abraxasmods: (Default)
ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2023-08-19 10:14 am

EVENT #14: ANOMALIES - IC EVENT LOG

Event #14 - Anomalies

Over the last several weeks of summer, leading up to AUGUST 20, the appearance of rifts, and the subsequent creatures, has become a disturbingly common appearance. The average citizen has taken the changes in stride. Some have even integrated these creatures into communities as pets or beasts of burden. Nonetheless, these unprecedented appearances have resulted in rumors. Is the cause the Summoned? Have they carried a dark curse back from the Feywilds? Are the Old Gods offended?

A Coordination Post will be available for communications between mods and players. Report notable actions and events, or track Developments. Though we encourage you to take advantage, using the Coordination Post isn't required to participate in the event.
Anomalous Threats
Dubbed Anomalies throughout Abraxas, suspicion and curiosity turn to terror when much greater threats - called Anomalous Beasts - begin to fall through large rifts. Where did these creatures come from? Why have they arrived? And is this only the beginning of something far worse?
Arrival of the Beasts
The Anomalous Beasts tumble through open rifts that appear in set locations throughout Abraxas. You won't know where those rifts are at first, but it steadily becomes obvious as reports from locals come in. The beasts won't stay put, either. At random intervals, the rifts will suck the Anomalous Beast back through it and spit it out at another location somewhere in Abraxas. It might be in another city or in another faction altogether. It appears these beasts are not limited by borders.

Fortunately, each rift area only holds one Anomalous Beast at a time - so you won't have to face multiple threats at once.
Tracking the Beasts
Soon, you discover that the rifts are in stable locations. The beasts can go into one rift and out the other, but the area where the rifts appear doesn't change. You can use this to your advantage. Officials will set up portals to identified rift locations, allowing you to focus on an individual area - even if you can't predict which Anomalous Beast arrives from the other end.

Many of these locations are important to the locals. While confronting the threat, you'll want to minimize damage and casualties.

If you're tempted to try and go through a rift, you'll get a nasty shock that sends you flying back. Of course, if you happen to witness a native Abraxan attempt the same - whether out of fear or by accident - you might not want to try yourself: upon contact with the rift, any native Abraxans will be vaporized in front of your eyes. You should probably stick to travel via portals.
Arcanum Effects
Each Anomalous Beast bears a glowing Arcana sign on its flank. Be careful if you match its Arcana - you may begin to take on the beasts' animalistic traits, absorbing its aggression, hunger, or fear. These sensations can overwhelm you, causing you to mimic its behavior. Is your will strong enough to resist? Or will you succumb completely, becoming one with the beast?

You can get help from another Summoned of a different Arcanum. They'll feel compelled to make physical contact, absorbing some of the effects into themselves and lessening its severity by sharing it with you. This effect will remain while you're near the Anomalous Beast - as long as it's alive - but with effort and help, you can mitigate it and overcome the powerful sensations.
Types of Beasts
The types of Anomalous Beasts arriving might be familiar to you. Maybe you heard stories from another Summoned. Maybe you remember seeing it from your home world.

If you know what it is or its weaknesses, you can share this information using the Network or by word of mouth to help others defeat it. As for the beasts you believe have no way of being defeated? That may be true to your world. But you're in a different world now with strange powers, abilities you've never heard of, and spells you might've never seen before. These factors can change much. No matter the beast, there will be a way to defeat it.

To review what characters will be facing and each beast's Arcana sign, see the List of Anomalous Beasts on the OOC Plotting Post.
Faction Assistance
While the factions have asked for your help given the overwhelming number of threats that arrived at once, the factions can hold their own in many battles. They'll be able to assist you, and familiar officials may even arrive on the battlefield. General NPC actions are outlined below. You can assume they'll come to your aid based on those descriptions as needed.

Portals to each rift location will also be established within the first 24 hours. While the portals won't take you directly into the fray, they'll be near enough that you'll have the chance to arrive on time to mitigate damage or confront the threat.

You can request more significant aid or resources from an NPC using the Coordination Post.

There is no influence requirement to make a request, but influence and your character's relationship with faction NPCs will be taken into account to determine the outcome.
Thorne
In Thorne, assistance will come from the following:
Jolene Sybell. Jolene will arrive at the front lines as needed. She has offensive spells but specializes in healing and medical magic. If you're wounded, she can mend you quickly or stabilize any grievous wounds so someone can take you to the infirmary.

Soldiers & mages. Thorne's soldiers are concentrated in Borrel, while Castle Thorne has skilled mages. They'll be able to offer shields, offensive magic, and wards to help in any battle.
The Free Cities
In the Free Cities, assistance will come from the following:
Marlo Reiner. The Prime Minister is as much a soldier as she's a politician. A former military captain, she'll direct the soldiers under her command on the front lines. She can provide cover in a fight or strategic advice. Her weapon of choice is a sword and a sidearm.

