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Entry tags:
- !event,
- !npc,
- abby littman; the lovers,
- adora; strength,
- adrienne peters; the empress,
- aerith gainsborough; the sun,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- arthur hastings; the hanged man,
- astarion ancunín; the wheel of fortune,
- bay kennish; the star,
- cal kestis; the hanged man,
- captain jack harkness; the hanged man,
- castiel; the hanged man,
- cirilla of cintra; the devil,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- clive rosfield; the tower,
- dan heng; the high priestess,
- dante; the devil,
- dean winchester; the lovers,
- diana prince; the empress,
- dion lesage; the emperor,
- eddie munson; the devil,
- erik lehnsherr; the hermit,
- finn; strength,
- geralt of rivia; the hanged man,
- haelva lueltar; the magician,
- hilda goneril; the lovers,
- himeka sui; the fool,
- inej ghafa; the hierophant,
- istredd; the high priestess,
- james t. kirk; the tower,
- jaskier; the sun,
- jesper fahey; the wheel of fortune,
- jill warrick; death,
- jo harvelle; strength,
- john blake; the tower,
- jonathan crane; the magician,
- julia wicker; the tower,
- julie lawry; the wheel of fortune,
- kell maresh; the magician,
- kelson haldane; the tower,
- kyle; the hanged man,
- lord john grey; justice,
- lucifer; the devil,
- michael; the emperor,
- nanaue; the fool,
- nathan drake; the fool,
- norman jayden; the hermit,
- rey; the star,
- rhy maresh; the lovers,
- rocket; the chariot,
- sam wilson; justice,
- sandor clegane; strength,
- sephiroth; the tower,
- stephen strange; death,
- steve harrington; the lovers,
- steve rogers; the hierophant,
- thancred waters; strength,
- the doctor; the fool,
- urianger augurelt; death,
- viktor; death,
- wanda maximoff; the hanged man,
- wrench; the hanged man,
- wylan van eck; the magician,
- yennefer of vengerberg; the chariot
EVENT #15: THE NETHER - IC EVENT LOG
Event #15 - The Nether
After a Conclave vote earlier this month, you're prepared to accept the formal request from the Nether for your assistance. By now, you'll know who the delegates are and that the dragons have suffered an illness from the rifts that opened this summer, due to the unfortunate actions of one of your fellow Summoned. Whether or not you agree with your Conclave's majority rule, the decision has been made.
The expedition will begin on October 16 and last 10 days. If you need to return home sooner, you can activate your portal stone at any point during the trip, but there's no going back once you do.
Though mysterious, the Draconae - or daemons, as others call them - are not elusive like the Fey. Anyone who's been to Nocwich will have seen a handful of them amongst the population, and some reside in the Free Cities or the outskirts of Thorne. The only nation they aren't found in is Solvunn.
The expedition will begin on October 16 and last 10 days. If you need to return home sooner, you can activate your portal stone at any point during the trip, but there's no going back once you do.
Though mysterious, the Draconae - or daemons, as others call them - are not elusive like the Fey. Anyone who's been to Nocwich will have seen a handful of them amongst the population, and some reside in the Free Cities or the outskirts of Thorne. The only nation they aren't found in is Solvunn.
Into the Heart
Your arrival to the Nether is a frosty one. The northern island is barren, save for a thick layer of snow, a few birds, and some hardy insects. Massive skeletal remains can be seen as you walk over the ice. Every few minutes, the ground trembles. The Draconae warriors greet you at the base of the volcano, including Orion, The Warden herself. Though they appear intimidating, they're grateful you're here and will clap you heartily on the back.
Entering the Obsidian Heart requires nerves of steel, but appearances aside, the narrow walkway is sturdy. As long as you're brave, you'll make it down without a problem. The less sure-footed are encouraged to ask for a hand. If they do, they'll be assigned a Draconum warrior who will cheerfully carry them down the winding path. You can also help each other, of course! Any Summoned who are capable can carry their friends, too.
As you venture down, the oppressive heat intensifies...until suddenly it stops. The moment you reach the fiery gates, the smell of brimstone fades from the air and the temperature eases into that of a pleasant summer's day. If asked, the Draconae will tell you this is how it is - a blessing from the two remaining dragons. Without them, the air would suffocate all life within.
