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Entry tags:
- !event,
- !npc,
- abby littman; the lovers,
- adora; strength,
- adrienne peters; the empress,
- aerith gainsborough; the sun,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- arthur hastings; the hanged man,
- astarion ancunín; the wheel of fortune,
- bay kennish; the star,
- cal kestis; the hanged man,
- captain jack harkness; the hanged man,
- castiel; the hanged man,
- cirilla of cintra; the devil,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- clive rosfield; the tower,
- dan heng; the high priestess,
- dante; the devil,
- dean winchester; the lovers,
- diana prince; the empress,
- dion lesage; the emperor,
- eddie munson; the devil,
- erik lehnsherr; the hermit,
- finn; strength,
- geralt of rivia; the hanged man,
- haelva lueltar; the magician,
- hilda goneril; the lovers,
- himeka sui; the fool,
- inej ghafa; the hierophant,
- istredd; the high priestess,
- james t. kirk; the tower,
- jaskier; the sun,
- jesper fahey; the wheel of fortune,
- jill warrick; death,
- jo harvelle; strength,
- john blake; the tower,
- jonathan crane; the magician,
- julia wicker; the tower,
- julie lawry; the wheel of fortune,
- kell maresh; the magician,
- kelson haldane; the tower,
- kyle; the hanged man,
- lord john grey; justice,
- lucifer; the devil,
- michael; the emperor,
- nanaue; the fool,
- nathan drake; the fool,
- norman jayden; the hermit,
- rey; the star,
- rhy maresh; the lovers,
- rocket; the chariot,
- sam wilson; justice,
- sandor clegane; strength,
- sephiroth; the tower,
- stephen strange; death,
- steve harrington; the lovers,
- steve rogers; the hierophant,
- thancred waters; strength,
- the doctor; the fool,
- urianger augurelt; death,
- viktor; death,
- wanda maximoff; the hanged man,
- wrench; the hanged man,
- wylan van eck; the magician,
- yennefer of vengerberg; the chariot
EVENT #15: THE NETHER - IC EVENT LOG
Event #15 - The Nether
After a Conclave vote earlier this month, you're prepared to accept the formal request from the Nether for your assistance. By now, you'll know who the delegates are and that the dragons have suffered an illness from the rifts that opened this summer, due to the unfortunate actions of one of your fellow Summoned. Whether or not you agree with your Conclave's majority rule, the decision has been made.
The expedition will begin on October 16 and last 10 days. If you need to return home sooner, you can activate your portal stone at any point during the trip, but there's no going back once you do.
Though mysterious, the Draconae - or daemons, as others call them - are not elusive like the Fey. Anyone who's been to Nocwich will have seen a handful of them amongst the population, and some reside in the Free Cities or the outskirts of Thorne. The only nation they aren't found in is Solvunn.
The expedition will begin on October 16 and last 10 days. If you need to return home sooner, you can activate your portal stone at any point during the trip, but there's no going back once you do.
Though mysterious, the Draconae - or daemons, as others call them - are not elusive like the Fey. Anyone who's been to Nocwich will have seen a handful of them amongst the population, and some reside in the Free Cities or the outskirts of Thorne. The only nation they aren't found in is Solvunn.
Into the Heart
Your arrival to the Nether is a frosty one. The northern island is barren, save for a thick layer of snow, a few birds, and some hardy insects. Massive skeletal remains can be seen as you walk over the ice. Every few minutes, the ground trembles. The Draconae warriors greet you at the base of the volcano, including Orion, The Warden herself. Though they appear intimidating, they're grateful you're here and will clap you heartily on the back.
Entering the Obsidian Heart requires nerves of steel, but appearances aside, the narrow walkway is sturdy. As long as you're brave, you'll make it down without a problem. The less sure-footed are encouraged to ask for a hand. If they do, they'll be assigned a Draconum warrior who will cheerfully carry them down the winding path. You can also help each other, of course! Any Summoned who are capable can carry their friends, too.
As you venture down, the oppressive heat intensifies...until suddenly it stops. The moment you reach the fiery gates, the smell of brimstone fades from the air and the temperature eases into that of a pleasant summer's day. If asked, the Draconae will tell you this is how it is - a blessing from the two remaining dragons. Without them, the air would suffocate all life within.
Entering the Obsidian Heart requires nerves of steel, but appearances aside, the narrow walkway is sturdy. As long as you're brave, you'll make it down without a problem. The less sure-footed are encouraged to ask for a hand. If they do, they'll be assigned a Draconum warrior who will cheerfully carry them down the winding path. You can also help each other, of course! Any Summoned who are capable can carry their friends, too.
As you venture down, the oppressive heat intensifies...until suddenly it stops. The moment you reach the fiery gates, the smell of brimstone fades from the air and the temperature eases into that of a pleasant summer's day. If asked, the Draconae will tell you this is how it is - a blessing from the two remaining dragons. Without them, the air would suffocate all life within.