The army. The Free Cities has the largest army in Abraxas. They'll be out in full force, providing combat assistance, protecting citizens, and offering medical aid. Any soldier will readily give you a hand on the field. If you aren't sure where you're needed, they'll direct you.
Solvunn
In Solvunn, assistance will come from the following:
Isar Hart. Deeply devoted to the commune, the newest Council member will arrive with his ever-present companion Skaldi. A fierce and protective herding dog, she will fend off any threat. He's also followed by a few sheep that cast an unusual shadow. When attacking, they grow powerful ram horns and sharp teeth. Their muzzles elongate, resembling a wolf in sheep's clothing. Word is, Isar has a pact with Spyndlveiss, Guardian of the Flock.

Elders and the Gods. Solvunn may not have a strong army or powerful mages, but they do have the Gods on their side. Elders will lead offerings and sacrifices - and the Gods will answer. While facing a threat, you might find something invisible blocks a blow or a wound suddenly appears on the beast. Though no physical presence arrives, you nonetheless feel the helping hand of something.
Ending the Threat
Resolving the threat involves not only defeating the Anomalous Beasts but also closing the open rifts. Fortunately, accomplishing the former will contribute to the latter.
Defeating the Beasts
Taking on the Anomalous Beasts is no easy task. You'll be faced with several obstacles while you fight them that might prevent you from defeating the beast: the rifts might suck the creature away before you can finish the job, you might be overwhelmed by your mind merging with the beast's, or you simply lose the fight.

In the end, one team will successfully defeat the beast. If you're one of the victorious, how you approach and finish the job is up to you. Take advantage of your surroundings, seek help and knowledge from other characters, and make creative use of your environment and skills.

And remember - defeating it doesn't mean killing it. The beast only needs to be subdued as a threat, whether through death or capture. Of course, once subdued, what happens to it may be out of your hands...but there's a chance that not all of them will be put down.

Requests for a victory roll will be accepted until AUGUST 23 at 11:59 ET. Only characters who win the roll can kill or defeat the Anomalous Beast. Please see the OOC Plotting Post for more information.
Closing the Rifts
With each Anomalous Beast dispatched, you'll notice that the rifts in the world start to shrink. The effect is subtle at first, but with every victory, it's undeniable that the key to closing the rifts is to bring down the Anomalous Beasts climbing through them.

Not every beast must be killed, but the majority of them should be for the rifts to close completely. By the end of the event, all of the rifts will have closed.

Across the Rifts
Each rift opens in a particular area. Each Anomalous Beast will have a "first sighting" at a specific location. Reports will surface as rumors, victim statements, and witnesses. Regardless of how the information comes to you, it likely catches your attention. Perhaps you hear a description that sounds chillingly similar to a monster you've encountered in your past. Maybe you're worried that the area has innocents who need to be protected. Or, maybe you're merely excited about a potential new species.

The beasts will move from rift to rift - not by choice. You might catch the one you're chasing when you arrive, or you might find yourself facing something unexpected. Your task isn't just to kill the beasts - the areas will need protecting, too. You'll have to work with others to do so. You could, for example, decide to have someone distract the beast while you evacuate an area.


[ Click the image for a larger version. ]

Each location is assigned a number that corresponds to an area labeled on the map above. Characters will have access only to their faction's territory on the rift map.
Kingdom of Thorne
◎ Castle Thorne (1) | IMAGE
Security in Castle Thorne has always been paramount. The thought that something could get within the castle walls is unheard of. Fortified by the kingdom's military and strongest mages, and boasting the host of the majority of Thorne's Summoned, it should be ready for any threat. That is, until something monstrous appears right outside the city's borders. Locals claim it slinks by on large tentacles with a single massive eye and a sense of foreboding.
◎ Frostwurm Tunnel (2) | IMAGE
Located northeast of Hayle, the snow-covered peaks are the perfect habitat for the Giant Frostwurms that provide valuable healing crystals. They burrow deep into the rock, creating a labyrinth of large tunnels. While the last time the Summoned were in those tunnels was not by choice, this time, you're asked to help protect the Frostwurms from what witnesses are claiming is a dragon or a very large wyvern. Except...dragons haven't been seen in Abraxas for many decades.

