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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.
ANNETH, THE FLAME
Anneth is soft-spoken, but runs her temple at Dragon's Glass with a firm hand. Unlike many of the Draconae, she's never seen carrying a visible weapon. Similar to The Keeper, she has the ability to understand the dragons through an unspoken connection. Many who seek the dragons' guidance come to her for answers. Her strength lies in healing magic. While the Draconae's magical ability is limited, Anneth appears to possess more of it, possibly due to how much time she spends near the dragons.
Speaking to Anneth will provide you the most insight into the dragons and their importance to the Nether and its people. You'll find Anneth at the following places below, where she'll greet you warmly:
Dragon's Glass
He spots Anneth there and he does know who she is from paying attention to the Nether's general running. In the start of his time here, he would be too shy or hesitant to approach anyone, but he's well past that and now approaches her and the dragons. He clears his throat respectfully so he won't be a surprise to them.
"I brought simple healing potions for them to take. We're still working on the cure." His tone is apologetic because it would be nice to be able to come here with an answer. "I'm Istredd, from Thorne."
no subject
"Thank you, Istredd from Thorne," she says simply as she holds her hands out to accept the potions for inspection. "I'm Anneth, though most know me as The Flame." Though her words themselves are more gentle like a kindling, her eyes are sharp and keen as she looks over the potions.
"Are these of your making?"
no subject
"Collective making. My friend Yennefer and I were trained in potions in our sphere, she's quite the alchemist." He lets her inspect the potions of course, it makes sense that they would be cautious. They're still from places that could be untrustworthy to them, but Istredd mentions their home continent to make it clear where the knowledge came from.
"We'll do whatever we can for Hierus and Kruos." Blue eyes look at the sickly dragons, frowning. "I could not allow a species to die, not when I have a chance to save them. I'm a historian, I've seen enough tragedies written." Perhaps it's too honest, to express his personal feelings on this, but she is there because of her love for the dragons. They matter more to her than they could ever to him.
"I would like to know more about them. I'm afraid I know very little about the ones from my sphere."
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"It passes Kruos's preliminary review, which everything does. I may have my insight, but the dragons always have the final say." It is their well-being that is at stake most of all. "You can send my gratitude to your friend too. A shame she wasn't able to be here to deliver your efforts."
An alchemist is always keen to meet another alchemist.
An appeal to the dragons over factions is the right move, even if his own desires are more academic. The end result is the same.
"The dragons are more than our companions and we their stewards, they are the breath and life of the Nether. You've seen how we live, haven't you? This isn't what most would consider a very hospitable home. But that should show you the power that dragons have, to make the impossible possible. Through them more than just the Nether can be healed."
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Istredd doesn't want to make it seem like he has this emotional noble goal for why he's doing it, because it's the truth, he is a scholar, and this is bigger than him, bigger than all of them in his opinion. The extinction of a species is too important.
What she says though catches his attention and he shifts his gaze to her from the dragon, his eyebrows furrowing. "What do you mean more than the Nether can be healed? Where else were you thinking?"
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Even if it is not the end-all cure for the dragon's diminishing health, any small advances they can make to alleviate pain or provide some relief are welcome. It is in those little steps that they may also walk the path to the answer to their problems too.
"There were more dragons once," she explains. "With influence over other elements and aspects of nature than the few you see represented here."
Kruos slowly bows their head.
"When healthy and plentiful, they influence the world around them. The snow on the mountains? Propagated and sustained under their influence. The clean waters in a river? Overseen by a dragon. A dragon has their realm and protects it with wisdom and care. Land that's been lost to war or famine? Habitat that's been destroyed? A dragon could set it right."
Thank you for your patience!
<3
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can wrap here or on yours, thank you for the thread!
dragon's glass
Viktor is not concerned with the diplomatic machinations going on while they're here, and Anneth seems to be of a similar mind. As someone who generally eschews politics in favor of real results, he decides that she's the one he needs to speak to.
Since he's spending most of his time in the alchemy labs anyway, it's no real effort to approach her, armful of notes--he doesn't think the Free Cities will care about his sharing the knowledge of his own cure, but everything on the rifts is copied from memory. Just in case.
"I'm not certain if this will be of use to you, but I've researched regenerative magics extensively in the Free Cities, for my own purposes. The rifts, too, were of interest to me."
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She gives Viktor her attention as he approaches. Though she is known for her soft-spoken demeanor, her interest is clearly piqued at what he shares.
"We can test whether or not it will be of use, but it is definitely of interest. What sort of restorative magics? We have tried what we have at our disposal."
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He could have done this in the alchemy laboratory, he thinks, but this is for the dragons, too. Despite the fact that he's not sure whether or not it's appropriate, he tries to include them in the conversation.