Entering the Obsidian Heart requires nerves of steel, but appearances aside, the narrow walkway is sturdy. As long as you're brave, you'll make it down without a problem. The less sure-footed are encouraged to ask for a hand. If they do, they'll be assigned a Draconum warrior who will cheerfully carry them down the winding path. You can also help each other, of course! Any Summoned who are capable can carry their friends, too.
As you venture down, the oppressive heat intensifies...until suddenly it stops. The moment you reach the fiery gates, the smell of brimstone fades from the air and the temperature eases into that of a pleasant summer's day. If asked, the Draconae will tell you this is how it is - a blessing from the two remaining dragons. Without them, the air would suffocate all life within.
Although the main purpose is to aid the dragons, the Draconae will invite characters to take breaks, participate in recreational activities, and explore the Nether. They want their guests to be comfortable, especially as the Summoned have arrived to help.
Around the City
At the center of the volcano lies the Obsidian Heart, where the Draconae reside. Made of stacking homes and stone bridges that spiral downward, it's a wonder how anyone finds their way. There are no maps, signage, or any form of direction. Their ability to navigate appears inherent. The most dangerous beasts lurk beneath the lava, so unless you intend to go swimming, you're unlikely to run into anything aggressive.
Doors and furniture are heavy and are made of iron, bronze, or steel. You might need to push or pull furnishings and doors with both hands and extra effort. Luckily, citizens are happy to help - as long as you ask. If you don't, they won't interfere out of respect for your autonomy. In fact, if they see you huffing and puffing, they might stop to watch and will sincerely cheer for you should you accomplish your objective by yourself.
Watch your sticky fingers. While petty theft is a minor offence in other places, the Draconae are highly protective of their belongings and treasures. Hands and heads have been lost over stolen trinkets.
Doors and furniture are heavy and are made of iron, bronze, or steel. You might need to push or pull furnishings and doors with both hands and extra effort. Luckily, citizens are happy to help - as long as you ask. If you don't, they won't interfere out of respect for your autonomy. In fact, if they see you huffing and puffing, they might stop to watch and will sincerely cheer for you should you accomplish your objective by yourself.
Watch your sticky fingers. While petty theft is a minor offence in other places, the Draconae are highly protective of their belongings and treasures. Hands and heads have been lost over stolen trinkets.
The Hieran Wing
As a guest, you'll be invited to stay at the Hieran Wing. Named after Hierus, the oldest living dragon, the Hieran Wing is located in the eastern section of the Citadel. The rest of the Citadel is under heavy guard and inaccessible.
◎ The rooms are carved into the stone itself. Bedding is comfortable, if simple, with room to store your belongings. A curved stairwell grants you privacy even though many rooms have curtains rather than doors. The few rooms that have doors contain no locks. Your safety is assured, but if you're nervous, you can ask for a guard to watch you at night.
◎ The dining area consists of open-fire grills, pots, and raw ingredients - including spices and fiery hot peppers. As great believers in self-sufficiency, the Draconae will leave you to make meals to your taste and liking. You can hunt and fish your meat, as well. There are numerous lava pools where one can net jumbo shrimp, crabs, and flaming fish. For larger game, you can go after the Erymaes Boar or Petran Bison. Feel free to share your catch with your friends or offer to cook for the culinarily challenged.
◎ The library contains only fiction. You'll recognize several titles from your faction or Nocwich, suggesting they've brought back their favorite stories to read. Other titles are new, written by the Draconae. Novels and poetry span all genres, but the most common ones seem to be adventure, horror, and erotic romance - some of which contain surprisingly detailed illustrations.
Magma Pools
Outside the Hieran Wing, unusual cerulean magma pools are provided for bathing. Despite how they look, temperatures are equivalent to that of a steaming hot spring. The magma bubbles naturally from within the volcano and provides soothing effects. No soap or cleaning agents are required. These magma pools contain tiny frogs that leap and jump around. The Draconae consider them a tasty live snack. Don't be surprised if you see a local munching on them.
The Foundry
The Foundry has expanded over the past two centuries. A marketplace now circles the ancient forge. Observing the tradespeople inside and their secrets are off-limits. However, you can browse a selection of tools, clothes, accessories, and potions. Healing potions are common due to the Draconae's lack of healing magic.
