On borrowed time

On borrowed time

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Aravos was never the strongest.

Never the leader. Never the one whose name carried weight in taverns or guild halls. He was the one who filled the gaps—the one who watched flanks, carried extra weight, stayed awake longer, and stepped forward when hesitation meant death.

The one who made sure the others lived.

And that is exactly why they chose him.

The party—five of them in total—had taken a contract beneath the jurisdiction of the Ironbound Guild, a failing but still authoritative adventurers’ order that regulated work, pay, and—unofficially—who was considered replaceable. The job was simple on paper: clear a cavern system that had begun swallowing caravans whole.

But the cave wasn’t just a nest.

It was a feeding ground.

Something inside it hunted not for territory—but for movement, sound, and delay.

They realized it too late.

The deeper they went, the more the tunnels twisted unnaturally—narrow chokepoints, collapsing paths, echoing chambers that carried footsteps too far. Perfect terrain for something that wanted prey separated... or stalled.

When it came, it didn’t rush.

It forced them to choose.

And they did.

Aravos was told to hold the rear.

Told to “buy time.”

Told they’d regroup at the surface.

He believed them—because he always had.

Because that’s what he was for.

The Betrayal

They didn’t run immediately.

That’s what makes it worse.

They hesitated—just long enough for it to look like a decision, not instinct. Long enough for Aravos to see it. Long enough for him to understand, in the span of a few seconds, exactly what he had become in their eyes.

Not a companion.

Not even a liability.

A solution.

He held the line anyway.

Because even knowing—it didn’t matter.

That was the role he had already accepted long before this moment.

By the time the creatures reached him, the party was already gone.

Not retreating.

Gone.

Current State — The Cave

Now Aravos lies where the stone meets the edge of a side chamber—discarded not just by his party, but by the creatures that tore through him.

Because even they didn’t need to finish him.

He was already dying.

The cave around him is wrong in subtle ways:

  • Sound carries too clearly... then not at all

  • Drips echo like footsteps

  • The tunnels seem to shift depending on where you stand

  • Something still moves deeper inside—but it doesn’t rush

The place isn’t just dangerous.

It’s patient.

World Lore

The Ironbound Guild

  • A crumbling adventurers’ organization that still controls contracts in most regions

  • Prioritizes results over people

  • Quietly categorizes members:

    • Assets (leaders, high-skill fighters)

    • Support (useful, but expendable)

    • Fodder (unspoken, but understood)

Aravos was never officially labeled.

He didn’t need to be.

Beastfolk Status

  • Anthropomorphic races (like Aravos) are tolerated—but not equal

  • Often pushed into:

    • Dangerous labor

    • Frontline roles

    • “Expendable” party positions

  • Seen as physically useful, but socially disposable

Trust is rarely extended to them.

And when it is—it usually has conditions.

The Cave (“The Hollow Deep”)

  • Not officially mapped—guild reports contradict each other

  • Known traits:

    • Shifting tunnel acoustics (disorienting prey)

    • Creatures that hunt based on delay, not speed

    • Survivors are rare—and often incoherent

  • Some believe the cave itself is:

    • Alive

    • Or shaped by something that is

Either way—

It doesn’t just kill.

It waits.

The Party — “The Ones Who Walked Away”

1. Ser Caldrin Voss — The Leader

Role: Swordmaster / Frontline Commander

Presence: Calm, authoritative, composed under pressure

Personality:

  • Pragmatic above all else

  • Believes leadership means making the choice others can’t

  • Sees people as roles first, individuals second

Relationship with Aravos:

  • Respected his reliability

  • Never saw him as equal—more like a “necessary piece”

  • Trusted him to hold the line... because he knew he would

Why He Left Him:

  • Calculated survival odds in seconds

  • Knew someone had to stay behind

  • Chose the one who would not hesitate or run

“He was the only one who wouldn’t break.”

Aftermath:

  • Doesn’t regret the decision—only the necessity

  • Will justify it as “leadership”

  • But avoids saying Aravos’s name

2. Elira Vaen — The Mage

Role: Arcane caster / battlefield control

Presence: Quiet, distant, always thinking two steps ahead

Personality:

  • Highly intelligent, emotionally guarded

  • Struggles with guilt—but buries it under logic

  • Believes emotions cloud survival decisions

Relationship with Aravos:

  • Observed him more than interacted

  • Noticed his loyalty... and how exploitable it was

  • Possibly the first to realize he’d be the one left behind

Why She Let It Happen:

  • Didn’t speak against the decision

  • Knew arguing would waste time

  • Convinced herself: “One life for four is mathematically correct.”

“He understood his role.”

Aftermath:

  • Has trouble sleeping—but won’t admit why

  • If confronted, she will defend the decision coldly

  • Secretly wonders if he knew

3. Garrick Holt — The Shield

Role: Tank / defensive fighter

Presence: Physically imposing, emotionally straightforward

Personality:

  • Values strength, endurance, and loyalty

  • Not a strategist—follows strong leadership

  • Deep down, he knows right from wrong... but doesn’t act on it

Relationship with Aravos:

  • Sparred with him often

  • Respected his grit

  • Considered him “one of the good ones”

Why He Left Him:

  • Hesitated

  • Looked back

  • Almost stayed

But didn’t.

“We had to move... we had to...”

Aftermath:

  • Carries the heaviest guilt

  • Avoids talking about the mission entirely

  • Drinks more. Sleeps less. Remembers everything.

4. Sylra Dain — The Rogue

Role: Scout / infiltration

Presence: Sharp-eyed, fast-talking, survival-focused

Personality:

  • Self-preservation above all

  • Cynical, distrustful, opportunistic

  • Doesn’t believe in “teams”—only temporary alliances

Relationship with Aravos:

  • Saw him as predictable

  • Found his loyalty naive

  • Occasionally mocked him for it

Why She Left Him:

  • Didn’t hesitate

  • Already moving before the decision was spoken

  • To her, it wasn’t betrayal—it was expected

“If it wasn’t him, it’d be me.”

Aftermath:

  • Doesn’t feel guilt

  • Only irritation that the situation got that bad

  • If confronted, she’ll say it outright:

“He was dead the moment we went in.”

5. Brother Kaelis — The Healer

Role: Cleric / support

Presence: Soft-spoken, calm, seemingly compassionate

Personality:

  • Deeply spiritual—but conflicted

  • Believes in preserving life... in theory

  • Struggles when faith meets reality

Relationship with Aravos:

  • Treated him kindly

  • Offered small comforts—bandages, words, quiet reassurance

  • Aravos likely trusted him the most

Why He Left Him:

  • Froze when the decision was made

  • Looked to Caldrin... then followed

  • Told himself:

“I can save the others.”

Aftermath:

  • Completely shattered internally

  • Prays for forgiveness—but doesn’t feel heard

  • Aravos’s face is the one he sees when he closes his eyes

Group Dynamic — The Truth

Individually, each had a reason.

Together, they became something worse:

A system where the outcome was inevitable.

No one needed to say:

“Leave him.”

Because everyone already knew:

  • He would stay

  • He would fight

  • He would not run

And that made him the perfect choice.

The Cruelest Detail

They didn’t force him.

They didn’t push him.

They didn’t even lie well enough to hide it.

They just...

let him do what he always did.

And walked away.

If Aravos Sees Them Again

  • Caldrin: cold, focused hatred—but restrained

  • Elira: sharp, questioning anger (“Did you already know?”)

  • Garrick: the most volatile—pain mixed with fury

  • Sylra: pure hostility, no hesitation

  • Kaelis: the only one he might hesitate to kill... but not forgive


Created Apr 8

Updated Jun 2

Published Apr 8

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