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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.
no subject
He's prepared, he thinks--for the outing. Not for this.
In truth, he's been contemplating reaching out to Kyle since they last parted, though the more logical part of him is having a difficult time rationalizing why. Viktor should have no time for someone who stands in the way of his scientific goals, but the small glimpse he received into Kyle's past is affecting. He can recognize the specific kind of loss that was implied in their conversation, and perhaps part of him wants to make sure he's all right, despite everything else.
That doesn't mean he knows how to do that, especially not when caught off-guard. Perhaps he never expected Kyle to be the one to approach him, after all that.]
Oh. [An involuntary noise, one that does nothing to mask his surprise. Viktor's lips part and his eyebrows pinch together, and for a moment it seems like he'll have something more to say, but all that he manages is--] Hi.
no subject
Hi. [ He repeats back, almost with inflection at the end to turn a greeting into a question. Although it has not crossed his mind to contact Viktor in these two months, on more than one occasion he's been reminded of the man. He frowns to himself, his gaze sliding down to Viktor's braces - then back to his face. ]
Those are new?
[ This is a question. A stupid one, because they've only met once in person. ]
no subject
Of which this is one, of course.]
A work in progress.
[New-ish. Viktor has been tooling around with them for months now, and he's about to say as much when he remembers this is technically only the second time they've met in person. The contraption extends upward past his thighs on both legs, around his hips, his shirt tucked into it clumsily with the implication that the metal travels up under his clothes, perhaps fastening to something underneath. A closer look will reveal the arcana symbols engraved strategically into the struts of metal--the marks of various enchantments. Viktor carries his crutch with him, but he doesn't lean on it he usually does, and it seems more for insurance than anything else.]
Helpful, for field research.
[So, yes. He's going out there.]
no subject
Field research? His eyebrows raise a tic. Is he waiting for someone? ]
I was just about to head out. If you need an escort.
[ As the awkwardness of this unplanned meeting catches up with him again his tone and manner turn a bit stilted with his uncertain offer. He expects he's the last person Viktor wants too be alone with in an unknown, dangerous area. Kahlil wouldn't blame him if he laughed in his face, though Viktor is too solemn and serious for that. ]
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So at least Kyle doesn't say that, though it doesn't make Viktor more likely to accept the offer.]
Should I be alone with you?
[It's not laughing in his face, but it is perhaps a joke, even if it isn't said like one. Viktor does not think Kyle will cause him harm, at least not here. That said, if he did want to, this would be a good opportunity. He can't really overlook that, not after their last conversation.]
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Probably not. [ he admits. He's not one to make excuses, or attempt to backtrack on what he revealed about himself. In a way it's a relief that Viktor knows what he's capable of now. But it's like removing one small weight from a pile that is remains significant. ]
But I wouldn't harm you. [ He could swear on The Rifter himself, though that means little to Viktor, a man with no use or belief in any gods.
Viktor's initial neutral response to his approach threw him off - he's better off leaving the man be as he had been doing for the past two months. With a small nod of self-dismissal he shifts the pack on his shoulder and starts to turn to head toward the city's gate. ]
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I know you wouldn't.
[But he doesn't say whether it's because Viktor has some amount of trust in him, or if it's because he doesn't believe Kyle could. Either way, it's unsurprising that Kyle turns to leave. The sensible thing is to let him go and consider all of this finished--but it's not finished, not really. Viktor doesn't feel right, leaving things like this, and he only allows a brief beat of silence.]
Wait. [This is very stupid, and Kyle probably doesn't even want to, but he did offer. And Viktor would rather deal with a known entity than put his trust in some random Draconae guard.] It would be equally foolish of me, to go out there by myself.
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He doesn't know why Viktor would believe him either. Of all the people who know what he is, he's given none good reason to trust him. So, it's often a surprise when he's not rebuffed after they find out.
It ought to make Kahlil suspicious, given his own nature. Viktor is well-respected within the Free Cities. If he were to tell people that Kahlil was potentially a threat to his life, they would probably take it seriously. Though, Viktor would also likely have to explain why, and that seems all like far more talk about a topic that has absolutely nothing to do with science than Viktor is willing to do on any given day.
Wait, gets him to stop, and he glances back at Viktor confused at first, then confused and almost smiling. Really? ]
Alright. [ he says after a second of hesitation, waiting for Viktor to step forward before he starts walking again. ]
You are doing me a favor. There are people who would be irritated with me if I went alone again. [ He traces a spot on his abdomen, and now he grins a crooked smile with his teeth. ]
I was stabbed again.