Due to the crystal's hallucinatory properties, the Summoned will be provided protective shield to prevent them from breathing in the air. The shield is invisible, causing the air around them to shimmer slightly. Be careful not to damage it in any ensuing fights.
◎ Whitehill Village (3) | IMAGE
A quaint village, Whitehill is an insular community established for many generations. Well-read despite their economic class, residents of Whitehill pride themselves on their magical knowledge used to help cultivate the Snow Petal, a rare flower that blooms only in their valley. Highly sought after for potions and elixirs, a small garden patch has already been destroyed by what appears to be a corrosive substance left behind by a large black wolf or wildcat. Residents fear this strange blight could devastate the elusive Snow Petal.
◎ Dukewood Lumber Mills (4) | IMAGE
Deep in the forests east of Nott sits Thorne's most profitable lumber mill. The sparkle of magically powered saws keeps the mill running at all hours. Although the land is owned by an aristocratic family, its residents are working-class. They earn a meager living for their families and fear not only for their livelihoods but their lives. Whispers of a shadowy figure with sharp claws spread through the workers, who remain on guard as they try not to let superstition get the better of them. Unfortunately, a few may be too far gone. They're even beginning to insist that the figure is...wearing a hat?
◎ Southern Farmlands (5) | IMAGE
The rolling hills east of Borrel are some of the most fertile land in Thorne. With harvest season drawing near, fields of green turn to amber for the most plentiful of crops: wheat. However, an unexplained fire in one of the fields has raised the alarm. Talk has arisen of a strange silvery creature wearing a crown. Witnesses claim it sits on wagons and anything that looks remotely chair-like. Or perhaps...throne-like? What could it be? Does it have anything to do with the fire?
◎ Southern Mountains (6) | IMAGE
This winding path between the peaks is an important trade route that cuts towards Borrel for those unable to cross the waters. While dangerous, many seasoned merchants will take this path to save precious time. Lately, though, the dangers seem to be much greater. Injured men stumbling out of the mountains claim their friends were torn apart by a multi-limbed insect the size of a full-grown gryphon. One describes black horns, while another insists it had hands grown over its torso. Whatever it is, it's hungry.
◎ Fishing Docks (7) | IMAGE
Home to dozens of fishing boats and trawlers, the docks and its nearby fish market are the lifeblood of Nott. These fishermen are skilled at traversing the lake - so it's unusual that one of them has gone missing. Whispers say the man was dragged under the waters by lurking black tentacles. Many are afraid to venture out again, claiming that something in the lake is watching them.
The Free Cities
◎ Fomalhaut (1) | IMAGE
Though the port city is a fixture in the Free Cities, no one is granted permission to approach the heavily guarded barricade that leads into Fomalhaut. A large sign reads NO TRESPASSING! Official Travel Only Beyond This Point! Another reads Deadly Force Authorized. A third states simply DISEASE. Fortified walls and barriers protect the valuable machinery powering the shields that enforce the quarantine. Lately, tensions have heightened due to heavy bipedal tracks and reports of a moving metal statue. A breach in the shield could devastate not just the Free Cities but all of Abraxas.
◎ Northeastern Mountains (2) | IMAGE
These sharp peaks span past most of the Free Cities' territory. The smaller mountains near Aquila are popular for mountaineers, geologists, and engineers looking to test their newest inventions at higher altitudes. Finding abandoned equipment is not uncommon. Recently, many travelers have fled the mountains, escaping an invisible entity that haunts the area. One scientist who returned injured insists that he doesn't believe in spirits but says that "an unseen force" caused him to slip and fall.
◎ Andromeda Bay (3) | IMAGE
A popular destination for rest, the waters of Andromeda Bay are a welcome reprieve during the hot summer months. Except, the crystalline blue waters have grown tainted with a pungent stench. People are fleeing the shores, warning each other that the a tentacled swamp-fish with a gaping maw has overtaken the bay. Locals fear this disruption to tourism will impact their livelihoods. Meanwhile, biologists are concerned the foul waters will disturb the delicate ecosystem.
◎ Cadens Barracks (4) | IMAGE
The barracks are familiar to most of the Free Cities Summoned. Now, the usually bustling and tightly run military hub is in a state of high alarm. Few soldiers are out in the open. Barracks and rooms feature hastily boarded windows and doors. Here and there are splashes of blood. Any soldiers out and about have their weapons at the ready. Injuries appear to be bites and vicious claw marks. There are ominous whispers of, We can't even see them.
◎ The Badlands (5) | IMAGE
With frequent dust storms, difficult rocky terrain, and extreme heat, the Badlands are the last place you want to be. Most know better than to venture towards its heart. Bandits occupy only the more habitable edges around the area. The few souls who brave the landscape are hardened survivalists or soldiers on patrol. You should take their grim reports of a new fearsome creature seriously. They say it bursts out of the ground and spits deadly acid - melting one individual to the bone. Though the Badlands houses some of Abraxas's most dangerous beasts, this one appears to be new...and it might be coming closer to the city.
