Chapter Six
Cold Hearts
Cold Hearts
121 Vhalar, Arc 719
From the cells of solitary confinement, to the dining hall of revelation about Niflheim and Overseer Grimnir and her spellweavers, to the riot started by Ferret the Becomer, to choices made and the parting of ways…
…you find yourself with a path forward.
A way to potentially escape from this cold, confusing prison in a frigid land ruled by the logic of spirits and fears unknown.
Praetorum and Amaris, you find yourself on the heels of the young androgynous biqaj: Zourvy. Lockpick, assassin, and once bonded by the mark of Qylios to their sister, Vy.
Zourvy led you through the halls, to the storage rooms where you were able to recover your belongings and weapons. A plan is in motion, to take the role of guards, and sneak out of Niflheim together.
Unbeknownst to any of you, and unknown to Zourvy, the biqaj known as Vy has not succeeded. She was captured, along with the flayer Abra.
Victor, you refused Sneabru’s offer to lead you out from this place. For your noble ties should bring you special treatment, and so it has… the Spellweaver Angud has given you a chance to prove your worth. By serving as a double agent, to spy on Ferret and the others, you will be granted high status and rank in the Syns once everything is finished.
You have been given a sword, a dagger, and the guard has put you on your way in the direction of the others.
Navyri, you chose to follow Ferret into the alchemy laboratory. You discovered much through the stressed mage who has been in Niflheim since the 19th of Cylus. Despite this, there are still more questions than answers, more mysteries than knowledge, and yet…
…Ferret has a plan. He aims to take the six vials of solution from the bread, to poison the Spellweavers with the food, and enact his revenge.
All of you follow the paths laid before you…
…and find yourselves together once again....
...in a dour room of stone and dripping moisture, an abandoned space left no more decorated than the cells you came from, shackles upon the walls and stripped humanoid bones in the corners.
A shattered pile of skulls sits in the center of this small room.
You arrived in waves.
Second was Praetorum, Amaris, and Zourvy led by the guard, Rolf. Somewhere along the way, through the winding paths of a secret passage carved from stone, Anos vanished... why or where is unknown. One moment he was there, the next he wasn't.
Rolf quickly took off as soon as they’d made it to the meeting spot.
Zourvy greeted Sneabru with a simple wave, and handed over some leather clothes to the ithecal, then proceeded to spend the rest of the time pacing and rubbing at their forearm. Wearing a catsuit of dark leather and heavy boots, with a belt filled with lockpicking materials, knives, and needles, Zourvy seemed put together by every measure except their attitude. Praetorum would know that under the fitted sleeve was the tattooed band of a faded Celarion mark.
Third, arrived Victor… alone… with sword in hand and deception on the mind, and a fair amount of explaining to do when Sneabru hissed at him.
For nearly a break, the group remained like this. Sneabru in his corner, sharpening the dagger with a whetstone while glaring at Victor. Zourvy pacing while rubbing their forearm. Victor, Praetorum, and Amaris left to each other to account for what had happened so far.
“Something is wrong,” said Zourvy after the long break of time. “Where is Vy?”
The stone door slid open and…
Lastly, Navyri arrived. Somewhere along the way, through the winding paths of a secret passage carved from stone, Alex vanished... why or where is unknown. One moment he was there, the next he wasn't.
At her heels, Ferret soon entered and shut the door behind him.
“Are we all here?” asked Ferret, vials still in hand.
“Not Vy,” said Zourvy. The petite biqaj handed over the bag of possessions from the storage room, to Ferret. Zourvy looked at Navyri and asked, “Did you see her?”
While Ferret looked through, then changed into a warmer pair of clothes, he looked over the group with his brilliantly blue eyes. His gaze lingered on Victor, then he shook his head and declared, “Where are the guard uniforms?”
“Noooo, sssstay,” hissed Sneabru.
“If we don’t have uniforms, how will we ever get out of here? And what about the ithecals, they can't hide their tails in armor, can they? Ferret? ...Sneabru, what are we going to do?” asked Zourvy, a slight expression of confusion on their tattooed and scarred face as they looked between the two other prisoners.
“The Overseer’s quarters?” repeated Zourvy. They stopped pacing and looked at the mage. “Why would we… I thought the way out was through the docking foyer?”
“It issss,” mentioned Sneabru. “What aaaare yoooou doing, Ferret?”
“You think we’re actually going to escape?! By waltzing out of here?!” Ferret snorted. “We’d get a trial’s worth away, if we’re lucky! No. Our only option is to take Niflheim.”
“Take… Niflheim?” Zourvy looked over at Sneabru, biqaj eyes flourishing in green colors of the irises. They placed a hand on a knife at their belt. “That's not what you told me! That wasn’t the plan! You said we were going to leave! I just want to get out of here, with Vy! Where is she?!”
“Ssssour… eassssy…” hissed Sneabru. The ithecal got up to his talon feet, tail swishing.
Guidelines
You are all currently in a small stone room that is serving as a meeting spot.
Discuss as much as you like between each other in IC dialogue (within reason).
Victor, during that break of time, you're going to want to make a very good case to Sneabru about why it is you didn't go with him and yet, now you're back.
You may do, say, behave, act however you like.
Remember…
Discuss as much as you like between each other in IC dialogue (within reason).
Victor, during that break of time, you're going to want to make a very good case to Sneabru about why it is you didn't go with him and yet, now you're back.
You may do, say, behave, act however you like.
Remember…
- play to the level of your skills (if you want a chance of success).
- you do not have access to...
- any domain magic.
- any marked abilities.
- any mortalborn abilities.
- dreamwalkers: you are unable to access Emea.
- some passive visual mutations will show, more active mutations will not.
- some Blessed markings will show, but the abilities remain inaccessible.
- you are unable to dream, thus when you are asleep, you are blacked-out unconscious.