[ He seems proud to tell him this, though the story is actually quite stupid this time. ]
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What?
[He still doesn't understand how Kyle could be proud of such a thing, but here he is, smiling and pointing out the location of the wound.]
What do you mean, you were stabbed again? How?
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A rift beast. [ He'd still been recovering that time they last spoke. It was why he had spent more time than usual within Horizon - he was stuck in bed. Of course, maybe if he hadn't been wounded, they never would have had that conversation in the first place.
After answering he shrugs and starts leading them out of the city proper. ]
I found out later it was connected to another Summoned in Thorne, from his world. Someone else killed it eventually, I suppose.
[ By that he seems mildly put off.
He doesn't mean to cut Viktor off or deflect. Doesn't realize he might've, even if he knows there is more that must be said. He brightens and grins he's been caught off guard. His mask is poorly held together around people he genuinely likes.
It just so happens that most of them are the ones who might destroy the world. ]
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He frowns, briefly, and then follows Kyle, the metal of his braces squeaking and clanking with every step, giving the impression of some kind of mechanical (or magical) activation. They allow him to walk unaided, but he's not that much faster than usual, so maybe the noise is just a good reminder that Kyle will still have to adjust his pace accordingly.]
Denied your revenge. I see.
[There's still some wariness in his voice, but this time it's accompanied by a good look in Kyle's direction, up and down, like Viktor is assessing any lingering injury that might bode ill for them, out in the wilderness.]
You seem to have recovered well. Did you have a healer?
[One of the aforementioned people who would be irritated with him. He's always been curious, about the caliber of regenerative magics in Thorne.]
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He catches the wariness in Viktor's tone, and for that his demeanor turns a bit somber again. Where the path starts to branch and then vanish beneath the deadened bramble just beyond the city's fiery gates, he points in the direction of the Featherhive where they were told to collect crystals out of the underbrush. Viktor might be prideful, but he doubts he would argue in favor of the option involving climbing towering trees.
At the question he nods. ]
At the castle infirmary. Abraxan healers. [ He was passed out for most of that. ] We don't have very many Summoned healers in Thorne. [ Not the kind who specialize in it. He frowns to himself. ]
There was one young man, newly arrived. But... he vanished shortly after the rifts closed.
[ Kahlil had liked Linhardt. ]
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I've always wondered. [Not just about the quality of Abraxan healers or the strength of healing magic, but about what it would have meant for him, if circumstances were different.] If I'd arrived in Thorne instead, if they would have been able to do anything for me. We could only go so far with healing magic in Cadens. They simply didn't have the knowledge.
[So they explored other routes, for their permanent solution. Viktor thinks he knows who Kyle is talking about, given the relatively small number of Summoned that arrive every so often, and he frowns again.]
I'm sorry to hear that.
[Here and gone so quickly. Maybe the Singularity made a mistake. It all seems so pointless.]
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Maybe there's another version of you that did end up there. [ He glances at Viktor thoughtfully. ] He must be very annoyed every single day.
[ Kahlil can't imagine Viktor in Thorne. Maybe if he could have left the castle, been accepted into the University at Hayle. But even in that place of knowledge there are restrictions and limits to what they are allowed to research, he thinks.
Abruptly, he stops in his tracks, eyeing the ground beneath them. Where his foot last stepped there wasn't a crunch of deadened undergrowth - instead the ground beneath him is soft and green. ]
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[So, yes, this hypothetical version of Viktor that lives in Thorne is probably moreso. Still, it's interesting to think of the trajectory. How he might have further developed his own magical abilities, instead of investing in technology. Living in the castle, however, under the thumb of the Queen is not something he wants to entertain. At least the Free Cities government gives them the illusion of distance.
Kyle stops abruptly and it takes Viktor's exoskeleton a moment to get the memo--he grinds to a halt just a step later and pitches forward slightly, the metal groaning as the enchantments deactivate.]
This is--
[It's brilliant. It's the key to all of this--but like his own cure, they'll have to figure out how to preserve it. Viktor takes another step, experimental. The plants spring up underneath.]
Is this the Singularity?
[Or their connection to it?]
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His hand brushes gingerly over the grass - if it's an illusion then it's affecting all of his senses. He plucks a small flowering weed, pinching the stem between two fingers as he holds it up. ]
How? [ That's not where his mind had immediately jumped. He doesn't sound unconvinced, only uncertain. Kahlil pulls in a deep breath through his nose - the air itself seems to have changed as well, clear of ash and the faint metallic tang of toxins.