◎ Farhill Mining Camp (6) | IMAGE
The Farhill Mining Camp is the largest mine in operation. Rows of cheap housing are pressed together with little care, sitting dangerously close to the mines and the fumes that come with them. Jagged hills of varying height and stability make traversing the mining area tricky. Citizens of all ages work the mines daily, with children able to quickly squeeze through small crevices. The ground often shakes with the rumbling of machinery, but recently something else burrowed beneath has been sending quakes throughout the mine. Unusual dragonfly-like insects, glowing green, have also swarmed the area. With operations refusing to cease, a collapse could be disastrous for everyone involved.
◎ The Red Path (7) | IMAGE
Named for its iconic red sand on the surrounding hills, the Red Path leads to and from Libertas. Known for being relatively safe, merchants, travelers, and hiking enthusiasts frequent the Red Path for its beautiful scenery. When reports of frequent animal attacks begin to surface, word spreads quickly. Merchants now take the road warily, and many refuse to hike it. Surviving witnesses say the creature's enormous white bulk stands out starkly against the red landscape. Most injuries consist of burns, and scorch marks mar the area.
Solvunn Commune
◎ Tertiary Settlement (1) | IMAGE
The Tertiary Settlement is a rough place to make a living, but skilled fishermen have learned to thrive. Rundown wooden houses dot the shoreline as boats row out in the hopes that this day's catch will be the one to feed several mouths at once. Lately, the fishermen claim that an unusual leviathan has been spotted in the waters, something massive and grey. Unlike most leviathans, its teeth are blunt, and it doesn't seem to dive deep under the sea.
◎ Shrine of The Maw (2) | IMAGE
This wooden path lined with dark runes leads to a foreboding tree on a hill. This tree sprouts no leaves and sheds no bark. At the base of its trunk are lit candles. Old and new wax alike stains the tree's roots. This tree is the central shrine to Dyvoraetiir, Herald of the Maw. Dyvoraetiir consumes hopes and dreams, sending those who offend into despair. Intriguingly, the reptilian rock-like creature spotted here is not the threat it should be. Instead, witnesses say it's sluggish and disoriented...and other beasts who arrive through the rift will exhibit similar symptoms. Commune elders fear this is a sign of an angry god. They're desperate to protect the area from further disruption.
◎ The Offering Grove (3) | IMAGE
East of the Secondary Settlement is a popular ritual site. A winding spiral leads to the grove's center, where a large offering bowl sits. Offering bowls are common in Solvunn, but the Offering Grove hosts the largest bowl. Made from sanctified metals, it never rusts or erodes. Many travel to this site to make crucial requests or as a show of penance. Because rituals may take several days or longer, many are reluctant to undo their work and refuse to leave the site, despite the glowing pink light that shines from the shadows.
◎ Mountain Ritual Site (4) | IMAGE
Halfway up the cliffs is a small rounded platform. Crafted to divine truth and one's true path, this is where many seek their answers. The mountain air is said to provide a person with clarity and even visions. Elders have grown concerned by returning visitors who say they've glimpsed the face of a new God, a hulking figure with a decorative mask of hanging tassels.
◎ Forest Shrines (5) | IMAGE
Several shrines make their homes in the Solvunn forest, dedicated to Gods you might've encountered or heard of. The most popular shrine caters to all Gods of the land. Sacrificial bones rest beneath the arched altar, bones that locals whisper are moving. Elders fear not only upsetting the Gods but damaging precious and ancient shrines that served the commune for centuries.
◎ Feintak Ritual Site (6) | IMAGE
If you were here last June, you might've taken a journey to the hills just outside the Primary Settlement into a small wooded area that hosts a plethora of unsettling statues. Called "Feikinstaftaka" in the old tongue, locals refer to it as "Feintak" to avoid invoking the power of its true name. Used to remove high-level curses, performed only under the guidance of the Solvunn Council, this sacred area keeps a tight lid on dark magic - magic that could spell disaster should it be unleashed. Unfortunately, that might've already happened: a walking figure shrouded in shadows has been spotted in the area, and no one knows what it means.
◎ Abandoned Settlement (7) | IMAGE
A popular trading route skirts the edge of this swamp. Well-worn and overgrown, the few homes still standing are in disrepair. Despite its foreboding appearance, the swamp hosts small creatures said to be servants of all nature gods. Playful and harmless, they emerge to seek treats from visitors. They might be recognizable to a group of Summoned who undertook a delivery quest several months ago. Locals say the spriggans won't come out anymore, as if they're hiding. A small pile of crushed pebbles suggest a few have met an unfortunate end. Witnesses report stomping and a disturbing growl from deep within the swamp.