You'll have the chance to request custom-made jewelry and purchase glass ornaments that are blown for you on the spot. Merchants won't sell the large weapons on display, but daggers and other small weapons are available. They'll also modify any pieces you own by adding jewels, altering the fit, or repairing nicks and faults...for a price. The Draconae deal in Abraxan currency if you have any, but they'll accept a vial or two of blood or saliva as payment.
You'll have the chance to request custom-made jewelry and purchase glass ornaments that are blown for you on the spot. Merchants won't sell the large weapons on display, but daggers and other small weapons are available. They'll also modify any pieces you own by adding jewels, altering the fit, or repairing nicks and faults...for a price. The Draconae deal in Abraxan currency if you have any, but they'll accept a vial or two of blood or saliva as payment.
Negotiations & Meetings (Rank 5+)
The first order of business is to present your Conclave's terms to the Inner Sanctum, the Draconae's governing body. If you've been voted as a delegate, you'll be greeted by the NPC meeting you (and your partner, if you have one). If you haven't been selected, you can still speak to some of the NPCs available.
A Place at the Table
Negotiations will take place in The Solar on the second day, a hall lit with a fiery orb of light. This is where the Inner Sanctum conducts all of its business. Tightly guarded, you're the first outsiders allowed inside in centuries. Here, you'll have the chance to present your terms and convince the Draconae to accept. You'll also have the first day of your arrival to gather a few details about the NPC you'll be meeting.
Only one meeting is required. The Nether will give you their final answer the following day.
Only one meeting is required. The Nether will give you their final answer the following day.
Meeting the Inner Sanctum
Members of the Inner Sanctum who are not involved in diplomatic affairs are Aster, The Guardian and Anneth, The Flame. Additional descriptions about the two NPCs and where they can be found will be in their character comments below.
Characters who are Rank 5+ (negative or positive) and who are not acting as delegates can speak with one of the two NPCs above.
To do so, TAG IN with your character under the NPC you want to meet.
To do so, TAG IN with your character under the NPC you want to meet.
Runaway at Pyritean's Rack
Abraxan outsiders will whisper that Pyritean's Rack is a nefarious torture device created by the Draconae for their victims. This is true if the victim in question is delicious meat. The Rack, in other words, is a giant cooking area filled with grilling racks and pits. Shelves of ingredients and spices line the perimeter. Its most striking feature is the primary heat source, which uses magma rather than fire. Ingredients and meat unique to the Nether result in dishes and flavors not found elsewhere. Hot peppers are a popular feature.
The Draconae cook and share their food each night at the Rack. The station is always occupied. Locals take turns hunting and fishing, preparing ingredients, and cooking. Consequently, food is provided without cost. You only need to lend a hand.
Not everything goes smoothly, though. An escaped hatchling has infiltrated the Rack, and Khloris, the baby dragon, is eager to snatch and steal food throughout the week.
The Draconae cook and share their food each night at the Rack. The station is always occupied. Locals take turns hunting and fishing, preparing ingredients, and cooking. Consequently, food is provided without cost. You only need to lend a hand.
Not everything goes smoothly, though. An escaped hatchling has infiltrated the Rack, and Khloris, the baby dragon, is eager to snatch and steal food throughout the week.
Earning the Torch
Impromptu competitions are frequent. They usually begin when one cook sees another outdoing them and makes a challenge. You can either issue a challenge or receive a challenge. Challenges can be between you and the natives, or you can face off with another Summoned. Judging is done by the crowd, which can be chaotic.
Not to worry! There's no downside to losing except your pride. Though the competition can grow fierce and heated in the moment - including vulgar insults and much jeering - once all is said and done, there are no grudges when the food hits the table. Sore losers are looked down on as being thin-skinned.
Not to worry! There's no downside to losing except your pride. Though the competition can grow fierce and heated in the moment - including vulgar insults and much jeering - once all is said and done, there are no grudges when the food hits the table. Sore losers are looked down on as being thin-skinned.
Winners will receive a jar of spice mix or marinating sauce from one of the many talented cooks. We won't be modding this aspect, so just be realistic with your character's cooking skills. Be sure to work things out with your thread partner if the competition involves another player character!
Escaped Hatchling
One young dragon has escaped its sanctuary at Dragon's Glass. Curious, it's drawn to the smell of food at Pyritean's Rack. As a result, it's disrupting competitions, breaking equipment, and stealing ingredients or even chunks of meat off people's plates. Desperate to get the dragon back before it causes more trouble - or worse, injures itself - the Draconae have asked you to catch the hatchling.
