Entry tags:
- * event,
- elfen lied: kaede,
- fallout: the lone wanderer,
- fe: azura,
- fe: edelgard von hresvelg,
- fe: henry,
- fe: hubert von vestra,
- fe: lorenz hellman gloucester,
- fe: marianne von edmund,
- ffxiii: oerba yun fang,
- ffxiv: mira chambers,
- fgo: cu chulainn,
- fgo: enkidu,
- fgo: ozymandias,
- fgo: scathach,
- fha: caren ortensia,
- fruits basket: momiji sohma,
- fsf: flat escardos,
- fz: waver velvet,
- iris zero: asahi yuki,
- kamen rider: wataru kurenai,
- lwa: ursula callistis,
- magi: judar,
- mtg: chandra nalaar,
- original: sokie undertown,
- voltron: takashi shirogane
☆ Event Log: Snatched, Part Two
I. A Great Escape (20th, Evening)
The best opening comes late on the night of the 20th. A few of the family's numbers are out - notably, Thomas Rathmore, his wife, and his mother are attending an emergency meeting of Parliament, and Constance is making an appearance at the Coven. This leaves the more inexperienced cousins in charge, the lesser known Rathmores with no particular skill outside of cruelty. Changing of the guard begins as usual, a handful of Rathmores delivering some sparse rations and taking their time to choose a few prisoners to remove from their cells, but this time, the Mirrorbound bite back. Thanks to the collaborative efforts of Daenerys and Asura, along with the prisoners preparing an organized revolt, a fire started in the torture room provides chaos and cover - and one dead Rathmore cousin, whose body gives up some of the keys to a handful cells. Time to play the cards you've held close to your chest over days of torture, your held-back spells, your tricks, your items that weren't confiscated. A mass escape isn't likely, with so many people still present in the building and so many of the captives injured and tired, but with enough of a distraction in the form of a prison riot, which may be enough to overpower the three Rathmores initially left in the cell block, a handful of scrappy Mirrorbound may make it out to safety before reinforcements arrive.
The Rathmores' basement area is large - the size of the mansion above and the grounds put together, and they'll find themselves on the lower of two levels. The cellblock turns out to be a room within an even bigger room, with the stairs at the opposite end. The dangers are numerous: magical and mechanical traps set in areas marked off-limits, illusions intended to confuse and turn people around. There is only one completely safe path from the cellblock door to the stairs, unless they take the time to disarm the traps and illusions with their returning magic and abilities. That safe path is faster but more exposed, with two or three Rathmores in pursuit, and also the other people that could occasionally be heard outside the door - young aristocrats in on the kidnapping, who thought the Mirrorbound would be sent home. They're just as surprised to see you as you are them. In fact, it's not difficult to overpower these non-Rathmore kidnappers; they're obviously shocked to see Mirrorbound still here, in such states, and some are quite angry, or scared to learn what they've inadvertently gotten themselves into. A good handful flee instead of fight, but some others follow through on the shouted orders to go after you. Use the chaos your appearance causes to your advantage. Once escapees reach the upper basement level, up the stairs and through a hidden door, a few more traps remain, but up here, it looks more like a normal basement; servants' quarters, empty for some time now, storage rooms full of antiques, and winding hallways connecting them. It's easier to hide in this dusty maze to escape any pursuers, and eventually, they find the servants' exit out onto the back grounds. From there, freedom is just a run and a decorative, wrought-iron fence away. b. The Chaos
They don't bother taking prisoners out to torment them now - they can't, with their torture room charred and smokey. Their main focus is forcing prisoners back in, and locking everything down with magic and heavy chains, to ensure no one else gets out. They grow more vicious now, and they begin speaking directly to the captives - they want to know which ones got free, how they managed it, who helped them, where they're going, who they're going to tell. Those who refuse to talk will be gagged or muzzled or simply beaten without finesse, and they'll move on to the next captive. Preying on the Mirrorbound's camaraderie with each other is the tactic they quickly turn to, hurting one to try and make another talk. The talk outside the main door grows louder in these few hours, angrier. Occasionally one of the Rathmore cousins will go out to spin some lies, or simply shout down any protesting. Some of the enchantments were damaged in the riot, though - they can hear you, just as well as you can hear them, muffled but still mostly clear. The more they hear from within, the more the confusion outside grows; all the better for the escaped Mirrorbound. ..."What's going on? Those were Mirrorbound that got out-" "We thought you were sending them home!" "You told us there was no risk, that this would make them leave-" "You don't need to worry about that! Go back upstairs!" "Someone needs to get a message to our Uncle Thomas immediately-"... They're all panicking as their grand plans, flimsy as they may have been, start to crumble around them. It's just a matter of time, now. The OOC post for the escape plotting is here if anyone needs to refer back to it! Eight characters will be escaping first thanks to a joint effort. The rescue will be underway within two hours of their escape, but those two hours are likely to be unpleasant for characters who remain in captivity. Any NPC maimings or proposed deaths need to be reported on the City Tracker; please note that mass murder / killing NPCs will still have consequences and needs mod approval first, but we're happy to work with players however we can. |
II. The Cavalry (21st, Very Early Morning)
Theodore Rosethorne, leading a small group from the Coven, sends out a magical message to just the Mirrorbound - they've been found. Anyone who wishes to help bring their missing fellows home, anyone who can help with much-needed healing, or anyone who wishes to bring their captors to justice needs to show up now, because time is of the essence. The Guard can't mobilize more men quickly enough in the middle of the night to be useful and they need all the hands they can get, without a floor plan of the mansion or solid ideas of the captors' numbers. They can barely wait an hour for more hands to arrive before it begins.