The Horizon
The world outside is not the only realm in chaos. Anyone who enters the Horizon, whether to retreat, recoup or connect with allies, will find unwanted visitors. Anomalous Beasts will appear here as they do across Abraxas. Their presence might damage your domains or cause unwanted environmental changes that you must contend with.
Unwanted Visitors
The Horizon is an unfamiliar landscape to the Anomalous Beasts. Unlike the Summoned, the beasts won't have the sentience to understand it. Their entrance is involuntary. They won't know how to leave on their own and will wander through the domains as if those spaces are real, reacting how they normally would to any sudden appearances or threats.

Of course, as the Summoned, you have full control of the Horizon. As you observe the Anomalous Beasts that appear, reports from outside begin to make one detail clear: when an Anomalous Beast is active in the Horizon, they're asleep in the real world - and will stay asleep unless they "die" in the Horizon or are disturbed outside. Maybe you could use this to your advantage?

You can use the Horizon however you wish, but some possibilities are:
◎ Coordinating with teams outside the Horizon to keep the Anomalous Beasts occupied and asleep in time for an ambush.

◎ Killing the Anomalous Beast in the Horizon will force it to wake abruptly. If done correctly, this will be advantageous, but if done incorrectly, it might cause more chaos.

◎ Studying the strengths and weaknesses of the Anomalous Beasts in a contained environment before approaching it in the real world
The Domains
The arrival of the Anomalous Beasts will impact your domains as they travel from place to place. Important fixtures or buildings might be broken or torn. Created animals or pets might be crushed or injured. Ominous wisps of malice linger like a foul friend amidst the wreckage.

Direct damage is not the only possibility. The Horizon is constructed from memories and influenced by emotions. As a result, the presence of the Anomalous Beasts can cause unwanted shifts and changes to your carefully constructed space. You may find a once peaceful area of your domain has grown twisted and dark from a hellish Anomalous Beast. Maybe a beast associated with fire has manifested pools of magma.

As is the case under all circumstances, any involuntary effects on your domain will cause a sense of unease, and you'll feel compelled to fix it. If you have a weaker connection to the Horizon - either because you don't go in often or don't create much inside it - you'll find these changes harder to mitigate.

On the other hand, if you have a stronger connection to the Horizon, you'll have an easier time retaking control of your domain and reversing the damage.

This aspect is optional. Impacts on your character's domain, if any, are entirely up to players. Characters can also help each other rebuild their domains.



wwrench: <lj user=proverbially> (pic#13651260)

[personal profile] wwrench 2023-08-27 03:27 pm (UTC)(link)
If the situation reminds him of his former partner, that's where the similarities end. Grady had a smart mouth and a flair for the dramatic that made him the worst possible patient in every situation. Wrench can scarcely add up the number of times he wanted to feed the man his fist while simultaneously working to save his life. He's got little reason to believe that Claire will behave much better. In all his imagining, he simply can't think the woman would have had occasion to face something so life-threatening before.

He's prepared to hold her down if her instinct tells her to writhe away from the source of the pain. Alcohol set aside, he clamps one hand against her shoulder and presses towards the ground like a counter-balance, forcing a stillness it takes several seconds for him to realize she isn't rearing against. It's her insisting encouragement that knocks the shock back out of him and reminds him what he's here to do.

The wound is long and deep but fortunately the claws have cut clean. Wrench pinches with his fingers and draws the skin towards itself, gripping hard enough to stay the seeping of the fresh blood in the area where he's working. His grasp is unapologetic, but the pain and the delirium might be enough that the pinch of the needle and the tug of the long strip of thread are like background accompaniment to everything else in her body.

Just don't bitch at me about scars. She might not see the words as they appear nearby. It doesn't really matter if she's too distracted to read them. For Wrench, they're old habit. This kind of grousing is his own soundtrack.
beautifullies: (down тнe raввιт нole.)

[personal profile] beautifullies 2023-08-29 02:07 am (UTC)(link)
She's trying to keep herself as still as possible, concentrating on her breathing, trying to keep it from being too shallow or too fast. It's fucking awful, she spares a quick thought for all the men she cut open to pull bullets out of, and the amputated limbs she cut off from the battlefield with less preparation. At least she has her limbs. A scar is nothing. Not to her, not after Jamie's back.

Eventually, the pain becomes a dull echo in her mind, somewhere else for the moment.

𝐼 𝑑𝑜𝑛'𝑡 𝑚𝑖𝑛𝑑 𝑠𝑐𝑎𝑟𝑠. 𝐻𝑎𝑣𝑒 𝑜𝑛𝑒 𝑜𝑛 𝑚𝑦 𝑙𝑒𝑔 𝑓𝑟𝑜𝑚 𝑎𝑛 𝑒𝑥𝑝𝑙𝑜𝑠𝑖𝑜𝑛. 𝑆𝑐𝑎𝑟𝑠 𝑚𝑒𝑎𝑛 𝑦𝑜𝑢 𝑙𝑖𝑣𝑒𝑑.