Of course, you'll need to contend with the dragon's unique abilities.
Khloris, the runaway in question, leaves behind small patches of grass. Its pollen dust coats nearly everything it goes near. When eaten or touched, the pollen causes flowers to sprout in your hair for a day or two. It can't fly far or very high, but it's prone to swooping down to snatch meat off the grill. The Flame informs you the dragon can be lured with gold trinkets or bright colors like red and yellow.
Of course, you'll need to contend with the dragon's unique abilities.
Khloris, the runaway in question, leaves behind small patches of grass. Its pollen dust coats nearly everything it goes near. When eaten or touched, the pollen causes flowers to sprout in your hair for a day or two. It can't fly far or very high, but it's prone to swooping down to snatch meat off the grill. The Flame informs you the dragon can be lured with gold trinkets or bright colors like red and yellow.
To see if your character can catch the dragon, submit for a roll HERE. Submissions will close October 18 at 11:59 ET. Results will be posted on October 19 so players can account for their success or failure.
Ailing Dragons
The two ailing dragons are Hierus, the Obsidian Drake, and Kruos, the Glass Serpent. Mated to each other, they're the only remaining adult dragons in the Nether and have been for decades. When you visit them at Dragon's Glass, their condition is worrisome. The dragons' scales have lost their luster and are grown over with painful white patches. They appear lethargic.
Those researching can offer the dragons healing potions or ointment to aid their symptoms while a cure is worked on. If you're not much of a healer or a scientist, you can feed them or simply spend time with them. The dragons are intelligent and appear capable of understanding you, though they can't communicate directly.
Those researching can offer the dragons healing potions or ointment to aid their symptoms while a cure is worked on. If you're not much of a healer or a scientist, you can feed them or simply spend time with them. The dragons are intelligent and appear capable of understanding you, though they can't communicate directly.
Characters have 3 avenues of participation, depending on their interests and strengths: gathering ingredients, researching the cure, and looking after the baby dragons and eggs. They'll have time to do all three throughout the 10-day excursion.
Finding a Cure
At first, you aren't sure where or how to start. The Draconae suggest the Ashlands may be a place to explore. It's dangerous, they warn, but they have a potion that'll help keep you safe. Due to the hazards, you're told not to go alone. As you travel through the deadened land, you notice an odd phenomenon: where you walk, the air around you clears, and the ground beneath your feet springs to life. You realize you don't need the potion to protect you.
The changes are temporary, fading behind you as you walk. Curiously, the effect you exhibit is similar to what the Draconae claim their dragons are capable of - though to a much smaller degree. Still, you have to wonder if you and the dragons share a similar magical connection to the Singularity. You can't help but notice that those of you who regularly interact with the Horizon and have been doing so for a while seem to affect your environment more. Your aura may be a little larger and the vicinity restored around you lasts a bit longer rather than melting away immediately - maybe even up to a minute or two.
The changes are temporary, fading behind you as you walk. Curiously, the effect you exhibit is similar to what the Draconae claim their dragons are capable of - though to a much smaller degree. Still, you have to wonder if you and the dragons share a similar magical connection to the Singularity. You can't help but notice that those of you who regularly interact with the Horizon and have been doing so for a while seem to affect your environment more. Your aura may be a little larger and the vicinity restored around you lasts a bit longer rather than melting away immediately - maybe even up to a minute or two.
Restoration and Gathering
Your ability to restore the land has unlocked a vital element. Ingredients once thought lost can now be gathered by the Summoned such as yourself, and they may hold the key to curing the dragons. Bring back these ingredients to your peers waiting at Dragon's Glass. The more you gather, the more they'll be able to research and experiment, so don't be shy about making multiple trips.
There are three sections for you to explore. Each one has its dangers and a specific ingredient to collect.
◎ Cinder's Core
There are three sections for you to explore. Each one has its dangers and a specific ingredient to collect.
Due to its circumstances, Aetherie is only available on Day 9 of the event, shortly before the cure is finalized. The Draconae will seal the area once more when they realize what's happening. Cinder's Core and Featherhive are open for the full duration of the event.