Rising to his feet he takes a dozen or so steps away from Viktor. The ground in his immediate path springs to life, leaving a trail of greenery behind him from where he started. It persists for a minute or so, then shrivels back into deadened undergrowth. ]
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I need samples. Hold still.
[Despite the fact that Viktor is also producing greenery underfoot, he gets his legs back under him and stomps over, digging around in his messenger bag for a knife and tweezers and vial. He's fully capable of multitasking, stooping to one knee and carefully taking a plant cutting--and sounding more than a little excited while he does it.]
If this is only happening for us, it likely has to do with our connection to the Singularity, yes? A power only we can access.
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I guess. Restoring the land through us, like its blessing.
[ He stares down at his feet. Kahlil's power has always dealt in curses and the sterile land of the Gray Space, though there was a time when he had sometimes exchanged blessings for goods in Amura'taye at the base of the mountain. Even if he had believed they had power, this is so much more tangible.
A shadow passes overhead, and he glances up to catch the flutter of dark wings. Shadows cling to deadened branches of a nearby tree, settling into the shape of birds. ]
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But if they have the power to heal the land and the dragons too, then he's going to seize it.]
They were right to invite us here, then.
[Did they know? Or was it merely a suspicion? Viktor works quickly, placing his delicate samples into an equally delicate glass vial. Engrossed as he is, however, the flash of movement in his periphery doesn't go unnoticed.]
What was that?
if you wanna do anything with viktor first for the bad birds go for it
Just some birds. [ he answers quietly, his tone flat. Despite that, from his belt he pulls out a knife, the metal blade coated in some kind of dark substance that keeps it from catching and reflecting light. ]
I hear someone. [ Not from the strange birds staring down ominously from the tree, but just beyond. Very human sounding chatter. He relaxes very slightly. Who else could be talking out here except other Summoned? ]
this took me waaay too long but, you know, vague gestures
But there's a more immediate problem. The birds are unsettling, as is the small motion that signals the drawing of a knife. Viktor's gaze passes briefly over it, and he has the uncharitable thought that perhaps it's still unwise, to be alone with Kyle. All of that, however, vanishes in an instant when he keeps walking forward and actually listens to the voices.
--the hell's your problem? What's that? Another list with my name on it--]
There's no one here.
[He already knows it's impossible, even unable to locate the source of the conversation, and even before his own unmistakable accent provides the answer (Actually, yes. But only because you signed your notes). The conversation is innocuous enough for an observer, perhaps, but Viktor knows it, and everything that happened that night, by heart. He's sure he can't hide the recognition on his face.]
It's not real.
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The second voice, though, sounds as if Viktor himself is throwing his own voice to speak. But his lips are not moving and there is a strange look on his face. Kahlil frowns to himself with a wary glance in the direction of the voices, then scoops up a rock - hurling it through the brush in the direction of the voices. It earns an angry squawking from within the feathery branches, and the flapping of wings again. ]
Go bring your samples back to the city, Viktor. [ He turns to look at him over his shoulder, sheathing his blade again. His face has shifted - on his own command this time. The scar across his mouth is visible, as well as the Prayerscar tattoos. ]
I will find the crystals.
[ They've not walked too deep into this place that he's too worried about Viktor making it back. ]
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What? No. Why?
[There are, of course, many reasons to be alarmed by what just happened, up to and including some apparently supernatural power tapping into his memories and projecting them via remembered conversations. Kyle changing his countenance too, is alarming, like it signals some sort of danger--but none of that matters as much as being told he can't do something.
That is intolerable, even if he knows the sensible thing is to listen, but Viktor is also spurred on by the fact that he knows Kyle's ulterior motives, now. It doesn't make him particularly charitable, even with the threat of having his memories on display (figuratively speaking).]
I'm not afraid of...whatever this is.
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Of course, Viktor does not agree to turn around and go back. Kahlil, for his part, seems to take the pushback in stride and just continues walking. ]
No? I am. [ He pulls a face. He can't escape birds, shadow-kind or real, and their ill tidings. And stupid rumors.
But more honestly, if these creatures are mimicking voices, theirs and others - Kahlil has plenty to worry about right now. What Viktor had seen in his domain was hardly the worst of it. ]
Why were you arguing? [ With the accent-less man. ]
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Maybe their focus is elsewhere, for the moment. [Read: on him. He has nothing to hide, not where this particular conversation from his past is concerned, so although it's obviously distressing, he can bear it. The breach of privacy hasn't yet overridden his desire to collect the samples.] Throw another rock.
[Viktor stomps off after him, determined not to be left behind. The birds re-configure, and the memory continues.]
I had him arrested the day before. He wasn't happy to see me.
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wrap soon?
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