Although the main purpose is to aid the dragons, the Draconae will invite characters to take breaks, participate in recreational activities, and explore the Nether. They want their guests to be comfortable, especially as the Summoned have arrived to help.
Around the City
At the center of the volcano lies the Obsidian Heart, where the Draconae reside. Made of stacking homes and stone bridges that spiral downward, it's a wonder how anyone finds their way. There are no maps, signage, or any form of direction. Their ability to navigate appears inherent. The most dangerous beasts lurk beneath the lava, so unless you intend to go swimming, you're unlikely to run into anything aggressive.
Doors and furniture are heavy and are made of iron, bronze, or steel. You might need to push or pull furnishings and doors with both hands and extra effort. Luckily, citizens are happy to help - as long as you ask. If you don't, they won't interfere out of respect for your autonomy. In fact, if they see you huffing and puffing, they might stop to watch and will sincerely cheer for you should you accomplish your objective by yourself.
Watch your sticky fingers. While petty theft is a minor offence in other places, the Draconae are highly protective of their belongings and treasures. Hands and heads have been lost over stolen trinkets.
Doors and furniture are heavy and are made of iron, bronze, or steel. You might need to push or pull furnishings and doors with both hands and extra effort. Luckily, citizens are happy to help - as long as you ask. If you don't, they won't interfere out of respect for your autonomy. In fact, if they see you huffing and puffing, they might stop to watch and will sincerely cheer for you should you accomplish your objective by yourself.
Watch your sticky fingers. While petty theft is a minor offence in other places, the Draconae are highly protective of their belongings and treasures. Hands and heads have been lost over stolen trinkets.
The Hieran Wing
As a guest, you'll be invited to stay at the Hieran Wing. Named after Hierus, the oldest living dragon, the Hieran Wing is located in the eastern section of the Citadel. The rest of the Citadel is under heavy guard and inaccessible.
◎ The rooms are carved into the stone itself. Bedding is comfortable, if simple, with room to store your belongings. A curved stairwell grants you privacy even though many rooms have curtains rather than doors. The few rooms that have doors contain no locks. Your safety is assured, but if you're nervous, you can ask for a guard to watch you at night.
◎ The dining area consists of open-fire grills, pots, and raw ingredients - including spices and fiery hot peppers. As great believers in self-sufficiency, the Draconae will leave you to make meals to your taste and liking. You can hunt and fish your meat, as well. There are numerous lava pools where one can net jumbo shrimp, crabs, and flaming fish. For larger game, you can go after the Erymaes Boar or Petran Bison. Feel free to share your catch with your friends or offer to cook for the culinarily challenged.
◎ The library contains only fiction. You'll recognize several titles from your faction or Nocwich, suggesting they've brought back their favorite stories to read. Other titles are new, written by the Draconae. Novels and poetry span all genres, but the most common ones seem to be adventure, horror, and erotic romance - some of which contain surprisingly detailed illustrations.
Magma Pools
Outside the Hieran Wing, unusual cerulean magma pools are provided for bathing. Despite how they look, temperatures are equivalent to that of a steaming hot spring. The magma bubbles naturally from within the volcano and provides soothing effects. No soap or cleaning agents are required. These magma pools contain tiny frogs that leap and jump around. The Draconae consider them a tasty live snack. Don't be surprised if you see a local munching on them.
The Foundry
The Foundry has expanded over the past two centuries. A marketplace now circles the ancient forge. Observing the tradespeople inside and their secrets are off-limits. However, you can browse a selection of tools, clothes, accessories, and potions. Healing potions are common due to the Draconae's lack of healing magic.
You'll have the chance to request custom-made jewelry and purchase glass ornaments that are blown for you on the spot. Merchants won't sell the large weapons on display, but daggers and other small weapons are available. They'll also modify any pieces you own by adding jewels, altering the fit, or repairing nicks and faults...for a price. The Draconae deal in Abraxan currency if you have any, but they'll accept a vial or two of blood or saliva as payment.
You'll have the chance to request custom-made jewelry and purchase glass ornaments that are blown for you on the spot. Merchants won't sell the large weapons on display, but daggers and other small weapons are available. They'll also modify any pieces you own by adding jewels, altering the fit, or repairing nicks and faults...for a price. The Draconae deal in Abraxan currency if you have any, but they'll accept a vial or two of blood or saliva as payment.
Negotiations & Meetings (Rank 5+)
The first order of business is to present your Conclave's terms to the Inner Sanctum, the Draconae's governing body. If you've been voted as a delegate, you'll be greeted by the NPC meeting you (and your partner, if you have one). If you haven't been selected, you can still speak to some of the NPCs available.