Like she hopes to.
wwrench: <lj user=roximonoxide> (pic#13397459)

[personal profile] wwrench 2023-08-29 02:19 am (UTC)(link)
It might not be the worst thing if she were to pass out, Wrench rationalizes. He can tell with every involuntary twitch and re-hitching of her breath that she's trying to control herself and fight the impulse in her body that must be insisting she slip under. If she were to, her abdominal muscles might stop bucking and he'd have an easier path for the needle. As it stands he finds himself trying to anticipate any movement in her body and react before she does. Two of the stitches are deeper than he'd like and certainly more than necessary. At least he thinks they'll hold well, if she can stay supine for a good long while.

This is what he tells himself, at least, because the truth is that Wrench has rarely seen a belly wound go well for the injured.

She's tough as hell though, that much is apparent. His eyes flick over the words and then back to his work as he continues to pinch and tug those locking stitches. You've done a lot of living, right? Tell me what exploded. Keep thinking about something that isn't this, he means.
beautifullies: (416)

[personal profile] beautifullies 2023-08-30 03:08 am (UTC)(link)
It is, admittedly, getting harder to form coherent sentences. She's so tired, and the edges of darkness are pulling at the corner of her mind. But in some ridiculous way, she's afraid to close her eyes. Something about not opening them again, and it has nothing to do with trusting he's doing a good job.

At his question, Claire wets her lips though it's no use, they're dry for the count, and she tries to focus on making the words go in order.

𝑊𝑎𝑟. A succinct answer, but she tries to elaborate. 𝑅𝑒𝑡𝑢𝑟𝑛𝑖𝑛𝑔 𝑓𝑟𝑜𝑚 𝑎 𝑚𝑖𝑠𝑠𝑖𝑜𝑛. 𝐴 𝑚𝑖𝑛𝑒, 𝐼 𝑡ℎ𝑖𝑛𝑘.

If he asks anything after that, he isn't going to get an answer because that's the last conscious thought she's able to hold onto.
wwrench: <lj user=manual> (pic#13696603)

[personal profile] wwrench 2023-09-01 07:53 pm (UTC)(link)
Where was... What happens to a message the brain fails to finish conjuring? It doesn't matter much, since Claire won't be conscious to see the fragment anyway. Wrench's gaze flicks from the wound to her face and when he finds her eyes closed and expression slack, he pauses his work. His hands are a bloodied mess from tending to the wound, but he spares no hesitation in pressing two fingers to the side of her neck to check for her pulse. It feels thready, but it's still there. The back of the same hand is hovered just in front of her face as he searches the air for signs of her breathing. That confirmed, Wrench hurries through her work.

Maybe it's a good thing in the end. Getting her out of the woods with such a catastrophic belly wound would have been a nightmare, but this way he doesn't have to fight her or any lingering since of pride or self-preservation that might insist they do things a certain way. He finishes his job and douses his hands in more of the alcohol before packing everything away. Wrench doesn't have a home, and he doesn't have the first clue where hers might be, but he knows they can't stay around here. So he hefts her into his arms to try to put some distance between them and the portal.

Solvunn proves to have more to give than he might have initially thought. When one of the locals sees them, Wrench is ushered into a small home and urged to lay Claire on a cot. Some searching through their meager kitchen reveals a harvest of turmeric root, and Wrench doesn't ask before muddling it into a paste and spreading it over the wound.
beautifullies: (ғιғтy мιleѕ ѕeparaтed мe ғroм jaмιe)

[personal profile] beautifullies 2023-09-04 05:15 pm (UTC)(link)
It takes a good two hours for Claire to finally begin to stir, her forehead knitting together in pain before she's even fully conscious. When her eyes do finally blink open, she's somewhere unfamiliar and immediately tries to sit up. That proves to be an absolutely stupid idea, and she falls back down again with a groan.

Once she focuses again, she realizes who it is trying to ensure she doesn't move anymore.

𝐼 𝑑𝑜 𝑏𝑒𝑙𝑖𝑒𝑣𝑒 𝑦𝑜𝑢'𝑣𝑒 𝑠𝑎𝑣𝑒𝑑 𝑚𝑦 𝑙𝑖𝑓𝑒.

She can't wait to get to Michael or Himeka, but in the meantime, she's just grateful to be alive.
wwrench: <lj user=proverbially> (pic#13703903)

[personal profile] wwrench 2023-09-04 05:29 pm (UTC)(link)
The time Claire spends unconscious passes strangely for Wrench. He spends a good part of it opening every cabinet and searching every shelf for more supplies. The family that opened their doors to him watches on with earnest terror until a neighbor comes around with a bag and insists that they all evacuate to the Primary Settlement. Even if he could carry Claire the entire way, Wrench isn't convinced that it would be wise to put her through the move when she's still unconscious, so he watches and he waits.