◎ Cinder's Core
Filled with petrified trees and fossilized bones, the area that restores around you demonstrates its previous life as a flourishing rainforest: the humidity grows, the grass turns lush, and tropical flowers sprout under your fingertips. Although its sulfuric air won't affect you, you'll need to brave dangerous heights to reach the tops of trees and dried-up waterfall cliffs to retrieve the kydros fruit. The fruit smells like citrus and is surprisingly light despite its size.◎ Featherhive
Vines brought back to life can help you climb, forming ropes for you to climb and bridges that weave beneath your feet. They'll wither once more behind you, so you'll want to move quickly to avoid losing your footing. Height isn't the only danger - the ground below is littered with sharp skeletal protrusions and jagged trees. Beware of dangerous thorn bushes that will come to life in your presence and try to crush you in their spiny embrace as you ascend.
The air here is too toxic for the Draconae to breathe in for long. Luckily you're unaffected. Scattered across the ground are the remaining husks of birds' nests. A dragon's skeleton curls under a rocky overhang. Use your restorative ability to journey deep into Featherhive's heart. Pushing aside the thick overgrowth reveals a small clearing covered in bright crystals for you to harvest.◎ Aetherie
Although Featherhive poses no physical danger, the land is haunted by shadow birds, ethereal spirits connected to the dragons - and you. As you pass through, they flutter around you and parrot familiar lines to each other. Their movements are jerky and strange. Quickly, you realize the birds are mimicking your memories. They might replicate an entire scene or echo a phrase or two that's plagued you all your life. Or, if you're lucky, they're merely repeating your grocery list. Shooing them will cause them to dissipate into smoke, but they'll soon return.
The loss of a dragon released a noxious gas through this village without warning. Escaping villagers were forced to leave behind those they could not save and seal the doors. The Oblivion is a painful moment in history for many, and none have set foot near the area since. Near the end of your stay, the Draconae request you use your ability to venture where they can't and gather Anoix pods, powerful healing seeds from a plant that only grew in Aetherie. They believe the abandoned huts will contain pouches of the pods on shelves and cabinets.
Entering the village, you expect a tragic scene of corpses. Instead, you find something far worse. The dead have mutated into grotesque arachnids, limbs fused to bulbous abdomens. They show no signs of recognition or awareness and attack you on sight. Hidden in the depths of the purple haze, rat-sized spiders scurry forth. Their venom causes painful sores that will fester and spread if left untreated. Multiple bites may result in temporary blindness or paralysis of a limb. Luckily, this will clear up within 24 hours to a few days, depending on the severity.
Grab the pods if you can or flee if you're overwhelmed. When word reaches The Warden, she'll rapidly send her people to reseal the abandoned village and come to aid any who need it. If you're injured, The Flame and her apprentices will tend to you at Dragon's Glass.
Research and Magic
Dragon's Glass is a glass-domed temple said to be forged from the fires of Kruos. It's located in the Spiral, which is outside the Obsidian Heart. Here, the two remaining dragons reside while ill, along with their clutch of eggs and a few precious hatchlings.
Anneth, The Flame, will invite you into the temple's alchemy labs, where you can apply your skills and knowledge to create the healing elixir that cures the dragons. Doing so requires you to experiment with key ingredients found in the Ashlands. You'll have access to basic alchemy books and apprentices at the temple. Use any additional tools, supplies, and knowledge you possess, and take advantage of the resources donated by the factions.
How you approach your research is up to you, but each ingredient comes with a set of risks - so be careful while you work!
Anneth, The Flame, will invite you into the temple's alchemy labs, where you can apply your skills and knowledge to create the healing elixir that cures the dragons. Doing so requires you to experiment with key ingredients found in the Ashlands. You'll have access to basic alchemy books and apprentices at the temple. Use any additional tools, supplies, and knowledge you possess, and take advantage of the resources donated by the factions.
How you approach your research is up to you, but each ingredient comes with a set of risks - so be careful while you work!
◎ The kydros fruit contains seeds that will explode when heated, causing a chain reaction like popped popcorn. The explosions aren't large, but they might scorch your supplies. Crushing them in the open air results in a similar chemical reaction. However, soaking them in water makes them soften into mush, allowing you to turn the seeds into a paste that could be useful. The fruit is similar to grapefruit and is excellent for a sore throat.
◎ The crystals come in three colors: red, blue, and black. Extended contact will dye your skin that color. The stains are extraordinarily stubborn, so your clothes may not recover. These crystals resonate with a strange hum that suggests they respond well to magic spells. Combining them with a liquid will give off a foul-smelling smoke, so you may need to find ways to neutralize the stench before combining it into an elixir.
