeologist: (323)

[personal profile] magicalarchaeologist 2023-05-08 11:23 pm (UTC)(link)
Much of the stronger spells in his sphere include Elder tongue, spoken words strengthening magic much like it does here with academic spells. But they learned all kinds of approaches to the same thing. He hasn't tried to cast with that in mind. The most magic he stored up and used during this entire experience was to knock Geralt out when he was attacking Steve.

Istredd knows this is going to hurt and he tries his level best to stay still, but it's still more painful than he expected so he swears under his breath. He feels light-headed again, struggling with consciousness. He knows what Steve is doing, trying to distract him while he's doing this, keep him awake, so he grits his teeth and pushes through it.

"I don't know exactly, in my late eighties probably. I don't have a birthdate, I was taken to the Brotherhood young." They take mages when they first use their abilities. Istredd was an early bloomer in that regard, or he must have been. They didn't celebrate birthdays. He and Yennefer did privately, for hers. If he survives he'll be able to celebrate it with her here. He doesn't remember a family, if it ever existed.

"When we graduate, they do a ritual." Slightly different from what they did in here, but probably not that much, outside of it being (mostly) consensual. It's not as if they can really say no. "It changes your body permanently. You can modify how you look and then it locks. It stays that way for hundreds of years." Eventually it does start to wear, but it takes a long time before that happens.
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[personal profile] assembles 2023-05-14 03:31 am (UTC)(link)
It does hurt, there's no getting around it, but it has to be done. If Istredd has never gone through something like this before, then he's doing an impressive job of holding himself together through the pain. It does make Steve wonder at what sort of things he'd endured while training as a mage.

"And people say I look good for my age," he replies with a huff. It's not a laugh, that's a little too much to ask for at the moment, but he's doing his best to keep the mood light. "So you just get to exist in your prime for centuries, huh?" He has to imagine there's some sort of price for that, there always is, but he isn't going to pry that deep.

Besides, he's cleaned the wound out to his standards now, so the worst part is over. He leans back for a moment and lets out a breath. "The good news is the bleeding's already starting to stem, but we'll need to bandage you to keep it that way. Make sure you don't pull or strain at that area, either, or you could start to bleed into your bandages." Istredd's going to need to take it easy as best he can, which is kind of a tall order considering the situation that they're in, but he has others to look out for him.

With that, Steve grabs the next strip of torn off cloth and leans in to start winding it around Istredd's waist where the wound is located.
magicalarchaeologist: (Default)

[personal profile] magicalarchaeologist 2023-05-16 04:04 pm (UTC)(link)
It's been a long time since he suffered this amount of pain at once, but maybe he has become more fortified in the past few weeks. Istredd does feel like the pain has spread so far into his body that it's even in his teeth, down to every nerve, it's just not something he is used to. But he is stronger than he looks. Enough to stand still.

"Yes, that is one of the upsides to being a mage." There is a cost. The major one, at least for some people, is the inability to have children. Once mutated it is incompatible with creating life. Istredd personally doesn't care about that, he doubts he would want a child even if it was possible. Yennefer feels differently.

"How old are you? I was assuming late thirties." Istredd hasn't gotten to the age where he can't guess correctly at that. After a few hundred years it becomes less clear when looking at people.

Istredd feels the pain still washing over him but the intense cleaning part has done and now he can breathe, slightly raggedly, the only real sign this was difficult for him. He is good at the stiff upper lip reaction. "That may be a lost cause if we end up having to escape again, but I'll try."

He leans forward to give Steve more of the space to wrap it. Istredd isn't certain they will make it through this. They have survived this long, but it's not looking great. "My main concern for us right now is that the logical thing to do with the back against the wall is to destroy the evidence and run." Them being the evidence.
assembles: beard (what a look)

[personal profile] assembles 2023-05-18 05:26 pm (UTC)(link)
When Istredd pitches forward, Steve angles his body so that Istredd can lean up against his broad shoulder if he needs to while he continues with the bandaging. He knows that if they have to make a run for it again there's a good chance that Istredd will soak right through his bandages and risk passing out from the blood loss, but that's a bridge they'll have to cross when they get to it. One step at a time, for now.

"Maybe," he responds when Istredd expresses his concern that they're the final bit of evidence that the acolytes are going to want to wipe out. "But they also could have done that already. It's like they can't quite give up on what they started here." Even with half of them gone, they're holding onto what's left. It seems that they're still more good to them alive than dead, at least for now.

He's silent for a short while as he focuses on wrapping the bandages, getting three strips pulled taut around Istredd's waist and the wound in his side. Beaten and battered as Steve may be at this point, covered in leaking open sores of his own, he still has the strength to do this. This one thing. It helps to focus on it, to know that he can still do something that matters.

"Late thirties is about right, at least as far as what I've lived through. I was just also cryogenically frozen for about seventy years, so some of my friends give me crap about being old," he explains with a twist of his mouth that's not quite a smile. To answer that earlier question.
magicalarchaeologist: (Default)

Maybe can wrap on this one on yours or here. :D we should do a follow up

[personal profile] magicalarchaeologist 2023-05-21 02:57 am (UTC)(link)
Istredd does lean up against said broad shoulder because he is trying not to pass out and Steve is grounding him well. He is so tired which is probably the blood loss catching up to him. And also that adrenaline has gone and left them all on the other end of it. He went into this situation expecting to die. He isn't going to lie down and let it happen, but he isn't putting too much hope into it either.

He wishes he could talk to Lucifer one more time but he didn't reply. Cutting his losses already, probably. Istredd tries to gather himself, breathing in deeply and out, although it hurts quite intensely when he does for a second. It's the sucking in part. Stupid.

"I can't guess with zealots. I've never come across any." The mages are loyal but they aren't zealots, this is a whole other level. Istredd doesn't know religion either, so he is flying a little blind here. They aren't acting like logical people, but they've been infecting mushrooms and visions on people. No rationality to be found.

"That ... sounds like quite a story." Frozen for seventy years? Istredd leans back after the bandages are tied so as not to lean too much on Steve. "If we live through this, I'd be interested in hearing it."
assembles: beard (surprise there's more beard)

wrapping!

[personal profile] assembles 2023-05-27 01:17 am (UTC)(link)
"I think just by the very nature of being zealots, they're not going to just let go if they think there's even a chance of reaching their goal." Steve still doesn't fully understand what the cultists hoped to get out of all of this. Clearly it was about the ritual, but what was it meant to lead to? Establishing a connection with the old gods seems to be the answer.

He can't say that he's felt very connected to them, but there have been those strange dreams and visions.

When Istredd moves to lean back against the wall, Steve follows him, walking on his knees so he can ease him back. Once he seems to be more or less settled there, he finally scoots back, heaving out a sigh. "Yeah, I'll make sure to tell you the whole story another time." Because they are getting through this. "For now, try and get some rest." He gives Istredd a brief pat on the shoulder, then pushes himself to his feet.

There's more work to be done. Searching the ritual room, sending out a message to Nat, figuring out what their food and water situation is — but at least he's stabilized Istredd.