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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2023-10-15 08:13 am
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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.
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.

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.
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.
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.

Be sure to reply with the terms before starting the thread. Mods will approve or ask for revisions, so try to submit your points by OCTOBER 17.

Once approved, please TAG IN with your character under the correct faction heading.
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.
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.
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.

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.

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.

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.
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.

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.

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.
Featherhive
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.

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.
Aetherie
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!
◎ 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.

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.
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:
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.



assembles: (easystreet-endgame-p1-644)

featherhive

[personal profile] assembles 2023-10-20 06:55 pm (UTC)(link)
As the Draconae have insisted that none of the Summoned should venture into the Ashlands alone, Steve isn't going to make a point of doing these tasks solo. Especially when there are plenty of capable Summoned who he can team up with, Diana chief among them.

The Featherhive is a splash of color, a stark contrast to the desiccated Cinder's Core, and yet he suspects that it's going to have its own dangers and obstacles. At least it seems that neither he nor Diana are struggling to breathe. Then again, neither of them are strictly human either, so they're not the best people to test out this kind of thing.

The birds seems like little more than nuisances at first, with how they circle around and make a racket. Steve's more concerned about what other creatures their noisiness might draw toward them, and he's keeping an eye out around them when the birds start talking.

They do not deserve you.

He blinks up at the one that spoke, briefly startled at how well it can imitate human speech. Usually birds just mimic what they've heard in the past, but there's something different about this. He glances over when he senses how Diana's tensed up at those words. But the thing is, the birds just don't know when to stop. Almost as if they're feeding on Diana's negative reaction, they keep on with it, the words becoming more and more mocking until Diana shuts them up with a quick fling of her knife, which destroys the offending bird and then embeds into a nearby tree.

Steve watches her with concern, even as he moves toward the tree to guard her as she retrieves the knife. He keeps an eye out for any other birds, but they've dispersed for now.

"You all right?"

Clearly there's a story here, but he doesn't expect her to explain. Not unless she wants to, that is.
monomachy: idolatry @ dw (centuries)

[personal profile] monomachy 2023-10-24 01:49 am (UTC)(link)
Diana doesn't answer immediately. She instead pulls the blade from the tree with much more care and grace than she showed a moment ago, inspecting it quickly to ensure the metal wasn't scratched by the tree when it was petrified. From their proximity alone, the bark has already regained its color, and leaves are starting to bud on the branches closest to their heads. It is strange and wondrous, but Diana can't find it in herself right now to appreciate the sight.

The dagger is unharmed, and Diana sheathes it before turning to Steve to answer. But it takes her another moment to find the words; this is no easy thing to explain, but lying doesn't come naturally to Diana. She looses the breath she had taken to speak, and tries again.

"It is something my mother said to me the last time I saw her." The way she says it, with a note of finality, makes it sound like she doesn't expect to see Hippolyta again. She doesn't add in Ares' variation on the words, not yet able to bear the thought that her mother and brother had such similar sentiments, and not for entirely different reasons. That is something she will have to stew over on her own. She looks briefly towards the direction they were heading, and then back to him. Her expression is a bit more composed, but there's a rawness in her eyes she cannot mask. "I was... not expecting the birds."
assembles: (this uniform tho)

[personal profile] assembles 2023-10-25 04:18 pm (UTC)(link)
It's fascinating the way that the land changes around them, healing in their vicinity and then dying all over again as soon as they move away. It seems like the effects of Diana's presence lingers for longer than his own, if only by half a minute or so, but it's worth noting all the same. Maybe it has to do with the fact that she's a hell of a lot closer to godhood than he is, but that's neither here nor there.

He can sense that Diana's searching for the right words to explain her outburst, which had been pretty unlike her from what Steve knows of her. He doesn't push, continuing to survey the area around them while she composes herself.

And when it turns out that the birds were imitating words spoken by Diana's mother, Steve's brow creases as he returns his attention to her. Her tone makes it clear that this was not an easy conversation, and that there's a chance it had been a final one too. Maybe not even because her mother was gone, but because they weren't on speaking terms anymore. It all sounds pretty messy, and gives a lot of context to her reaction. Steve heaves out a long sigh.