As he waits, his mind can't help slipping to the last time he stood vigil over someone else's near-deathbed. The details feel blurred, and he occupies himself with the terror that they might soon fade away entirely. He might lose those last wisps of connection and forget entirely the specific brown of his former partner's eyes or the quirk at the corner of his lip when he didn't want to admit that things were funny. He slips in and out of those memories, confusion for who brought him here and why, and the sense that his life is one unending, flat consonant that will go on reverberating at the same damn pitch forever.

When he catches the glimmer of those words on the floor near where he's sat, Wrench jumps to his feet and presses a firm hand against Claire's shoulder to keep her down.

Then don't undo my work. Stay still. If there's more damage inside you'll need something better than a line of stitches.
beautifullies: (нow can yoυ ѕave a мan)

[personal profile] beautifullies 2023-09-07 09:51 pm (UTC)(link)
𝑁𝑜𝑡 𝑡ℎ𝑎𝑡 𝐼 𝑑𝑜𝑛'𝑡 𝑙𝑜𝑣𝑒 𝑎 𝑔𝑜𝑜𝑑 𝑠𝑒𝑡 𝑜𝑓 𝑠𝑡𝑖𝑡𝑐ℎ𝑒𝑠, 𝑏𝑢𝑡 𝑎𝑠 𝑠𝑜𝑜𝑛 𝑎𝑠 𝑡ℎ𝑖𝑛𝑔𝑠 𝑐𝑎𝑙𝑚 𝑑𝑜𝑤𝑛, 𝐼'𝑙𝑙 𝑏𝑒 𝑡𝑟𝑦𝑖𝑛𝑔 𝑡𝑜 𝑓𝑖𝑛𝑑 𝑜𝑛𝑒 𝑜𝑓 𝑡ℎ𝑒 𝑚𝑎𝑔𝑖𝑐𝑎𝑙 ℎ𝑒𝑎𝑙𝑒𝑟𝑠.

But until then, she's staying where she is and will trust Michael or Himeka to get her message and make it to her when they can.

𝑊𝑒𝑙𝑙, 𝑡ℎ𝑎𝑡 𝑔𝑖𝑣𝑒𝑠 𝑢𝑠 𝑝𝑙𝑒𝑛𝑡𝑦 𝑜𝑓 𝑡𝑖𝑚𝑒 𝑡𝑜 𝑑𝑖𝑠𝑐𝑢𝑠𝑠 𝑤ℎ𝑒𝑟𝑒 𝑦𝑜𝑢 𝑙𝑒𝑎𝑟𝑛𝑒𝑑 𝑡𝑜 𝑑𝑜 𝑓𝑖𝑒𝑙𝑑 𝑠𝑡𝑖𝑡𝑐ℎ𝑒𝑠.

She's always curious about people who have any sort of medical training, to know what they can do and to potentially recruit them later. After all of this, it's clearer to Claire that it might be smart for everyone to have at least a basic understanding of how to stitch up a wound.
wwrench: growling @ LJ (pic#13345656)

[personal profile] wwrench 2023-09-12 01:07 am (UTC)(link)
Wrench doesn't need to tell Claire that he thinks it would be a good idea. Despite the clarity behind her eyes and her good humor in the face of the injury, the man has seen the effects of serious belly wounds too many times before to think they're out of the clear. He can almost too easily recall the pang of agony in his own abdomen as he thinks about that old, poorly-healed injury that simultaneously saved and ended life as he once knew it.

Maybe you're just a good teacher.

Her instruction might've provided needed guidance, but the hand that put in those stitches was all Wrench. While the work is far from perfect, it's clearly no first effort either, and he knows she's too wise to fall for his demurring.

Where I'm from, I don't have anyone else to rely on. If I want to survive I have to know how.
beautifullies: (coммon groυnd.)

[personal profile] beautifullies 2023-09-14 10:14 pm (UTC)(link)
She's coherent but not pain-free, and so her only response is a low hum that has a hint of a laugh behind it.

𝐷𝑜𝑛'𝑡 𝑠𝑒𝑙𝑙 𝑦𝑜𝑢𝑟𝑠𝑒𝑙𝑓 𝑠ℎ𝑜𝑟𝑡. 𝑁𝑜 𝑛𝑒𝑒𝑑 𝑡𝑜 𝑏𝑒 ℎ𝑢𝑚𝑏𝑙𝑒, ℎ𝑒𝑟𝑒. For now, she'll stay put until she can reach Michael on the first try.

