ABRAXAS MODS (
abraxasmods) wrote in
abraxaslogs2023-10-15 08:13 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
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
There is nothing in his history that he'd be worried about Geralt hearing and since the witcher agreed to come here, he assumes they'll both live with whatever happens. Or maybe they'll get lucky and just get the crystals and go. The two of them are peacefully quiet on their walk, not feeling like they have to fill up the silence, which is something Istredd appreciates.
The bird appears though and he knows that's headed no where good, but he definitely does not expect a terrified scream to come out of no where, almost jumping out of his skin in the process. "One of yours." Since it's going to be one of theirs, and Istredd doesn't have many screams in his head. Except for at Thanedd, and there was not a lot of screaming, outside of defiant ones as people fought.
no subject
Geralt continues on without further comment. They've pecked at remnants of his past each time, old voices from decades ago. Some he recalls with clarity; others are little more than a faded echo. The screams are too numerous to place. They might be his, or they might belong to a stranger. Or one of many forgotten boys, long dead after the Trials were completed.
Where the crow vanished, three more take its place. They flutter in from a distant nowhere. Their wings do not rustle the brush they fly through. They hop from one bough to another to keep up, silent for a short while. Then they open their beaks—only no words come. The noise they emit is an uncanny rumbling, crackling cacophony. It takes him a second to realize they're mimicking the roaring of flames, and the longer it goes on, the more it becomes eerily accurate. He can almost smell the black smoke choking the air and the copper blood blooming across the snow. More swoop down to join, screaming over the ceaseless din.
He freezes, forgetting Istredd for a moment.
They'll come for us. They hate us they hate us they'll come—
An annoyed sound comes from his throat. He moves on again.
"Haven't you mages got a silencing spell?"
no subject
Istredd looks warily as several birds appear because it's becoming clear that they are here to cause drama rather than attack either of them. He tries to strike one of them with a telekinetic push, but it only unsettles that shadow bird, and another one appears anyway. "Fucking fantastic," he mutters.
He gets confused when it sounds like flames instead, although that does make him think of Thanedd, and he doesn't want to think about fire, but the return of screaming makes him flinch. Istredd chances a look over at Geralt who looks genuinely thrown by it. It's the most thrown he's ever looked outside of the Pit, when he was sick and frantically looking for Ciri.
"Yes, I can try one. We'll see if they can get through it." Since these are spiritual shadow birds, it's possible all spells won't work on them. But Istredd casts a sort of protective muting spell around them that muffles sound outside of the two of them. It means someone could technically sneak up on them, but he doubts that's a concern.
He is quiet for a few moments, knowing all too well the vague peace they've found, but Geralt did attempt to show him compassion last time. "They?" He asks, tentatively.
no subject
An explicit thank you doesn't come, but he gives a quiet, "Useful."
Pity Witchers were never taught a silencing Sign.
What is expected is the question that comes next. Geralt glances over, then back towards the trees. The birds fly low, still squawking, unaware they're now muffled.
For a moment, he says nothing. Istredd must know the history, but not the precise events. Did he imagine Geralt was one of the older Witchers who happened to be away from Kaer Morhen that winter? Did the reason for Geralt's survival cross his mind at all? It's a topic Geralt often avoids. Perhaps the recent memory of Thanedd and their conversation compels him to answer.
"Humans," he replies at last. "When Kaer Morhen was attacked, Vesemir hid the children in the cellar. I couldn't see the slaughter from down there, but...I heard everything."
no subject
Istredd did think perhaps Geralt was away or on the older side. It's impossible to tell with them, and it's not as if they've talked. Geralt did say humans shouldn't live that long, so he thought the witcher was older than him by at least a few decades if not more. Still, it grimly falls into place timeline wise, and he does know the history.
Like most things, on a page or in a history lesson isn't the same. Istredd assumes some day the fall of Thanedd would be seen that way. A moment in history with countless unspoken lives lost except to those that were there.