A Place at the Table
Negotiations will take place in The Solar on the second day, a hall lit with a fiery orb of light. This is where the Inner Sanctum conducts all of its business. Tightly guarded, you're the first outsiders allowed inside in centuries. Here, you'll have the chance to present your terms and convince the Draconae to accept. You'll also have the first day of your arrival to gather a few details about the NPC you'll be meeting.
Only one meeting is required. The Nether will give you their final answer the following day.
Only one meeting is required. The Nether will give you their final answer the following day.
Meeting the Inner Sanctum
Members of the Inner Sanctum who are not involved in diplomatic affairs are Aster, The Guardian and Anneth, The Flame. Additional descriptions about the two NPCs and where they can be found will be in their character comments below.
Characters who are Rank 5+ (negative or positive) and who are not acting as delegates can speak with one of the two NPCs above.
To do so, TAG IN with your character under the NPC you want to meet.
To do so, TAG IN with your character under the NPC you want to meet.
Runaway at Pyritean's Rack
Abraxan outsiders will whisper that Pyritean's Rack is a nefarious torture device created by the Draconae for their victims. This is true if the victim in question is delicious meat. The Rack, in other words, is a giant cooking area filled with grilling racks and pits. Shelves of ingredients and spices line the perimeter. Its most striking feature is the primary heat source, which uses magma rather than fire. Ingredients and meat unique to the Nether result in dishes and flavors not found elsewhere. Hot peppers are a popular feature.
The Draconae cook and share their food each night at the Rack. The station is always occupied. Locals take turns hunting and fishing, preparing ingredients, and cooking. Consequently, food is provided without cost. You only need to lend a hand.
Not everything goes smoothly, though. An escaped hatchling has infiltrated the Rack, and Khloris, the baby dragon, is eager to snatch and steal food throughout the week.
The Draconae cook and share their food each night at the Rack. The station is always occupied. Locals take turns hunting and fishing, preparing ingredients, and cooking. Consequently, food is provided without cost. You only need to lend a hand.
Not everything goes smoothly, though. An escaped hatchling has infiltrated the Rack, and Khloris, the baby dragon, is eager to snatch and steal food throughout the week.
Earning the Torch
Impromptu competitions are frequent. They usually begin when one cook sees another outdoing them and makes a challenge. You can either issue a challenge or receive a challenge. Challenges can be between you and the natives, or you can face off with another Summoned. Judging is done by the crowd, which can be chaotic.
Not to worry! There's no downside to losing except your pride. Though the competition can grow fierce and heated in the moment - including vulgar insults and much jeering - once all is said and done, there are no grudges when the food hits the table. Sore losers are looked down on as being thin-skinned.
Not to worry! There's no downside to losing except your pride. Though the competition can grow fierce and heated in the moment - including vulgar insults and much jeering - once all is said and done, there are no grudges when the food hits the table. Sore losers are looked down on as being thin-skinned.
Winners will receive a jar of spice mix or marinating sauce from one of the many talented cooks. We won't be modding this aspect, so just be realistic with your character's cooking skills. Be sure to work things out with your thread partner if the competition involves another player character!
Escaped Hatchling
One young dragon has escaped its sanctuary at Dragon's Glass. Curious, it's drawn to the smell of food at Pyritean's Rack. As a result, it's disrupting competitions, breaking equipment, and stealing ingredients or even chunks of meat off people's plates. Desperate to get the dragon back before it causes more trouble - or worse, injures itself - the Draconae have asked you to catch the hatchling.
Of course, you'll need to contend with the dragon's unique abilities.
Khloris, the runaway in question, leaves behind small patches of grass. Its pollen dust coats nearly everything it goes near. When eaten or touched, the pollen causes flowers to sprout in your hair for a day or two. It can't fly far or very high, but it's prone to swooping down to snatch meat off the grill. The Flame informs you the dragon can be lured with gold trinkets or bright colors like red and yellow.
Of course, you'll need to contend with the dragon's unique abilities.
Khloris, the runaway in question, leaves behind small patches of grass. Its pollen dust coats nearly everything it goes near. When eaten or touched, the pollen causes flowers to sprout in your hair for a day or two. It can't fly far or very high, but it's prone to swooping down to snatch meat off the grill. The Flame informs you the dragon can be lured with gold trinkets or bright colors like red and yellow.
To see if your character can catch the dragon, submit for a roll HERE. Submissions will close October 18 at 11:59 ET. Results will be posted on October 19 so players can account for their success or failure.
Ailing Dragons
The two ailing dragons are Hierus, the Obsidian Drake, and Kruos, the Glass Serpent. Mated to each other, they're the only remaining adult dragons in the Nether and have been for decades. When you visit them at Dragon's Glass, their condition is worrisome. The dragons' scales have lost their luster and are grown over with painful white patches. They appear lethargic.