"Yeah, I don't think the Draconae knew about them either or they would have warned us. We should probably clue them in when we get back." And maybe the people of the Nether will have some insight into these birds and how they came to be here. "If they're able to pick into our memories, they're definitely no ordinary birds."

Still, it's quiet for now so they should probably take the chance to move on. Steve nods to Diana. "You good?"
monomachy: wondie @ dw (bad romance)

[personal profile] monomachy 2023-10-31 12:36 am (UTC)(link)
She doesn't know what to expect from him. Despite being very old, Diana has not spent all that much time around people outside Themyscira--not much time for her, anyway. She's friendly with plenty of people, closer to some others, but there has never really been a time when she has discussed the more... difficult parts of her departure from Themyscira. She's alluded to parts of it, but has always done her best to leave out the details. It just seems easier that way. Now, there's no way to avoid it.

But Steve moves the conversation along for her, and there's no way to describe the relief and gratitude that fills her chest. He offers a practical response, and it helps her center herself, to push down the conflicted feelings that had risen to the surface at the birds' echoes. What he says about the Draconae makes sense; they've been nothing but hospitable to their Summoned visitors, and have done everything in their power to keep them from danger. "I think you are right, on both accounts. Perhaps they will have some insight into how to defend against them." If such a thing is possible.

Again, she doesn't answer immediately, taking a moment to assess herself. She can't say she isn't shaken, but there's comfort in Steve's silent understanding. So she nods. "I'm good." She sounds convincing, even to herself. "We should keep moving."
assembles: (and be sad)

[personal profile] assembles 2023-11-12 10:34 pm (UTC)(link)
Steve wonders if there's any way to defend themselves against the birds. They've already been given some sort of shield against the toxic nature of the ashlands, but that hasn't stopped the shadowy birds from plucking things from Diana's mind. It's more than a little unnerving, but at least they don't seem to be in immediate danger.

In some ways, though, Steve would have taken a simple fight over the threat of having memories of unpleasant conversations broadcast for anyone around to hear. Granted, he's been spared so far.

When Diana pauses in response to his question, Steve wonders if he should offer more words of reassurance. When he doesn't know the specifics of this conversation with her mother, though, it's hard to know what would or wouldn't be overstepping. Diana does find her feet a moment or two later, though, and Steve nods as well.

"Sure. We've gotta find those crystals."

The almost neon glow of the overgrowth around them really makes it feel like they're on an alien planet. It's a far cry from the Free Cities, and Steve can't help but take in their surroundings as they come to life wherever they step.

"You ever seen anything like this?" he asks Diana. Maybe it would be better to change the subject.
monomachy: idolatry @ dw (born to fly)

i know this is very late, i was traveling! please feel free to ignore if you prefer to move on <3

[personal profile] monomachy 2023-11-21 03:12 am (UTC)(link)
To have a goal to focus on is what keeps her moving for the first few moments. The crystals may prove vital to the Draconae's curative efforts, and she will do everything in her power to return with them. It becomes easy to rationalize to herself that this is possibly one of the least dangerous missions she's undertaken to help the people of this world; after all, the birds have not attacked them outright.

When silence falls between them briefly, she pays closer attention to their surroundings. The foliage does have some kind of bio-luminescence to it, though unlike any she's encountered before. Diana shakes her head slightly.

"There are springs in caves on Themyscira that glow, and have healing properties. But I have never seen plants such as these." Just because they glow the way the pools did, it doesn't mean they have anything else in common. They aren't harmful to herself and Steve, perhaps because they are Summoned--or they are totally harmless normally. Either way, the Draconae did not ask them to bring anything back other than the crystals, so it's likely that nothing growing here is as useful to them. "They are beautiful, though."
assembles: (a long long look)

no worries! it's been a busy month

[personal profile] assembles 2023-11-24 10:14 pm (UTC)(link)
Themyscira again. Despite what might have happened or what bad blood might exist between Diana and her mother, she speaks of her home with wistfulness. With longing. Steve wonders if that's hint enough that she isn't able to go back for some reason. Maybe once you left, you weren't allowed back, backward as that sounded to him.

"Healing waters, huh? It kind of sounds like the springs that the fey had." Maybe they hadn't healed wounds, but they had some sort of effect that made anyone who bathed in them look their best.

Either way, the plants here might be eye-catching, but they die all over again when they get far enough away from them. Once again, Steve's left to wonder just what it is about the Summoned that makes them so special, but he knows it probably comes down to the Singularity. It always does.