The aim is to get through as quietly as possible, find the cellblock, and secure a safe route to take the prisoners out without them getting hurt any worse than they are. It's easier said than done. Magical and mechanical traps of various types litter both basement floors, and heavy illusion work has been placed to obscure the way. Splitting into smaller groups to disarm the traps and deal with the illusions will be necessary, as the entire group will make its way down to the cellblock as quickly as possible. Sowilo hopes they face little to no resistance, with Theodore's group doing their job, but a few, Rathmores and otherwise, are bound to try and stop them; in that case, they will have to fight. "Make sure you can argue a case for self-defense, if you have to hurt them," Sowilo will tell the rescuers and later the freed prisoners on the way out, wings fluttering agitatedly. "Let them be arrested and publicly humiliated in court - ruin their whole family line for generations to come." He's not happy about it either, and will overlook some of the captors getting a taste of what they deserve, but deaths are not permitted on his or the Witches' watch: anyone who takes things too far will find that the person they're attacking has simply vanished - a convincing illusion - before they're handily knocked out with a spell. They face less resistance than the assault team, but less is not none; a few of the Rathmores are determined to salvage their efforts, and some of their unwitting aristocratic cronies have sided with them. Once they reach the cellblock, dismantling the enchantments that keep the prisoners restrained and addled is the first order of business for some. Others can start unlocking cells and helping people out of their restraints. Protection for the escapees on their way out will also be necessary, as well as medical attention back at the temporary base camp. The main focus has to be on those lost friends and loved ones, bringing them back out to freedom and making sure they're tended to - not on revenge. b. The Assault
Splitting into smaller groups will be necessary in order to cover more ground quickly. The aim is to locate, subdue, and arrest as many of the culprits inside as they can. The Guard provides magic-suppressing cuffs, and the Coven a basic knock-out spell, but since many will not go so willingly, some degree of force may be unavoidable. If there's one thing the rich fear, it's a legal black mark on their family name and reputation - the Rathmores will fight back harder than their underlings, but they're also the ones they need alive to face the justice system. Those outside the family, those who only knew about the kidnapping portion, are a mixed bag - some might fight back, siding with the Rathmores, but some might give themselves up once the realization of what happened in that basement sinks in. Once they make their entrance, things move quickly. Several wealthy aristocrats either flee or fight, but their attention is thankfully pulled away from the basement and toward the upper levels. There are dozens of rooms to search, and many are cluttered with an old hoarding family's antiques, furniture piled against doors and windows blocking access to some areas, hundreds of nooks and crannies among the sheer amount of stuff provide cover for culprits to hide in. It's going to be work to ferret them all out and bring them in. Worse still, the Rathmores have collected dozens of cursed or enchanted objects that may be used as weapons against the forces of justice. Some degree of force is expected, but still if anyone tries to take things too far, they might find themselves slapped into cuffs or knocked out with a spell themselves. Any NPC maimings or proposed deaths need to be reported on the City Tracker; please note that mass murder / killing NPCs will still have consequences and needs mod approval first, but we're happy to work with players however we can. |
III. The After (21st On)
On the steps of the Parliament building, Thomas Rathmore, his wife, and his mother, all sitting members of Parliament themselves, are publicly arrested in front of colleagues and on-lookers early in the morning. Constance Rathmore is taken out of the Coven roughly in magic-suppressing cuffs, surrounded by a small group of furious Witches, students of the Coven who spent the week trying to find the missing Mirrorbound and refugees with Divination. They escort her to the prison themselves. All who are arrested are transported to holding cells of their own within the City Guard - all except those requiring urgent medical attention, who will remain cuffed to their hospital beds until trial. Nessie and Mhairi make an appearance at one point to give the Mirrorbound their sincerest apologies for what happened, and Mhairi delivers the news that they're pushing for an expedited trial in Parliament, in order to keep Thomas Rathmore from bribing any contacts. They, along with Theodore and Sowilo, and the Guard, are all open and forthright with what will happen next: public trial and a certain conviction, followed by sentencing. They don't expect that the Rathmores will get away lightly; what they did is too public and too horrific for even the anti-Mirrorbound wealthy to stomach. Those others who were involved, who weren't aware of what was going on behind that metal door, they'll still face justice themselves, no doubt. In the meanwhile, those kept hostage will need all the help they can get to reach something resembling normal again. Hug your loved ones, nourish your Bonds with each other, and begin trying to heal together. |
Welcome to Part Two of January's event log, Snatched! An aftermath summary of the trial and sentencing will go up on Feb. 4, the day after the City Tracker deadline, so get your submissions in if you have them! More politically-oriented characters may find an opening in the near future to enact change within Parliament and provide their own representation within the city...