Those researching can offer the dragons healing potions or ointment to aid their symptoms while a cure is worked on. If you're not much of a healer or a scientist, you can feed them or simply spend time with them. The dragons are intelligent and appear capable of understanding you, though they can't communicate directly.
Those researching can offer the dragons healing potions or ointment to aid their symptoms while a cure is worked on. If you're not much of a healer or a scientist, you can feed them or simply spend time with them. The dragons are intelligent and appear capable of understanding you, though they can't communicate directly.
Characters have 3 avenues of participation, depending on their interests and strengths: gathering ingredients, researching the cure, and looking after the baby dragons and eggs. They'll have time to do all three throughout the 10-day excursion.
Finding a Cure
At first, you aren't sure where or how to start. The Draconae suggest the Ashlands may be a place to explore. It's dangerous, they warn, but they have a potion that'll help keep you safe. Due to the hazards, you're told not to go alone. As you travel through the deadened land, you notice an odd phenomenon: where you walk, the air around you clears, and the ground beneath your feet springs to life. You realize you don't need the potion to protect you.
The changes are temporary, fading behind you as you walk. Curiously, the effect you exhibit is similar to what the Draconae claim their dragons are capable of - though to a much smaller degree. Still, you have to wonder if you and the dragons share a similar magical connection to the Singularity. You can't help but notice that those of you who regularly interact with the Horizon and have been doing so for a while seem to affect your environment more. Your aura may be a little larger and the vicinity restored around you lasts a bit longer rather than melting away immediately - maybe even up to a minute or two.
The changes are temporary, fading behind you as you walk. Curiously, the effect you exhibit is similar to what the Draconae claim their dragons are capable of - though to a much smaller degree. Still, you have to wonder if you and the dragons share a similar magical connection to the Singularity. You can't help but notice that those of you who regularly interact with the Horizon and have been doing so for a while seem to affect your environment more. Your aura may be a little larger and the vicinity restored around you lasts a bit longer rather than melting away immediately - maybe even up to a minute or two.
Restoration and Gathering
Your ability to restore the land has unlocked a vital element. Ingredients once thought lost can now be gathered by the Summoned such as yourself, and they may hold the key to curing the dragons. Bring back these ingredients to your peers waiting at Dragon's Glass. The more you gather, the more they'll be able to research and experiment, so don't be shy about making multiple trips.
There are three sections for you to explore. Each one has its dangers and a specific ingredient to collect.
◎ Cinder's Core
There are three sections for you to explore. Each one has its dangers and a specific ingredient to collect.
Due to its circumstances, Aetherie is only available on Day 9 of the event, shortly before the cure is finalized. The Draconae will seal the area once more when they realize what's happening. Cinder's Core and Featherhive are open for the full duration of the event.
◎ Cinder's Core
Filled with petrified trees and fossilized bones, the area that restores around you demonstrates its previous life as a flourishing rainforest: the humidity grows, the grass turns lush, and tropical flowers sprout under your fingertips. Although its sulfuric air won't affect you, you'll need to brave dangerous heights to reach the tops of trees and dried-up waterfall cliffs to retrieve the kydros fruit. The fruit smells like citrus and is surprisingly light despite its size.◎ Featherhive
Vines brought back to life can help you climb, forming ropes for you to climb and bridges that weave beneath your feet. They'll wither once more behind you, so you'll want to move quickly to avoid losing your footing. Height isn't the only danger - the ground below is littered with sharp skeletal protrusions and jagged trees. Beware of dangerous thorn bushes that will come to life in your presence and try to crush you in their spiny embrace as you ascend.
The air here is too toxic for the Draconae to breathe in for long. Luckily you're unaffected. Scattered across the ground are the remaining husks of birds' nests. A dragon's skeleton curls under a rocky overhang. Use your restorative ability to journey deep into Featherhive's heart. Pushing aside the thick overgrowth reveals a small clearing covered in bright crystals for you to harvest.◎ Aetherie
Although Featherhive poses no physical danger, the land is haunted by shadow birds, ethereal spirits connected to the dragons - and you. As you pass through, they flutter around you and parrot familiar lines to each other. Their movements are jerky and strange. Quickly, you realize the birds are mimicking your memories. They might replicate an entire scene or echo a phrase or two that's plagued you all your life. Or, if you're lucky, they're merely repeating your grocery list. Shooing them will cause them to dissipate into smoke, but they'll soon return.
The loss of a dragon released a noxious gas through this village without warning. Escaping villagers were forced to leave behind those they could not save and seal the doors. The Oblivion is a painful moment in history for many, and none have set foot near the area since. Near the end of your stay, the Draconae request you use your ability to venture where they can't and gather Anoix pods, powerful healing seeds from a plant that only grew in Aetherie. They believe the abandoned huts will contain pouches of the pods on shelves and cabinets.
