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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.



princessvegas: (184. shut your mouth)

library

[personal profile] princessvegas 2023-10-20 07:38 pm (UTC)(link)
Truth be told, outside of the dragons themselves, Julie does not have much interest in being in the Nether. It's nothing against them, really; she just has a bunch of other fish in her fryer, and this detour is taking time away from them. But if she's going to dragged off to yet another reclusive kingdom whose surprise invite she's not really allowed to decline, then she's going to use it like a true vacation. Setting be damned. Possibly literally.

She's spent quite a bit of time babysitting the dragon hatchlings, but that still leaves a number of hours to occupy herself. She's gone shopping, she's tried some foods, she's lounged in the magma.

The Abraxas equivalent of a trashy romance novel sounds like a perfect addition to the week.

Draped the wrong way across one of the reading chairs, Julie has had her nose tucked into a worn novella that she thinks might have been written in Thorne -- it's the story of a human woman who falls in love with a Draconae market seller when he takes just a drop of blood as payment because she's been thrown out of her family with nothing to her name. Followed by fifty pages of just hardcore pile-driving.

Julie's concentration is broken by the constant little chorus of wonder coming from a nearby shelf. She looks up, burgundy lips pursed in annoyance, to spot the offender.

Christ on a pogo stick. She's never seen anyone look simultaneously so nerdy and also so much like a fucking yokel. Well, that could be the Solvunn-brand couture, but if someone pointed him out as a peasant in a period flick, she would buy it. But she would also buy him as a nerd stuffed in a locker in an eighties movie.

"Can you like, shut the fuck up?" Her tone is light, considering the actual words. "Some of us are tryin' to read."
smilefornow: (wellington getting in my skin)

[personal profile] smilefornow 2023-10-20 11:09 pm (UTC)(link)
Arthur immediately blanches when he realizes he has been loud in a library. A cardinal sin. He's only been here a handful of weeks, he's hardly acclimated. The dark specter of Doing Something Wrong still looms heavy over him. Particularly here, where what few local rules he's learned may not even apply. In his excitement over so many diverse and unedited books, he's forgotten himself.

Oh dear.

"Terribly sorry about that," he apologizes immediately, lowering his voice as he offers a very sheepish expression to the young lady that's called him out on his improper behavior. He really does feel badly for interrupting her. He always hated it when Percy interrupted him when he was reading.

"I usually have much better library manners, I'm afraid I got a bit carried away. Ah...they censor all our books, back where I came from. Not much variety." Not to mention that the rewritten classics are...well...they're just bad.

There is no reality in which Hamlet should end with a group hug.
princessvegas: (014. high on legal marijuana)

[personal profile] princessvegas 2023-10-22 12:04 am (UTC)(link)
His reaction is bigger than she expected, even with the crassness of her phrasing. He looks like he's worried she might execute him for interrupting her focus, when really all she wanted was to make him stop babbling. And not that Julie cares much whether people think she's a bully, but she doesn't particularly want to give off that impression. At least not immediately.

She also doesn't immediately recognize that he's referring to his home world. Julie doesn't spend a large amount of time with many of the Summoned from Solvunn -- Nanaue isn't exactly the world's greatest literary mind (although she would never tell him that and, in fact, would physically hurt anyone who dared say something like it aloud).

"Well yeah, that tracks. You live in a fuckin' cult," she says casually, glancing back down at her book. "Uncensored books have gotta be the number one way to wake folks up from their woo-woo Kool-aid, so it makes sense they'd censor everythin' that ain't gods or goats."
smilefornow: (feeling that numb)

[personal profile] smilefornow 2023-10-22 10:11 pm (UTC)(link)
Arthur almost asks 'how did you know that?' but as she speaks more, he realizes she means Solvunn. Which, to him, doesn't seem terribly cultish. But he comes from the sort of cult that would make other cult leaders shake their heads and say 'too much'. Society functions and no one's getting beaten to death in the streets or starving or being brainwashed by games of Simon Says. That's good enough for him!

"Oh, no, I don't think there's any censorship like that in Solvunn. Lots of pastoral themed reading, and yes, a great deal of poetry about goats and the splendor of their products, but nothing that screams 'a propaganda department rewrote this'. Well. Nothing I've seen."

An important amendment, he realizes. He thought all was peachy keen in Wellington for years. And he's only been in Solvunn a short time, not even a month proper what with this little holiday.

"The people there seem nice enough," he offers. It would seem she's been here longer - she seems very comfortable and at ease in their current surroundings. Though maybe she's just from a place where strange things are normal. Of course she may just want to continue with her book, and Arthur certainly won't blame her if she tells him to sod off.
princessvegas: (055. i'm a selfish punk)

[personal profile] princessvegas 2023-11-07 05:48 pm (UTC)(link)
"I mean, they've been full Heaven's Gate for like, a thousand years or somethin' over there. Kinda late to still be rewritin' stuff. But I guess the only real difference between a cult and a religion is time, so."