And as a general reminder, please make sure to use content warnings where necessary in your headers!
And as a general reminder, please make sure to use content warnings where necessary in your headers!

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It's just— fresh. Raw. Feels like grieving, but if no one died, what is there to grieve?
[ But this isn't how victory feels like. This isn't how accomplishment feels like. Wounds treated, the pain dulled, but they're out. They're out and free and yet— there is no peace in it.
Archer is a grounding presence, but he can't allow himself to use it to balance himself. Too much of a burden put on the other man. Especially with that protective instinct. ]
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There's more to grieve than wounds and time lost. [he speaks slowly, one eye opening to focus on Cú buried in his hair.] After staying too long in darkness we need to get used to the light again.
[Learning that touch doesn't bring pain, letting go of guilt and nightmares. Trying to act casual with injuries still raw may not work well.
Archer is worried for his Bonded, now more than ever. He's used to bitter disappointment, to hollow feeling of victory and human beings at their worst. Cú Chulainn is not— his life has been short and full of pain but spared the wickedness and cruelty that Archer is too familiar with.]
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Are you speaking from experience, a chuisle? [ There is despair and grieving, deaths and loss. But these levels of cruelty and evil experienced here— he wants to believe it not to be common. Archer makes it sound otherwise.
Gently he brushes the mane, avoiding the area near the horns. He remembers bruises being there ] You make it sound like you do. Is this why you're quicker to worry about others over yourself?
[ Not like he's the one to talk, but they're different in how they approach this. There was always been something that feels...burned out, about Emiya. ]
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His experience— is not something he particularly wants to share, but right now Caster deserves to know. Archer sighs heavily. The touch, weight of another body resting on him is grounding. The lilt of endearment in Cu's voice, the tenderness of his touch— is one of the reasons he stayed behind. To protect what's most important to him, the flame too close to being extinguished.]
I have seen the worst of humanity for a long time. Aberrant timelines that I erase are caused by humans like them. [he admits quietly with a bit of hesitation.]
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He really should have known earlier, but it does indeed explains bits and pieces about Archer's confusing stances ]
The road to achieving balance isn't an easy one, but it is what leads to healing. [ That's echoing old knowledge, but for the guardians, it's the world they're healing, not themselves. They're just— necessary medicine. ] You walk a harsh and noble path.
[ A cursed one, nonetheless, but isn't that a theme? ]
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—thank you. [it's a small comfort, appreciation without pity. It's precious and given willingly. Archer wishes he could cup Caster's face and kiss him, telling without words how thankful he is. Instead he strokes Cú's cheek with the tip of his tail, warming his Witch as fire dragon can. His wing covers most of his Bonded providing warmth and safety without constraining his moves. Its resting softly on him, so light it's barely noticeable but warm and solid.]
[It's Caster, his presence, his weight atop of him that is grounding. Tangible presence of their Bond, being connected so closely that keeps him mostly sane. He's offering the same back, sharing what he can and reaching out.]
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He can't stop noticing the torn out scales that had been covered with the same bandages and same healing leaves and poultices. The smell of herbs is different, dragons probably need something else for their unprotected skin. The cuts, the punctures, everything is hidden but still in plain sight. ]
No need to thank me. I say how it is. [ Counter Guardian deal never sounded like a "fun" deal to make. But that's how it is with duty. It can lead to many unfun places. But in the end, failing that duty is worse—
—he only had one duty here, one true allegiance, one real grounding. And that was to those who he Bonded with. They both have been taken, and he couldn't do anything about it. This kind and soft comfort? He's not the one who needs it the most. ]
So how do you do that? Get used to light? [ An inquiry about Archer's words. Maybe he can find something in those words, a hint of what he could do for his dragon now. Because he should be strong, he should be the one comforting. ]
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Like one gets used to fire after surviving it— slowly getting used to its presence. Only then you can start noticing that its heat warms without burning.
