Narrative Web

Bors asserts control, Kirksen flees in terror

In the treacherous swamp of Desperus, Bors, Garge, and Kirksen stumble upon the crashed Spar ship, their first discovery of the crash site. Bors immediately asserts dominance, silencing Kirksen’s fears about the local 'screamers'—creatures he dismisses as mere bats—while Garge advises caution due to the swamp’s dangers. The tension escalates when Kirksen, paralyzed by fear, refuses to extinguish his torch, prompting Bors to bark orders at him. As the group moves toward the ship, Kirksen’s terror reaches a breaking point: the screamers attack, and he flees into the night, abandoning the mission entirely. Bors’s cold pragmatism and Kirksen’s cowardice fracture the group, leaving Bors and Garge to press forward alone. This moment deepens the instability of the convicts’ dynamic and raises the stakes of their pursuit by the Daleks, as their fractured cohesion now mirrors the Doctor’s own crew’s growing disarray under pressure. The event underscores the fragility of leadership and the cost of fear in high-stakes survival scenarios, while also setting up the convicts’ potential interference with the Doctor’s mission.

Plot Beats

The narrative micro-steps within this event

2

Kirksen urges immediate action to claim the ship, but Garge advises caution due to the dangerous swamp terrain and the need to extinguish their torches. Kirksen expresses fear about the local 'screamers'.

eagerness to apprehension ['swamp']

Bors silences Kirksen's fears, dismissing the 'screamers' as merely bats, and asserts his leadership by instructing Kirksen to follow or leave. Kirksen, terrified by the screamers, flees into the night as Bors and Garge advance toward the Spar.

fear to terror ['swamp']

Who Was There

Characters present in this moment

3
Bors
primary

Coldly determined, with a hint of impatience toward Kirksen’s cowardice.

Bors takes charge with cold pragmatism, dismissing Kirksen’s fears about the screamers as mere bats and ordering the torch extinguished. He moves decisively toward the Spar ship, his leadership unshaken even as Kirksen’s terror fractures the group. His final command—'follow us or go back to the cave'—is delivered with a mix of authority and indifference, signaling his willingness to abandon Kirksen if necessary.

Goals in this moment
  • Secure the Spar ship as a potential escape route or resource.
  • Maintain control over the group, even if it means abandoning weak links like Kirksen.
Active beliefs
  • Fear is a liability that must be suppressed for survival.
  • Leadership requires decisive action, not sentimentality.
Character traits
Authoritative Dismissive of fear Pragmatic to the point of ruthlessness Unshaken under pressure
Follow Bors's journey
Garge
primary

Warily resigned, with a hint of disdain for Kirksen’s weakness.

Garge advises caution, urging the group to extinguish their torches due to the swamp’s dangers. He accompanies Bors toward the Spar ship, his pragmatism aligning with Bors’s leadership but his silence speaking volumes about his discomfort with Kirksen’s abandonment. He remains with Bors after Kirksen flees, his loyalty rooted in survival instinct rather than blind obedience.

Goals in this moment
  • Navigate the swamp safely and reach the Spar ship without unnecessary risks.
  • Maintain the group’s cohesion, even as it fractures around him.
Active beliefs
  • The swamp’s dangers are real and must be respected, even if Bors dismisses them.
  • Kirksen’s fear is a liability, but his abandonment weakens the group.
Character traits
Cautious but pragmatic Loyal to Bors but not blindly so Silently judgmental of Kirksen’s cowardice Adaptive to the group’s shifting dynamics
Follow Garge's journey
Kirksen
primary

Terrified, desperate, and humiliated by his own inability to act.

Kirksen clutches his torch like a talisman against the unknown horrors of the swamp, his body frozen in terror as Bors and Garge press forward. His defiance—refusing to extinguish the light—is rooted in primal survival instinct, but when the screamers attack, his nerve shatters. He flees into the night, abandoning the mission entirely, his cowardice laying bare the fragility of his ambition.

Goals in this moment
  • Survive the screamers at all costs, even if it means defying Bors.
  • Escape the swamp and the mission, prioritizing personal safety over group cohesion.
Active beliefs
  • The screamers are a real, immediate threat that must be acknowledged.
  • Bors’s leadership is reckless and will get them all killed.
Character traits
Paralyzed by fear Defiant in the face of authority (initially) Ultimately a coward when tested Prone to panic under pressure
Follow Kirksen's journey

Objects Involved

Significant items in this scene

3
Crashed Dalek Spar Ship (Desperus)

The Spar ship looms as a tantalizing but dangerous prize, its crashed hull half-sunk in the swamp muck. It represents both a potential escape route and a target for conquest, drawing the convicts toward it despite the risks. Bors and Garge move toward it with purpose, while Kirksen’s fear of the screamers keeps him from fully engaging with its promise. The ship’s presence catalyzes the group’s fracture, as Kirksen’s terror overrides his ambition.