She shrugs. A propaganda department also doesn't really seem strange to her, although she's used to ones that work a little harder to disguise their purpose. The military-industrial complexes that she both grew up in and currently lives under sustain themselves by continually spinning everything they can.

The woman in Julie's story has yet another screaming orgasm. Maybe she should try to fuck a daemon?

"Nice and crazy." Her feet bob idly in the air, her attention split. She turns the page. "The old gods fuck shit up on a regular basis here, but no, they keep throwin' shit on those shrines like somethin' good might come outta it."

For a moment, she looks up again, eyebrows arched. "If you got even one braincell, you'll keep away from their bullshit."
smilefornow: (feeling that numb)

[personal profile] smilefornow 2023-11-11 11:53 pm (UTC)(link)
"You know, that's true." The bit about religion and cults. Arthur's never really thought about it. Why would he? Wellington Wells was a different sort of cult, nothing spiritual about it. Most Wellies were Anglican. And it's certainly not going to last long enough to transcend into anything different.

"Really? Local gods back home were...er...let's just say not terribly impressive. Unless you like sweet potatoes or hallucinogenic mushrooms." He's just sort of been assuming the Solvunn gods were of the same ilk. People kept shrines and made offerings and maybe there was a little crop blessing or some fun drugs. Zealots always exaggerated the importance of their deities. Hmm. Unless the young lady with the unconventional hair is playing merry buggers with him, it seems as though there's a bit more to the commune's gods than a talking sweet potato or an octopus man that lived in space but also in the ocean.

Still better than Wellington Wells.

"Anyhow, I'm quite happy with Quakerism so I don't think I'll be adopting the local doctrines. Tried it back home, wasn't all that worth it, didn't get anything good out of it." And all those people died, quite by accident...

"I'm Arthur, by the way, Arthur Hastings. I don't think I introduced myself, terribly rude of me." Particularly when she's being so polite as to talk to him.
princessvegas: (151. let me see you take your)

[personal profile] princessvegas 2023-11-21 06:59 pm (UTC)(link)
"Sweet potato god sounds like garbage," she says. Her casual air suggests she is inclined to picking out which pieces of a conversation she wants to respond to. "Sweet potato pie ain't even that good, let alone just a plain ol' sweet potato. Shroom god sounds okay, though. I think they might actually have one of those, but I wouldn't fuck with it. There was a whole thing where people sorta started turnin' into mushrooms, and it was just..." She waves a hand dismissively, which is an objectively insane way to refer to a mass kidnapping and cult ritual experimentation, but she's nowhere near the state of mind she would need to be in to talk about that in detail.

Her eyes peer over the top of her book at him when he says a word that's actually somewhat familiar. "Quakerism? So what, you're like, an oatmeal guy? Where's your hat? The oatmeal man has a hat." She does not expound on that, either. "All religions are shit anyway. God's an asshole. All gods, but especially Christian God. I guess He's Jewish and Allah God too. But He's definitely the biggest asshole ever. Anyway, if you wanna learn any magic in Solvunn, you're gonna hafta get chill with gods real quick-like. That's how they do it over there."

Pausing, she dogears the page she's on (she will not return to finish it). "Julie Lawry. Cadens."
smilefornow: (a happy face)

[personal profile] smilefornow 2023-11-22 12:07 am (UTC)(link)
Arthur laughs. An actual laugh, not a nervous chuckle.

"Honestly? No, it wasn't a very powerful god. Literally a sweet potato. It did glow a bit, and talk, and I suppose providing food in times of hunger is nice and god-like, but there ends the powers of The Holy Yam." He's not going to get into Space God.

As she trails off about the mushroom thing, he just blanches and shakes his head. She actually doesn't need to say anything more, yet again Arthur has found some strange and specific thing he has experience with. He's not going to ask for her to tell him any details, neither of them want that.

"Say no more. I...er...have seen something like that before. Never want to again. But oh, you're quite right about organized religion. It's why I converted in the first place. I don't know what it's like anywhere else but Wellington Wells Quakerism is more philosophy and lifestyle than religion. It's just...living simple and being decent because you ought to, not because you're scared of some angry old man in the sky with lightning bolts."

He can't imagine anyone left in the place has any actual faith in some all-powerful higher being that cared about humanity. The Wastrels are clear minded and live in misery without hope, the Wellies are too doped out of their minds to even think about the world beyond the next Joy pill or the next program on the telly.

And magic...Arthur isn't sure where he falls in regards to him doing it. Part of him thinks he'd take to it just fine. He's clever. He's methodical. He's also mildly cursed and frequently gets people killed while trying to perform simple tasks.

"And it's probably best I don't try my hand at proper magic! Bit of an unlucky sort, knowing me I'd just turn myself into a toad or burn down my house trying to move a chair."

He will not snip about the oatmeal thing. He is polite and accommodating. It's absolutely not worth it.

It wasn't even made by Quakers!