[Right now Cú feels too frail, swathed in bandages and way too light for a man of his posture. Archer keeps his touch light as he keeps stroking blue, matted hair. His only wish is that he'd be able to help more than just being a company and personal warmer. At least the room is warm enough for a fire dragon. Some of the healers even offered him more warming stones when he refused to move from his spot.]
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—they both have the same damn problem. Caster wants nothing else but to be strong if for everyone, to forget everything that happened and everything that was his fault. But he listens to the advice and while the comparison at first doesn't make sense, it clicks. ]
Fire in this metaphor means pain. [ They were given a lot of pain. Enough to break a man. Enough to want to hide in fear of feeling pain again, to flinch at the touch or at the sound that reminds of it. ] Too much of it, and you want to hide from the world at the mere thought of it. But on its own, pain is not a bad thing, it signals and warns that something is wrong.
[ His grip on the main tightens. Once again noting how under these wings, it feels like it's just two of them and their Bond. ]
You sure shielding us then is a good idea?
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Until our bodies stop associating pain with simplest touch. [Archer doesn't say that his body is so used to pain to the point he can tune it off. It doesn't matter if pain comes from his own injuries or from the sight of bandages covering Caster's wounds. This isn't important right now.] Until we can stand the touch without expecting it.
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So is it simplifying things, or is he making it overly complicated by making it out to be something else? It's fucking him up, and makes his head spin so for now— he chooses the simple version.
Giving it to Archer like a victory on a plate, because that's what this man needs too. It's the least he could do for someone who'd shared so openly with him ]
You're a comfortable spot to sleep, that I will give you. [ A hint of humour again, and of hope. In the end, they survived. Things have changed, something was lost but they're all still here and Archer is right in that— as long as you live you will heal. ]
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A moment of surprised silence, and then quiet rumble that's nothing else but dragon's laughter. Warm tenderness on their link. Soft caress on Caster's cheek. It all says how content Archer is to hear him sound more like his old self.]
I'm glad you think so. [a deep, pleasant rumble follows the words, audible confirmation of dragon's mood.] I will guard while you sleep, then we'll switch.
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You've got yourself a deal bowman.
[ He's grateful, really. Small steps. Focus on healing the body, everything else will come later. He let's the relief of having his Bonded alive was over him and become pronounced positive emotion. He can feel pulse of their hearts, right next to his own. Metaphorically of course, but that's how he understands it best. ]
--but it's you who is going to take a nap first. [ Cú just had gods know how long sleep, and while for some reason, he's still exhausted and slowly he realizes... he is also starving. Waiting for healers to change the heating stones and give them a headsup sounds like a good idea. Plus he can give the dragon some additional warmth. ]
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Fine, I will. [a pause, then dragon squints his eye.] Cú, I can't turn back because this body has too many ribs.
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Have you changed after I left you? [ Or did they force the change upon you ]
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It was after we've been freed. I think I lost sight of the others, then ran into someone - I think a guard - when I got outside. That's all I remember.
[There's a distinct feeling that he has fought, but no memory of it.]
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Recovering in draconian form could have mean he was additionally hurt in it. ]
You wanted to get even. After being locked for so long- [ Anger and despair are a bad combination ]
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Hn. I was glad that you're out and safe, that you sent help to save everyone in time. I focused on getting out of there alive and finding you. [sigh. Tip of his tail curls on Caster's cheek like a hand would.] Someone must have dragged me here.
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We will find them, so we can thank them. [ Dragging a dragon of this size must have been a considerable challenge. And who knows what happened before that. How much fear a dragon must have stricken in hearts of Rathmores? That's a story he'd rather focus on, that's a story he'd like to hear. ] You must have been quite a sight
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I'm sure I was. [Archer sounds so smug that Caster can easily imagine his smirk.] You will have a chance to see me whole before I turn back.
[Tip of his tail rubs Caster's cheek and his hand, barely moving, just like a thumb would.]
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[ The question of utmost importance ]
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I do have four limbs.
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Oh no
All the grimness set aside, Caster can't help but chuckle. Compared to the body length it seems pretty— short. Enough to catch and hold something or maybe— ]
...at least you can hold onto a perch if you have to. [ He's really trying not to laugh, and he's not making fun of you Archer! It's just funny, and he feels the pressure of the tight bandages across his chest as his own laugh rumbles ]
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He deliberately winks at his Bonded, affection mixed with amusement felt through their link.]
So you've never seen eastern dragon before. I see. [then he reaches out his paw to nudge Caster's hand. Those claws are too sharp to just tap it without puncturing skin.] You'll have a chance to admire one in full glory.
[Nope, he's not treating himself too seriously. Slight irony in his tone proves it.]
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I cannot wait, and I demand a ride. [ . . . just don't get weird ideas into your head. It's not what he means, which should be obvious when he continues with a wistful ] I miss taking it to the skies.
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