Entering the village, you expect a tragic scene of corpses. Instead, you find something far worse. The dead have mutated into grotesque arachnids, limbs fused to bulbous abdomens. They show no signs of recognition or awareness and attack you on sight. Hidden in the depths of the purple haze, rat-sized spiders scurry forth. Their venom causes painful sores that will fester and spread if left untreated. Multiple bites may result in temporary blindness or paralysis of a limb. Luckily, this will clear up within 24 hours to a few days, depending on the severity.
Grab the pods if you can or flee if you're overwhelmed. When word reaches The Warden, she'll rapidly send her people to reseal the abandoned village and come to aid any who need it. If you're injured, The Flame and her apprentices will tend to you at Dragon's Glass.
Research and Magic
Dragon's Glass is a glass-domed temple said to be forged from the fires of Kruos. It's located in the Spiral, which is outside the Obsidian Heart. Here, the two remaining dragons reside while ill, along with their clutch of eggs and a few precious hatchlings.
Anneth, The Flame, will invite you into the temple's alchemy labs, where you can apply your skills and knowledge to create the healing elixir that cures the dragons. Doing so requires you to experiment with key ingredients found in the Ashlands. You'll have access to basic alchemy books and apprentices at the temple. Use any additional tools, supplies, and knowledge you possess, and take advantage of the resources donated by the factions.
How you approach your research is up to you, but each ingredient comes with a set of risks - so be careful while you work!
Anneth, The Flame, will invite you into the temple's alchemy labs, where you can apply your skills and knowledge to create the healing elixir that cures the dragons. Doing so requires you to experiment with key ingredients found in the Ashlands. You'll have access to basic alchemy books and apprentices at the temple. Use any additional tools, supplies, and knowledge you possess, and take advantage of the resources donated by the factions.
How you approach your research is up to you, but each ingredient comes with a set of risks - so be careful while you work!
◎ The kydros fruit contains seeds that will explode when heated, causing a chain reaction like popped popcorn. The explosions aren't large, but they might scorch your supplies. Crushing them in the open air results in a similar chemical reaction. However, soaking them in water makes them soften into mush, allowing you to turn the seeds into a paste that could be useful. The fruit is similar to grapefruit and is excellent for a sore throat.
◎ The crystals come in three colors: red, blue, and black. Extended contact will dye your skin that color. The stains are extraordinarily stubborn, so your clothes may not recover. These crystals resonate with a strange hum that suggests they respond well to magic spells. Combining them with a liquid will give off a foul-smelling smoke, so you may need to find ways to neutralize the stench before combining it into an elixir.
◎ The Anoix pods must be used sparingly, as no more can be gathered from Aetherie. They possess strong healing properties, but each pod is very delicate and must be split open with care so as not to damage the soft seeds inside. In addition to researching the cure, you can also attempt to help the Dracaone grow new Anoix plants using the preserved seeds.
The final cure will use all 3 key ingredients. Don't worry too much about continuity! As long as your character participated, you can assume they made a valuable contribution.
However, to assist with coordination, we've provided a RESEARCH DISCOVERY section where you can present any findings your character would share with others in-game.
However, to assist with coordination, we've provided a RESEARCH DISCOVERY section where you can present any findings your character would share with others in-game.
Hatchlings and Eggs
While curing the adult dragons is a priority, the hatchlings and eggs aren't to be neglected. Baby dragons are active troublemakers, and without their parents to keep them in line, they've become especially unruly. The apprentices at the temple can only do so much. The Keeper has even made rare appearances in Dragon's Glass to lend his assistance.
Meanwhile, the eggs are beginning to show signs of affliction. The shells are beginning to weaken, and the feathery growths appearing on them will suffocate the hatchling inside if left untreated.
Meanwhile, the eggs are beginning to show signs of affliction. The shells are beginning to weaken, and the feathery growths appearing on them will suffocate the hatchling inside if left untreated.
Babysitting the Dragons
If you have a spare moment, you can look after the baby dragons. Keep them out of trouble by reading their favorite stories, singing songs, and playing with them. They'll also need to be fed, watered, and their bedding changed or fluffed. The hatchlings are mischievous but friendly. They're eager to bond with the Summoned for reasons unexplained, as if they feel something resonating within you.
Many are attracted to shiny objects and bright colors and will attempt to steal them. Conversely, they might gift you a trinket that they've pilfered from someone else. The local Draconae would appreciate it if you returned any missing tools or jewels.
Hatchlings you'll encounter in Dragon's Glass are:
Many are attracted to shiny objects and bright colors and will attempt to steal them. Conversely, they might gift you a trinket that they've pilfered from someone else. The local Draconae would appreciate it if you returned any missing tools or jewels.