"When were you last there? On Themyscira, I mean." As they walk, he frowns when he spots what had once been a bird's nest that seems to have fallen from one of the dead trees.
monomachy: buckybear @ ij (fly me to the moon)

[personal profile] monomachy 2023-12-01 02:49 am (UTC)(link)
She thinks for a moment, and the nods. "They are both certainly some kind of magic. But I did not spend much time in the fey's springs." There are few Amazons gifted with any kind of magic, but the earth of the island has always had an ethereal quality to it. Diana herself never thought she could harness magic--until she came here. Whether it is a product of this world or something that was always inside her due to her parentage, she doesn't know. Either way, she is grateful for it.

It takes Diana a moment to think about how long she's been in this world, and eventually a sad smile finds her lips. "Some weeks before I came here. So a few months shy of two years, I think." Two years has never meant much to Diana before, but since leaving Themyscira, time has seemed sharper in a way it hasn't for her in five thousand years. "I left right before the War ended."
assembles: listening, captain, uniform, neutral (are those come hither eyes)

[personal profile] assembles 2023-12-10 06:20 pm (UTC)(link)
"So it was only a few weeks that you were on the front line, and then you came right here?" Steve asks with a frown. It explains why that nightmare of Diana's that they experienced together had been so vivid, the gunfire and the smell of death and decay in the trenches as debris rained down on their heads.

And the Winter Soldier, relentlessly pursuing them. It's been over a year, but he still remembers it all clear as day.

"Do you think whenever you make it home, you'll go back? To the island." He can't help but be curious, with everything she's said about it.

Up ahead, he sees an odd cast of light across the dead ground, emanating from some sort of clearing. He pauses and nods ahead to it. He's yet to come across anything like this here, so maybe it's the crystals they're looking for.
monomachy: hollow-art.com (devil on my shoulder)

[personal profile] monomachy 2023-12-15 02:10 am (UTC)(link)
"Yes. I was not there for very long, but I will never forget it." She, too, remembers their shared nightmare, the smells and sounds of the war, the sight of a lone, relentless pursuer. It was not something that she could just put out of her mind.

The question pains her to hear, but she thinks she hides it well enough, now that they're on the subject. "I would try." She doesn't sound like she thinks she would succeed, though. "The island is hidden by the magic of a god, and has remained so for millennia." Not just a god, the king of the gods--which only makes everything even more complicated. She smiles, though it's a little weak. "But there is always hope, yes?"

Her eyes track to where he's looking, and she nods in return. Diana pushes through the new underbrush until she reaches the clearing, and is relieved to see the crystals they were sent here to find. They don't look so out of place among the glowing plants, but they are easy enough to spot. She crouches beside a cluster of them, tilting her head slightly. "I think these are what we have been looking for."
assembles: up, determined, casual clothes (i told him not to get a giant bunny)

[personal profile] assembles 2024-01-04 05:26 pm (UTC)(link)
"I wouldn't think so." War is something that sticks with you, regardless of how much or little time you spend in it. Especially with Diana coming from what in many ways sounded like an island paradise, the shift must have been extremely jarring. And those smells, those sounds, they imprinted on a person. A part of you always stayed there.

That weak smile and the uncertain response from Diana only seems to clinch what Steve had already guessed at, which is that there is something about her return that's more complicated than it should be. Surely she should be welcomed back into her own home, and yet she makes it sound like this god would prevent that.

Steve doesn't get the chance to ask any more about it. Or at least, he's going to have to wait for another time, because they've found the glimmering crystals and they need to collect them and get out of this place as quickly as possible.

As if sensing that's what he wants to do, another flock of the shadowy birds flaps into the clearing, their beating wings somehow feeling like a cacophany of laughter above them.

And now? It's his turn.

First one voice, gruff and unkind: "I asked for an army and all I got was you. You are not enough.

Then another, heavily accented: "Your death amounts to the same as your life: a zero sum!"

A third, then, mechanical and distorted, which echoes unsettlingly in the small clearing: "God's righteous man. Pretending you could live without a war."

At that, Steve loses his patience. He pulls the round metal shield from his back and aims it in a skyward toss, intending to dispel as many of the birds as he can in one go.