"I thought everyone inside died." That was what he learned, at least, but he's well aware that facts are always missing in stories. "Is that when your dislike of mages began?" Istredd is aware that Geralt has a particular dislike of mages, he assumes now it's because they were responsible for making the mob start in the first place. Opportunistic mages, there for their own reasons no doubt.
no subject
He doesn't see himself as a wielder of Chaos. Not like that. He knows what he knows, and his focus has remained on honing the skills that kept him alive for decades rather than turning towards acquiring new abilities. Vilgefortz made him the same offer, he remembers. To become something the mage implied was better than a Witcher. (Maybe he's just resistant to change.)
"One survivor. Vesemir," he replies. "And a handful of orphaned boys."
Until the other Witchers returned—Coën, a dozen or two more—only the five of them occupied the hollow stone walls. He remembers the bodies scattered outside, left buried in the snow until spring melted the frost and the flesh slowly wasted into bone year by year. A reminder and a warning all at once.
"No." A crystal catches the dim glow inside Featherhive. He kneels down. "They were searching for something to hate. Doesn't matter who stoked the flames."
He doesn't dislike mages, precisely. He finds them difficult to trust between the Brotherhood, their constant meddling in kingdoms and politics, their distaste towards the Witchers they helped create.
Still. It isn't the whole answer. There's an instinctive wariness that runs deeper, traces further back than that night at Kaer Morhen. Perhaps Istredd can sense he isn't saying everything on his mind.
no subject
If the birds are talking still, they can't hear them, and their conversations feels all the more intimate because there's so much quiet outside of them. Istredd takes a crystal and puts it into a pouch, having seen for himself that they can stain what they touch.
He can tell that's not the full story, and if it was a few months ago, he wouldn't press again. But they have changed even if in small ways, enough for them to even have a conversation this far, with Geralt giving some of his past details. Istredd glances over at him, raising an eyebrow.
"But?" he prompts quietly, indicating he does know, but he doesn't want to push more than that.
no subject
It's true that not long ago, he'd have not said even this much. If not for the damn crows dogging him all week, he might've left the conversation there despite Istredd's question. Right now, his past sits close to the forefront of his mind; it's been circling his head ever since the first birds descended.
And perhaps he realizes, too, that Istredd is making an effort to understand him. Not many care to.
"I'm sure you know," he says finally, "who was responsible for creating us Witchers. Most endure the Trials only once, but the mages noticed a small handful survived better than others. They took us few aside for...further enhancements. By the time they finished, I was the only one left."
Then Kaer Morhen went up in flames, and Reidrich succumbed to the mob alongside his experiments. Some might say it's a fitting end, but Geralt has found little comfort or justice in the deaths of those mages or the older Witchers who locked a gaggle of orphans in the cellar and left them to starve. They all died bloody and forgotten at the hands of those who couldn't give two shits about them.
no subject
"They experimented on you multiple times? To the point where most of you died? Fucking monsters." That is horrifying. Not surprising though. Istredd wishes he could be surprised, it would be nice to be in a state of mind where he wouldn't believe the worst of his people, but they're terrible on the whole. Yennefer is hoping to change that, now they've burned down, but that sounds like them. For a child to go through that, it's terrible.
"They turned magic students who couldn't cut it into eels and used their energy to charge the Brotherhood's power. They treated their own kind like objects, I'm not surprised in the least they were worse to others." To people who didn't really matter to them. The mages who could prove to be useful, they'd put the time into, anyone else was unnecessary. He isn't sure if Geralt knows about the eels, if Yennefer told him. It's just shared so he knows the mages are in general like that. His dislike of them is warranted.
He pauses before looking at Geralt again. "So you're a special type of witcher, one of a kind?"
no subject
He glosses over it, settling on Istredd's remark about the Brotherhood instead. "I know," he replies, quiet. "I've heard."
Not the finer details, but the picture is clear enough. He knows the boys sent to Kaer Morhen were hardly the only ones to suffer. Children across the Continent languish in plague-ridden villages, abandoned or undesired. At least he came away with the strength to fend for himself and a family he could return to. A home.
His lips quirk. "Hair turned white, I suppose."
His eyes, a sharper animalistic gold. No. Not special. Just different in ways that don't fucking matter. He outruns his brothers. He's a little sturdier when he gets knocked on his arse. He doubts it's the sort of mutagenic revelation the mages were seeking.
He stands, depositing his handful of crystals into Istredd's pouch. "And I don't disapprove of all mages." Just the ones who possess certain proclivities. "Some of you are tolerable."