Hatchlings you'll encounter in Dragon's Glass are:
◎ Okenus spouts water instead of flame. Bearing fins instead of wings, this sea dragon is vital to bringing lakes and rivers back to the Nether. Currently, it can only make tiny puddles and rainclouds. Watch that your belongings don't get wet. Standing near the dragon might cause a small storm cloud to spawn over you and rain down on your head. A simple spell will make the cloud disappear, but if you don't have any magic, you might have to bring an umbrella.
◎ Epeius can form miniature gusts of wind beneath its wings, but it doesn't have firm control and frequently spawns them when excited. These small dust devils and whirlwinds will follow you around. Though they aren't powerful, they can be a nuisance, knocking over cups, blowing away hats, and sending papers flying. The other hatchlings will find your misfortune a source of amusement.
◎ Ledas can help salt deposits form in the shape of large salt crystals. Salt is important to the Draconae, which the hatchling is aware of and thus takes great pride in its abilities. The crystals can be eaten as is or crushed into granules. Ledas will strive to impress you with the largest crystals that it can make...which occasionally results in the structure collapsing, littering the ground with salt. You might find yourself sweeping often around this dragon, but at least you'll never be short on seasoning.
◎ Anthusa is a very special hatchling that creates bioluminescent algae. The algae grow on its scales, forming a symbiotic relationship. Unfortunately, without a proper habitat for this algae in the Nether, its glow has dimmed in recent years and the hatchling has become languid and sickly despite its youth. Nonetheless, Anthusa is friendly and curious even if it struggles to keep up with its siblings. You can help Anthusa play by lifting it to heights it can't reach, and carrying it back when the dragon is too tired to walk.
Weakened Eggs
As noted, the eggs demonstrate signs of suffering, too. Three eggs are waiting to be hatched. Whether all of the eggs survive is dependent on the decision that each faction Conclave made regarding resources found, as well as the help provided by you and your fellow Summoned.
The eggs can't be cured until the dragons are cured, but you can help slow the growths by gently scraping them off and wiping the eggs regularly with a clean cloth. They must also be kept heated, so check the magma frequently and refill any magma basins. The growths can be donated to those researching for additional study if you wish.
The eggs can't be cured until the dragons are cured, but you can help slow the growths by gently scraping them off and wiping the eggs regularly with a clean cloth. They must also be kept heated, so check the magma frequently and refill any magma basins. The growths can be donated to those researching for additional study if you wish.
ASTER, THE GUARDIAN
Aster's hobby is crafting. Unlike most of the Draconae, they use precious wood imported from Nocwich to make wood and string instruments. Their instruments are some of the finest in the Nether, but their skill at playing music can be described as enthusiastic as opposed to talented. Their pure joy makes it difficult for anyone to criticize too harshly, and the children are at least entertained by the simple songs.
Speaking to Aster will provide you the most insight into the Draconae and their relationship with both the dragons and the outside world. You'll find Aster at the following places below, where they'll greet you cheerfully:
no subject
It's when they're playing their lyre that he pauses and watches, smiling as he sees someone more like him; not really talented, but enthusiastic about playing. He's come no where close becoming an expert at any one instrument, but it's all in good fun.
When they finish their playing and the Draconae kids go off to do their own thing, Jesper approaches them with an easy smile.
"I've been trying to find an instrument I'm good at, d'you play any others?"
no subject
"I do! Many others."
They hold out the lyre eagerly for the Summoned to examine. The craftsmanship on it is fine indeed, and the wood is polished. Expertise in the musical arts isn't needed for enjoyment. Aster is an excellent example of that.
"What's your interest? Do you like strings? Woodwind? I have several in my workshop, if you'd like to try one."
no subject
"I like strings, there's something called a guitar and an electric guitar that another Summoned told me about their world. They can be so loud that an entire city could hear them." He's not sure if that's true, if it could be that loud, but the way Eddie talks about it, he has no reason to doubt him!
"They put on these big performances. I'd love to try yours out, I'm not very good, but I just enjoy doing it, you know?" Jesper thinks that Aster completely understands what that is like.
no subject
They lead the way to the Foundry, where their workshop makes its home. The magma spews below, but the atmosphere is pleasant. Of course, they've never heard of such a thing as an electric instrument and the idea makes them raise their eyebrows.
The Summoned do come from peculiar and faraway lands.
"Now, I can't claim I've made anything that'll be heard clear across the city, but they've all got a fine sound to them. That's an idea, though... you know, you've given me something to think about."
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However, when he finds one of the bison milling about and sets to tracking it, hoping to take it unaware with an efficient and deadly strike, he realizes that someone else has beat him to this mark. There's a figure poised on one of the volcano's many rocky outcroppings, their gaze also fixed down on the unsuspecting bison.
Rather than steal the kill, Thancred instead stealthily moves over to where the hunter is perched, surprised when he realizes that he recognizes them. Not personally, of course, but it's been made clear by now that someone with these features must be none other than Aster, mate to the ruler of the Nether.