"It may not be," he admits, because his particular situation is different than this, and he doesn't expect to re-build an entire Hexcore without the Free Cities swooping in to co-opt it, but the principles--the building blocks--of it might be helpful. "But it's better to have more options. More avenues to explore, especially if you've exhausted what you have."
He'll give her the whole stack of notes for closer inspection, but for now the broad strokes might help her narrow it down.
"Much of my work involves harnessing ambient arcane energies with technology. In this particular experiment, we were able to use the device to replicate healing magics, directing the energy using a runic array--in this case, a precise combination of arcana symbols."
And the advantage, of course, is that one does not need any inborn ability to do it.
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She accepts the notes readily, eager to delve into them. Though now is not the time, she can't help but flip through a few pages to see what she can catch at a glance as he summarizes.
"Arcana symbols?" Anneth looks up from the notes and directly at Viktor. "How interesting... Was one of them your own?"
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And if the dragons reject his research or otherwise find it irrelevant, he won't be offended. He would have rather tried, than not offer it at all. To her question, he nods.
"I used it both for its meaning and its apparent attachment to me. We had been experiencing...difficulties, with the permanence of the magic, before then."
They'd solved the problem, obviously, but with the Hexcore destroyed, Viktor hadn't been able to test the extent of it. "There may be other ways."
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"I see. So your arcana is what helped solidify the spell to you?"
Anneth narrows her eyes at Viktor as she traces him from head to toe. "...'Death'. Very fitting for a researcher. But I'd be interested in hearing these 'other ways' you have in mind. After I have your name?"
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echoing halls.
The crystals are much larger than he expected. They cast a blue hue over the cavern in contrast to the harsh red beyond these doors. His gaze sweeps over the arches and bone-like pedestals. (Or are they actually bone?)
As he steps around a corner, he realizes he isn't alone. Images flicker within one of the shining stones. A woman stands before it, horns decorated in gold and a feathery cloak draped around her shoulders. He pauses, about to move past without comment, but then their eyes meet.
"Sorry. I didn't mean to disrupt."
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She notices him and raises her brow when their eyes meet. Anneth shakes her head once as she lowers her hand from one of the crystals.
"No need to apologize. You're just as welcome here as you are in the rest of the Nether." Instead she beckons him forward. "Curious about this place?"
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He's here now, though, and at least the Netherfolk seem as disinterested in playing games as he does. Judging by her dress and her presence here, she must be the one they call The Flame.
"I am," he confirms. He nods towards the crystal that stands before them. "How does it work?"
Is it by touch? Are only the Draconae connected to the crystals? The notion of exploring one's memories through a veil is an interesting one. It isn't unheard of; he knows of mages who employ similar spells. But this appears to be something more. Almost a common aspect of their lives.
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She turns to face the crystal again, the gentle glow illuminating her hair and horns.
"You just put your hand on its surface," she says simply. Though it doesn't need a demonstration, she does it anyway out of habit. "You can either search for something specific in your past...or you can let your consciousness guide you."
The latter usually brings up memories people may not want to confront, but she leaves that unsaid.
"Searching memories can be helpful but they can also be painful. They keep us honest." She drops her hand again. "And they provide valuable energy and wisdom to the dragons."
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He peers at the crystal alongside her. If the dragons can receive the memories, then these crystals must've emerged naturally. Or were they enchanted so long ago that the history was forgotten?
"And what do the dragons do with this wisdom?" he asks.
Does she know? Zerrikanians have been known to serve dragons—and he'd met two of them himself—but Villentretenmerth was capable of human speech, of transforming himself into a man. These dragons can do neither, and he can't help wondering what the relationship is between them beyond breathing life into the land.
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She looks away from the crystal directly in front of them and to the multitudes that line in the halls.
"They see what we see and feel. Back when more of the world was theirs they could explore freely, but here their first experiences with it are through us. Our thoughts and emotions give them insight as much as it gives them power; insight to the world's struggles and successes. As for the power, well, the magic that exists inside these crystals helps them develop their unique abilities. As far as we can tell, it's transferred through the process of their experiencing the memory."
She looks back to Geralt with hints of a wry smile.
"But for the young ones in particular, the first memories they experience leave a larger impression. So we always hope they choose wisely, but ultimately it is up to them."
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It's been a day or so of intense experimentation that has led her to wandering doing one of the halls into a room she hadn't meant to venture into - exhaustion and hyper-fixation clouding what would normally be a fairly sharp and keen sense of direction. It feels a bit like she had walked out of the alchemy labs - smelling faintly of smoke and some other chemicals, something that had proved to be a very poor combination of ingredients - and into what she had thought would be the hallway outdoors. Instead, she finds herself within the halls of the ailing dragons, a somber and heavy air to the room as she looks around - truly - for what feels like the first time.