Is Istredd slowly inching his way into that category? Possibly.
no subject
Istredd doesn't know if Triss was trying to shield them from the brutal teaching they also went through. If anyone could find a way it's Triss, but still. He doesn't know if they could fix the cycle just because he wanted it to be true. He dreaded the future when he thought it felt inevitable.
"Maybe they have a chance, now that the Brotherhood is dead." They can restart and leave behind the ways that traumatized them and all the generations before, so the cycle can stop. He knows that Triss and Yennefer never wanted to do the same thing to young girls, but it might have been inevitable within the system. Now they don't have to. He won't be there to see it, but he genuinely hopes so.
He tilts his head at Geralt when he comes closer, a small smile appearing. "Is that where I'm headed? Tolerable?"
no subject
"After the sacking of Kaer Morhen, we had someone who gave a shit, for once, whether the our stomachs were full. It's not impossible to do better."
He wouldn't wish a massacre of that scale on anyone. But his days under the old Witchers were hardly filled with warmth and kindness. Vesemir treated them with a gentler hand. Not soft, not near it, but—not cruel, either. He doesn't think Istredd is wrong to hope some good will come from the ashes of Aretuza.
He offers the last crystal in his collection to Istredd. "Not if you'll be bringing it up."
no subject
"I trust Yenna and Triss more than I ever trusted the others." Triss may have been trying to work within the system, but it's not that she wanted to, more that for them, it's the only system they knew. If they create it again from the bottom up, they can change where it all went wrong. He has hope for them, truly. The question is what will happen when they have to go looking for new ones, and that's theirs to answer, not his.
Istredd laughs and takes it from him. "I definitely will." He teases by bringing up earlier words and mirroring them on someone.
The silence spell is technically still working, but the birds have their own power, this is their land. He's warned when he can start hearing them again, but quietly, and turns his head just in time to see them worming through. Great. Well, at least Geralt probably can't hear worse than the extermination of his people.
Do you know why I chose you, my boy? Stregobor's voice clear as a bell and Istredd looks startled. That's from far in the past too, when he wasn't that much older than Geralt's, so he should not be surprised. You have vision. You see the big picture, just like me. Together, we will do great things.
There are a lot of reasons that Istredd does not want to hear Stregobor's voice right now, and instead of paling, he turns red. Embarrassment more than anything else, because of what the man meant to him, of how he's still struggling when he shouldn't be. He looks away from Geralt and gathers the crystals. He doesn't know how aware the witcher is, the close bond that used to exist between him and Stregobor, something he regretted as an adult.
Forget the girl, get back to work. It was said later on the timeline so apparently they aren't focusing on one part. Don't let anyone cloud your vision, my boy. The way the emphasis is almost sounds intentional on 'my.' Belonging to him.
Istredd pinches his nose. "Gods, I really hate them." The birds. Although his hate extends far past that.
no subject
They move towards the next patch of crystals. The leaves shudder under his touch, and his medallion hums suddenly. The crows flap closer, pecking and beating their wings against the silencing dome that envelops them.
His brows furrow. The magic cracks, then shatters. The birds swoop through, words trailing. Words from a voice he remembers all too fucking well. He frowns, peering at the nearest bird. It shouldn't surprise him that Stregobor has a firm place in Istredd's memories—the sorcerer held a high position in Ban Ard—and yet it does. He can't explain why.
He glances at Istredd. "I wasn't aware Stregobor set his sights on you."
Curious, considering Istredd seems to have gone out of his way to avoid anything to do with the Brotherhood and, in effect, Stregobor himself. But then, had the same not happened between Tissaia and Yennefer? For a long time? It's. Hm. Different, he supposes, than his experience with Vesemir. You're just like him, Eskel always said, and though Geralt often brushed it aside, deep down, he can't deny it. He's always been...not closer, but more alike to Vesemir than the others. He'd never felt the need to break away from that.
no subject
Stupid. Weak. Frustrating. Rationally knowing someone was a monster and yet.
"He did. He took me under his wing, taught me what he knew, told me I was special." It's disgusting, really, how much Istredd yearned for that type of attention at the time. And even if he knew the mages were corrupt, told Yennefer about the elves and used forbidden magic, he still couldn't help wanting to be important to someone. It's a problem that hasn't gone away.