"... Not where I would have expected to find you," he greets in a hushed voice, not wanting to scare away their prey. So it seems that even such a highly ranked figure as the Guardian does their own hunting. Color him impressed.
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"The kids wore me out," they whisper back. "Hey - you take the shot. Let me see what you're made of."
While playful, the challenge is still a challenge. This Summoned is here to hunt, right? They're plenty eager to observe what type of skilled hunters are among the Abraxan newcomers.
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"Ah, right. They can be quite a handful, I imagine." To be honest, he doesn't know if Aster means Draconae children or the hatchlings, but he suspects it's the latter. That's neither here nor there, however, as he needs to make certain they don't lose their shot with this bison.
Thancred accepts the challenge, playful as it might be. He isn't here to represent the Summoned as a whole, not like the delegates involved in negotiating, but he'd still like to make a good impression. And so he silently creeps toward the edge of the outcropping, watching the bison's movements for a few moments as he slides one of his daggers from its sheath.
There's a few more seconds of waiting as he draws in a breath and holds it, lining up his shot. When he exhales, he tosses the knife down. It strikes true, embedding in the bison's meaty throat. Blood sprays, but the beast is tough enough that it bucks and wails, taking off in a sprint in some hope of saving its quickly draining life.
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They watch their Summoned companion with interest. Sure enough, the knife strikes its target. Their prey flees, leaving a scattered blood trail behind it. Well, no sense in losing a fine knife and a beast to boot, so they spring up at once.
"Come on!"
Leaping from ledge to ledge, Aster looks back only to see if the Summoned is following. They land, light-footed, next to the beast a ways down, the animal collapsed at the edge of a cliff that leads to a yawning magma pool.
"That was close. Sometimes, they just - " They make a sliding gesture with their hand. " - right into the lava. A great pity when that happens."
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And of course there's the grilling - honestly, it's a wonder that Sam hasn't just moved on down here then and there. He takes a day or so to learn the ropes, another day to go out hunting and fishing because it's been too long, and then? Well. You'll have to drag him away from the magma when all this is said and done.
It's with a friendly smile that Sam hands a portion of his meal to Aster, looking vaguely nervous (it is a competition, after all) and also pretty damn proud. It's his best batch of seafood gumbo he's made since coming to Abraxas, and really, he has the Draconae to thank for that. "Hope you like spicy." Sam's not even certain Aster is judging this evening, but he's gonna take a risk and assume they are.
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They're eager to take a sniff at the bowl of food.
"I'd be kicked out of the Sanctum if I didn't."
Anybody feasting gets to be a judge - the process is nothing if not chaotic - so Aster is indeed judging for that reason. A hearty spoonful goes into their mouth without delay. Their eyes light up.
"Oh, we've got a chef in the making! A fine stew is a rare pleasure. You know, cook the lobster a little less next time. They're more delicate than the kinds fished from the sea. This dish, is it from your home?"
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The comment about getting kicked out of the Sanctum has Sam barking a laugh - god, he loves this place. And that's not just because of how chaotic it is. Sam knows that this isn't a space for someone easily overwhelmed, but it actually relaxes him more than stresses him out. Nothing feels quite as at home as countless sets of hands showing up for food and giving their opinion afterward. The only difference is this time he doesn't have to fight Sarah for the best spot at the grill.
In the making has Sam, fairly dramatically, leaning his head back and setting a hand over his heart. Oh, how it wounds him. He recovers easily enough though. "You know- I think y'alls lobster is different than what we have back home. So I'll take that, still getting my bearings with the food around here." At the question about if it's from home, Sam doesn't hold back his grin. "Yup- straight from a little place I call home. Was my Mom's recipe, too. Or, at least, part of it."
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"That it is, my friend. You've got a good handle for being new."
That aside, sincere efforts are more important than any measure of success, and they can see that effort has been made. Aster continues to eat so Sam can be assured they find the meal enjoyable enough to finish off.
"It's important to carry a piece of home forward. I understand none of you chose to be in Abraxas. We're heartened to see you finding comfort in some of our ways, if nothing else."
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And if anything, it's a nice break from
It's only natural then that she finds herself looking curiously at the lyre in Aster's hands as she sits amongst the children they're playing for. Who said a girl can't multitask? When they're done she joins the children in their cheers, sending the little one in her lap on her way before approaching Aster with an easy smile and a wave. "I enjoyed all of the songs you played but I think that last one had to be my favourite. Was it based on something that happened in the past?"
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"A surprise in my audience! A rare pleasure. Usually, only the kids stick around."
They set the lyre carefully to the side with an easy smile.
"My mother told me the tale. She spent most of her life on the ocean, you know, and came across a fantastically large sea beast with hundreds of teeth. Took a good chunk out of the hull. She called it a dragon from the ocean floor. When I was little, I liked to imagine there were dragons out there, too."