𝐼'𝑙𝑙 𝑛𝑒𝑒𝑑 𝑡𝑜 𝑔𝑒𝑡 ℎ𝑒𝑎𝑙𝑒𝑑 𝑢𝑝 𝑎𝑠 𝑠𝑜𝑜𝑛 𝑎𝑠 𝐼 𝑐𝑎𝑛, 𝑡𝑜 𝑔𝑒𝑡 𝑏𝑎𝑐𝑘 𝑜𝑢𝑡 𝑡ℎ𝑒𝑟𝑒. 𝑃𝑒𝑜𝑝𝑙𝑒 𝑎𝑟𝑒 ℎ𝑜𝑙𝑖𝑛𝑔 𝑢𝑝 𝑎𝑡 𝑠ℎ𝑟𝑖𝑛𝑒𝑠 𝑓𝑜𝑟 𝑠𝑜𝑚𝑒 𝑟𝑒𝑎𝑠𝑜𝑛, 𝑏𝑒𝑙𝑖𝑒𝑣𝑖𝑛𝑔 𝑖𝑡'𝑠 𝑠𝑎𝑓𝑒𝑟 𝑝𝑒𝑟ℎ𝑎𝑝𝑠? That isn't true, in any case, and she hates their nativity to the Gods. Even thinking seems to take effort right now, so she goes quiet for just a few moments.

𝑌𝑜𝑢 𝑑𝑖𝑑𝑛'𝑡 𝑓𝑖𝑛𝑑 𝑎𝑛𝑦𝑜𝑛𝑒 𝑒𝑙𝑠𝑒 ℎ𝑢𝑟𝑡, 𝑑𝑖𝑑 𝑦𝑜𝑢?
wwrench: <lj user=roximonoxide> (Default)

[personal profile] wwrench 2023-09-18 02:43 pm (UTC)(link)
You shouldn’t move yet, Wrench insists without knowing that Claire has already thought as much for herself. The man he’s gotten the most practice running a stitch through was insufferable in his stubbornness, but Wrench can’t blame him now. He knows he makes for no better a patient himself. And besides, there was too much danger in either of them staying idle for very long. They hadn’t been granted the space to heal their injuries before they’d had to find their way back to safer territories.

As if irritated by the memory, he feels a pang in his abdomen.

If you describe to me who can help you, I’ll find them and bring them here.

For now, he turns to fetch Claire a glass of water. Her mention of the shrines draws an unconscious snort of air through his nose. It’s altogether too clear what Wrench makes of the superstitious hope that keeps people tied to their idols, thinking that will provide them safety.

No. They’re evacuating people from the further settlements. Traveling in groups. It seems like whatever’s attacking isn’t moving very far from where it first shows up.
beautifullies: (ι waтcнed тwo тwo oғ yoυ)

[personal profile] beautifullies 2023-09-22 12:34 am (UTC)(link)
At least there's that, though she shares his same sentiment with the shrines. People can have their religion, but she begs them to use common sense. Alas, they rarely do.

𝐷𝑜 𝑦𝑜𝑢 𝑘𝑛𝑜𝑤 𝑀𝑖𝑐ℎ𝑎𝑒𝑙? 𝐻𝑒'𝑠 𝑖𝑛 𝑆𝑜𝑙𝑣𝑢𝑛𝑛, 𝑡𝑜𝑜. 𝑀𝑎𝑛 𝑜𝑓 𝑓𝑒𝑤, 𝑏𝑢𝑡 𝑏𝑙𝑢𝑛𝑡𝑙𝑦 ℎ𝑜𝑛𝑒𝑠𝑡, 𝑤𝑜𝑟𝑑𝑠.

He's one of the people she's closest to, and she assumes she'll be none too pleased to need to do this...again.

𝐻𝑒 𝑚𝑖𝑔ℎ𝑡 𝑡𝑒𝑙𝑙 𝑦𝑜𝑢 𝑡ℎ𝑒𝑛 ℎ𝑒'𝑠 𝑎𝑙𝑟𝑒𝑎𝑑𝑦 𝑝𝑎𝑡𝑐ℎ𝑒𝑑 𝑚𝑒 𝑢𝑝 𝑜𝑛𝑐𝑒 𝑡𝑜𝑑𝑎𝑦, 𝑏𝑢𝑡 𝐼 𝑑𝑜𝑛'𝑡 𝑤𝑎𝑛𝑡 𝑡𝑜 ℎ𝑒𝑎𝑟 𝑖𝑡 𝑓𝑟𝑜𝑚 𝑒𝑖𝑡ℎ𝑒𝑟 𝑜𝑓 𝑦𝑜𝑢. 𝐼'𝑚 𝑛𝑜𝑡 𝑠𝑡𝑎𝑦𝑖𝑛𝑔 𝑝𝑢𝑡 𝑤ℎ𝑒𝑛 𝑜𝑡ℎ𝑒𝑟𝑠 𝑛𝑒𝑒𝑑 ℎ𝑒𝑙𝑝.

And that's, that. She doesn't listen to her husband about it, she definitely won't listen to anyone else. There's no part of her that would risk hurting her existing wound more by being reckless now, but once she's whole, she's already planning to make her way to wherever the largest group of residents are. She has no idea if Wrench knows Michael or not, but at least they're all in the same approximate space.