"I was to him what Yennefer was to Tissaia." Chosen by their separate teachers. "But he was a terrible person and I saw that. Eventually." Not quickly enough to spare Yennefer his racism and wrath. So very stupid. He folds his arms, swallowing. "I thought you knew when you used me to distract him at the ball." Now he sees Geralt just picked a distraction that would work. He didn't know Stregobor had particular reason to pay attention.
no subject
Istredd was merely an easy choice of partner. Yennefer had informed him Istredd was working with Triss, and Geralt also knew the mage would go along without question. They'd had some history, however brief.
"I was using myself." He cracks a crystal off the rock. "Stregobor was there in Blaviken. It was where I learnt he had a predilection for experimenting on young girls."
Istredd must know of the incident, historian that he is, but Stregobor had taken on a false name at the time. Hiding from Renfri. Unless he ever spoke of it to Istredd, Stregobor's true identity would've gone unrecorded. Those villagers hardly paid attention to the sorcerer in the tower, anyhow. The only story they would've told was the Witcher who murdered men on their doorstep.
It was personal for him, too. And he made the mistake of letting that cloud his judgment. He should've noticed Vilgefortz's involvement sooner.
"I didn't realize he held some importance to you. But you helped us, anyway."
SORRY WORD CHOICES LOL
He was still trying to get Istredd's favor up until Yennefer had to flee the Brotherhood, and he was arrogant, he really believed someday Istredd would do what he wanted. Egotistical. Narcissistic. But he used to mean something all the same. Istredd doesn't mourn Stregobor as a person, he mourns him as a concept of a person he wasn't.
Istredd was right there next to them to take down Stregobor, it was him who came to Yennefer in the first place to tell her about the book and his involvement. Or what they thought was his involvement. His eyebrows furrow and he looks at Geralt, confused.
"Yenna, Triss, and Stregobor are the only people who ever cared about me." So it wasn't 'some' importance. Istredd was a very lonely person before he came here, with no one really in his corner. That's one of the reasons why this place has changed him. "But if he'd been guilty of what we accused him of, he had to be brought down and held accountable. I would have seen it through to the end." Wherever that ended up being.
no subject
"For some," he replies simply, "that's easier said than done."
It's not as though Tissaia was without her crimes, either, but her price was exacted from her in more ways than one. Besides, nothing that happened on Thanedd was a case of justice or deserved. They're just more bodies added to the kindling. He's not about to mourn Stregobor. He's just well aware it's solved little if anything at all. Renfri is still dead, the girls cannot be brought back, Nilfgaard marches on unimpeded, and the elves are no closer to finding any semblance of peace.
Much of that is their own doing, too.
The tips of his hair are stained blue and red when he drops more crystals into Istredd's collection. Stregobor may not have been responsible for Vilgefortz's misdeeds, but he was hardly innocent.
"I'm not sorry he's dead. But I am sorry you lost someone."
no subject
Istredd's fingers are dyed with the crystals too, colors he has a suspicion won't go away easily, but he doesn't mind. It's good to get these and know they are going to be closer to a cure. He is startled by what Geralt says next, glancing up at him with widened blue eyes.
"I wish I could say I'm glad he's dead. It would be simpler." Simpler, but not true. And he might not have admitted to that with anyone else, but that small gesture of sympathy opens him slightly. He studies Geralt, his expression softening.
"You're a compassionate person, Geralt, underneath the stoicism."
🎀?
He knows that feeling well. Visenna's passing is similarly complicated. He is not glad she's dead. He doesn't wish she were alive. Mostly, he'd have just liked to never think about her in the first place. What does it change? Knowing she died the way she did?
A childish part of him can't help feeling as though it's unfair that his mother should abandon him to his fate so long ago and yet still hold such a grip on his life all these years later. She knew nothing about the man he became. (Or so he tells himself.) She obviously had no desire to seek him out. It shouldn't matter to him what happened to her.
A huff escapes his nose. He turns to continue onward. "Keep it between us, if you would. And put that damn spell of yours back up."
They're nearly finished here; he'd prefer to complete the task without hearing more of Stregobor's nasal droning.