She doesn't really think much of it, a memory of the Continent springing to mind, a gold elder dragon fiercely protecting what was left of his kind, and Yennefer can't help the way she's drawn up to Hierus; an impressive creature in its own right. Without thinking much of it, Yennefer reaches out, pressing a hand to one of the dragon's scales - her fingers spread as she closes her eyes and pushes as much chaos as she can into the creature. Healing, though she knows it to be temporary, knows it won't do much than provide some temporary relief.
With a release of breath, she lets her hand fall, looking up to the face of Hierus and giving a small, apologetic smile. "Soon." It is only a couple of moments later that Yennefer realizes there is someone else present in the room, and she steps back away from the creature.
"My apologies, I hadn't realized I was interrupting." It says something to her exhaustion that she falls back on polite exchanges, and she hasn't spent enough time out amongst the Draconae themselves to know if there is some unspoken cultural norm she may have broken.
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Yennefer is no exception. The awe that people show the dragons is expected. But it's the care shown to them that Anneth finds to be the most compelling. When Yennefer finally notices her presence, Anneth shakes her head.
"You're our guest," she says simply and steps forward to place a hand to the same spot Yennefer had touched on Hierus. The lingering magic tickle her fingertips. She appears thoughtful for a moment and lifts her hand to examine her skin.
"It's only fair that you meet who you are working so hard to help."
When she looks back up, it's with a small smile. "And you are helping. Hierus would have objected if they thought differently."
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She smiles back - equally small - before her eyes turn back up to Hierus, the small fading to something a bit more worrisome. "It doesn't feel like it." She says at first, letting out a breath before she continues. "It just seems to be moving...much more slowly than it should."
It isn't that simple - nothing ever is - but Yennefer can't help the frustration she's been holding off these last few days. She has her chaos back, these things should be coming much more easily, and yet she keeps finding herself at dead ends. "I've done some work with healing magic, since being Summoned to abraxas. But this...whatever this is feels different."
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"It does. Something beyond our usual methods too."
Slow progress is still progress and better than nothing. Anneth keeps her gaze on Hierus as she speaks.
"It came on suddenly and without warning. The only clue we've had is that the worst of it began around the time those rifts were opening."
Then shifts it back to their guest. "What sort of healing?"
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"Did any of the rifts open here? In the Nether, I mean. I'd heard word they were all across the main continent but every time we tried to pin one down it would change locations."
Curiosity is part of what fuels her question now, but also perhaps there's something to say about the rifts themselves. A dual opening, perhaps, or even somewhere where the magic itself would have to be pulled to create the rift in the first place. Yennefer's brows are furrowed as her mind whirrs with possible theories even before Anneth answers the question, which also means that the moment Anneth's attention is back on her, Yennefer has to blink herself free from her own thoughts.
"A variety of them, really. I've taken up studying the particular brand of herbology and alchemy here in Abraxas - and with it some non-magical healing methods - but it is the alchemy that I've put most of my focus. Thorne has this particular sort of crystal that's mined from underground they use for healing potions, and I've been looking into the components there. But, really, what's caught most of my attention is our relationship with Ikorr and their willingness to let us have access to a rare sap they produce. Our access is limited, of course, but the benefits of the sap have been... plentiful." It's possible that she's being a bit forthright with the information about Ikorr, but her focus is so wholly on the dragons at the moment, she doesn't really take the time to care. She looks down at her hands, opens and then closes her own palms. "And then there is healing from the Summoned themselves - I know my chaos provides some level of it," as Anneth just witnessed. "And there are others who have come into various forms of magical healing through the Singularity."
Anneth doesn't quite need to know why Yennefer had been so focused on healing these last few months. It's not as thought it matters now that her chaos has returned. But the information is there, and Yennefer intends to use it.
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"Yes, one did open." And given how secluded life is in the Nether, it's easy to imagine the additional confusion the rift caused. "It wasn't large, but to say it was an abnormality would be an understatement. It was after hearing about what you and the other Summoned had done that we realized you may be the best resource we have to understand them."
The Flame had been one of the early supporters of the motion to invite the Summoned to the Nether. Anneth might not be the most social or welcoming of her colleagues, but she is focused on results.
If Yennefer is being too giving with what she shares, Anneth is not wasting the opportunity. She listens with rapt attention equally curious about these crystals Thorne is after as well as this sap from Nocwich.
"What are these crystals? Being underground we have several at our disposal." If there are any of similar kind in the Nether, she feels like she would be aware. "Plentiful...and potent?"
Two things that the draconae are in dire need of.
Hierus raises its head at the mention of the Singularity but doesn't make a sound. If Anneth notices this, she doesn't comment on it.
"You have a different relationship with the Singularity, don't you? It's why you're Summoned."