Before: Partially submerged in the swamp, its outer door …
After: Unchanged physically, but now a symbol of the …
Before: Partially submerged in the swamp, its outer door ajar from the emergency takeoff, alarms blaring in the distance.
After: Unchanged physically, but now a symbol of the convicts’ fractured priorities—Bors and Garge press toward it, while Kirksen abandons the mission entirely.
Kirksen's Torch

Kirksen’s torch becomes a symbol of his fear and defiance, its flickering light casting jittery shadows that amplify the tension. Bors orders it extinguished, framing it as a liability that attracts the screamers, but Kirksen clings to it as his only protection. The torch’s refusal to be snuffed out mirrors Kirksen’s inability to suppress his terror, and its presence—even as he flees—underscores the primal nature of his panic.

Before: Clutched tightly in Kirksen’s hand, its flame casting …
After: Extinguished or abandoned as Kirksen flees, its light …
Before: Clutched tightly in Kirksen’s hand, its flame casting erratic light in the swamp’s gloom.
After: Extinguished or abandoned as Kirksen flees, its light no longer a beacon of fear but a discarded relic of his cowardice.
Screamers (Desperus Swamp Creatures)

The screamers serve as the antagonistic force that shatters Kirksen’s resolve, their sudden attack from the darkness a manifestation of his deepest fears. Bors dismisses them as mere bats, but their presence is undeniable, driving Kirksen to flee in terror. They function as both a physical threat and a metaphor for the unseen dangers of the swamp, amplifying the group’s instability.

Before: Lurking in the darkness, unseen but sensed by …
After: Manifested as an immediate, visceral threat, their attack …
Before: Lurking in the darkness, unseen but sensed by Kirksen’s heightened fear.
After: Manifested as an immediate, visceral threat, their attack triggering Kirksen’s panicked flight.

Location Details

Places and their significance in this event

1
Desperus Swamp (Penal Planet Desperus)

The Desperus swamp is a battleground of primal fears and survival instincts, its treacherous muck and hidden dangers forcing the convicts to navigate both physical and psychological hazards. The swamp’s gloom amplifies Kirksen’s terror, while its obstacles—like the sinkhole that nearly claimed the Spar ship—serve as constant reminders of the fragility of their situation. The location’s oppressive atmosphere mirrors the group’s fracturing cohesion, as trust and ambition give way to panic.

Atmosphere Oppressively gloomy, with a sense of lurking danger and the weight of unseen threats.
Function Battleground for survival, where physical and psychological dangers collide.
Symbolism Represents the raw, untamed forces of nature and fear that threaten to consume the convicts.
Access Hazardous terrain limits movement; the swamp’s muck and hidden dangers make progress difficult and unpredictable.
Thick, gloomy mist obscuring visibility. The distant, eerie sounds of the screamers echoing through the swamp. The half-sunk Spar ship, its hull partially submerged in the muck. Jittery torchlight casting erratic shadows on the convicts’ faces.

Organizations Involved

Institutional presence and influence

1
Desperus Prison Convicts

The convicts on Desperus are a fractured group, their internal dynamics laid bare as Bors’s leadership is tested by Kirksen’s cowardice. The organization’s instability is on full display, with Bors’s pragmatism clashing against Kirksen’s fear and Garge’s cautious loyalty. Their collective failure to reach the Spar ship as a unit reflects the broader theme of disarray under pressure, mirroring the Doctor’s crew’s own struggles. The event underscores how survival in Desperus demands ruthless pragmatism, not sentimentality.

Representation Through the actions and conflicts of its members (Bors, Kirksen, Garge).
Power Dynamics Bors exercises authority, but his leadership is challenged by Kirksen’s defiance and the swamp’s dangers. …
Impact The convicts’ fracture sets a precedent for how survival in Desperus will be a test …
Internal Dynamics Bors’s leadership is questioned by Kirksen’s cowardice, while Garge’s loyalty is tested by the group’s …
Reach the Spar ship as a potential escape route or resource. Maintain group cohesion despite internal conflicts and external threats. Bors’s authoritative commands and physical dominance. The swamp’s dangers as a unifying (or fracturing) force. Kirksen’s fear as a catalyst for abandonment and instability.

Narrative Connections

How this event relates to others in the story

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Key Dialogue

"KIRKSEN: We were here first, let's go and get it."
"BORS: Shut up and put out that light! They're only bats."
"KIRKSEN: Bats! Bats with those wings and that big!"
"BORS: Oh, now follow us or go back to the cave."