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It helps too when the new someone is an enthusiastic storyteller. And Hilda is nothing if not a rapt listener. The mention of the sea beast has her eyes going wide and a delighted gasp follows it. "It could be a sea dragon of some kind. We saw a flying serpent in Luna that rose out of the water so effortlessly. Maybe they're distantly related somehow."
The idea of a sea in the Nether difficult for her to imagine when everything around them is bubbling lava pits and warmth. Then again she had heard that the Draconae at least ventured forth past their homes unlike the fey they had encountered several months prior. "Was it a sea beyond the Nether?"
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"You've witnessed that, as well? I saw it once as a child. Breathtaking, wouldn't you agree? And that's right, beyond the Nether. She sailed the far seas north of our island for many years until she fell in love. Found a calling towards home and hearth, she'd tell me. There were oceans inside the Heart once, but that's before my time and hers."
A more solemn tone touches their voice before Aster perks up once again. They hold out their hand for a firm shake.
"Call me Aster. Whose lovely face do I have the good fortune of meeting this evening?"
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RUSHES IN
And they're a musician. That he can share so a personal, intimate love in his life with dragons...
He's finally seen them. And it was truly worth the wait.
Once the dracolings take off, Jaskier giving them a wide smile as they run off, he approaches the musician with a generous clap of his hands. "What was fantastic, my friend! I can tell you, there has been nothing as wondrous to me as hearing new music in this realm. And to think it even chimes here... these songs, do they hold a grain of truth to them? I find even the most fantastical always do."
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"You liked it?"
Their smile is bright and sincere, and they hold the lyre with obvious fondness.
"You speak like a writer yourself. Between us, I'll admit my music is mostly for the kids. I've got a few songs that aren't, but well... my audience is of a certain age, as you can see."
Sadly, support amongst the adult population has proven a bit less enthusiastic.
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Even if it is not. Technically perfect. By his human ears.
The little bow Jaskier gives is as pleased as his smile. "Guilty as charged, my friend. I am Jaskier, Master Bard of the Free Cities." This is where he'd put you've probably heard of me if they weren't in the Nether. It would not be surprising to find this world has not gotten much news of the lands above... outside the Summoned's arrival, apparently. "I admit, I'm a little surprised. Do your fellows not favor such tunes?" Granted, his music for those higher in age could be terribly different.
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Having dedicated the better part of the past several years to the Nether, they don't know him, his name, or his music, but others who returned from the Free Cities more recently have spoken of the Summoned they've met or seen - a bard included. So this must be that same bard. Unless there happens to be... two Summoned bards?
They set the lyre down on the bench and laugh a little.
"You don't need to flatter me, I know my playing's simple. I enjoy it all the same. The children have an ear for it which could be called the highest compliment, if you want to look at it that way."
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But no. Lucifer is capable of doing the one thing most people probably can't--make Aster's lute playing look very talented.
Armed with a butterfly flute curio Lucifer picked up for himself recently that had yet to wear through its enchantments, Lucifer joins Aster in his musical marvel for a... ah, it likely couldn't be called a 'jam session' in the slightest.
Lucifer cannot play the flute. The illusory butterflies do not make up for the fact that Lucifer cannot fly the flute. But he looks like he's having a good time (Lucifer does very much enjoy annoying people with his bad playing, but in this case... well. Kids. They could take his bad playing and make a game out of it or whatever, he doesn't know. He's just looking for an unusual 'in' with this particular individual.)
"Sorry," he says after the eclectic notes are done and the kids, while perhaps not gone, are distracted. "I'm not the talented one of my faction, but it's hard to pass up some fun, mm?"
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The Guardian stands and claps merrily. They'd put away their lyre so they wouldn't interrupt the... spirited performance, but they don't appear to have taken offense from the interruption.
They send the last of the now worn-out youth home, a horned and stubby-tailed child who keeps trying to grab a butterfly out of the air before finally running off.
"No apologies necessary. They're a handful and a half, you gave me a much needed rest. You're pretty good with them! You spend a lot of time around younglings of your own?"
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But Wilhelm alone has done a number on him. Kell has not exactly made anything worse. Kelson is...
Kelson will likely be a problem, and not in the becomes a leech to Lucifer's being kind of way, but just a Problem.
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"It'll be some time before our dragon hatchlings reach adolescence. We may need to build some sturdier walls."
They take a few decades to enter adulthood, and the ones seen running cheerfully around the Heart, wreaking havoc, are merely young children. They give Lucifer a powerful slap on the shoulder, intended to be friendly.
"Regardless, I'm heartened to see you've been enjoying your stay despite the troubles that plague us. Have you met our hatchlings yet?"
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sorry for the delay! holidays hit hard
No problem!
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