◎ The Anoix pods must be used sparingly, as no more can be gathered from Aetherie. They possess strong healing properties, but each pod is very delicate and must be split open with care so as not to damage the soft seeds inside. In addition to researching the cure, you can also attempt to help the Dracaone grow new Anoix plants using the preserved seeds.
The final cure will use all 3 key ingredients. Don't worry too much about continuity! As long as your character participated, you can assume they made a valuable contribution.
However, to assist with coordination, we've provided a RESEARCH DISCOVERY section where you can present any findings your character would share with others in-game.
However, to assist with coordination, we've provided a RESEARCH DISCOVERY section where you can present any findings your character would share with others in-game.
Hatchlings and Eggs
While curing the adult dragons is a priority, the hatchlings and eggs aren't to be neglected. Baby dragons are active troublemakers, and without their parents to keep them in line, they've become especially unruly. The apprentices at the temple can only do so much. The Keeper has even made rare appearances in Dragon's Glass to lend his assistance.
Meanwhile, the eggs are beginning to show signs of affliction. The shells are beginning to weaken, and the feathery growths appearing on them will suffocate the hatchling inside if left untreated.
Meanwhile, the eggs are beginning to show signs of affliction. The shells are beginning to weaken, and the feathery growths appearing on them will suffocate the hatchling inside if left untreated.
Babysitting the Dragons
If you have a spare moment, you can look after the baby dragons. Keep them out of trouble by reading their favorite stories, singing songs, and playing with them. They'll also need to be fed, watered, and their bedding changed or fluffed. The hatchlings are mischievous but friendly. They're eager to bond with the Summoned for reasons unexplained, as if they feel something resonating within you.
Many are attracted to shiny objects and bright colors and will attempt to steal them. Conversely, they might gift you a trinket that they've pilfered from someone else. The local Draconae would appreciate it if you returned any missing tools or jewels.
Hatchlings you'll encounter in Dragon's Glass are:
Many are attracted to shiny objects and bright colors and will attempt to steal them. Conversely, they might gift you a trinket that they've pilfered from someone else. The local Draconae would appreciate it if you returned any missing tools or jewels.
Hatchlings you'll encounter in Dragon's Glass are:
◎ Okenus spouts water instead of flame. Bearing fins instead of wings, this sea dragon is vital to bringing lakes and rivers back to the Nether. Currently, it can only make tiny puddles and rainclouds. Watch that your belongings don't get wet. Standing near the dragon might cause a small storm cloud to spawn over you and rain down on your head. A simple spell will make the cloud disappear, but if you don't have any magic, you might have to bring an umbrella.
◎ Epeius can form miniature gusts of wind beneath its wings, but it doesn't have firm control and frequently spawns them when excited. These small dust devils and whirlwinds will follow you around. Though they aren't powerful, they can be a nuisance, knocking over cups, blowing away hats, and sending papers flying. The other hatchlings will find your misfortune a source of amusement.
◎ Ledas can help salt deposits form in the shape of large salt crystals. Salt is important to the Draconae, which the hatchling is aware of and thus takes great pride in its abilities. The crystals can be eaten as is or crushed into granules. Ledas will strive to impress you with the largest crystals that it can make...which occasionally results in the structure collapsing, littering the ground with salt. You might find yourself sweeping often around this dragon, but at least you'll never be short on seasoning.
◎ Anthusa is a very special hatchling that creates bioluminescent algae. The algae grow on its scales, forming a symbiotic relationship. Unfortunately, without a proper habitat for this algae in the Nether, its glow has dimmed in recent years and the hatchling has become languid and sickly despite its youth. Nonetheless, Anthusa is friendly and curious even if it struggles to keep up with its siblings. You can help Anthusa play by lifting it to heights it can't reach, and carrying it back when the dragon is too tired to walk.
Weakened Eggs
As noted, the eggs demonstrate signs of suffering, too. Three eggs are waiting to be hatched. Whether all of the eggs survive is dependent on the decision that each faction Conclave made regarding resources found, as well as the help provided by you and your fellow Summoned.
The eggs can't be cured until the dragons are cured, but you can help slow the growths by gently scraping them off and wiping the eggs regularly with a clean cloth. They must also be kept heated, so check the magma frequently and refill any magma basins. The growths can be donated to those researching for additional study if you wish.
The eggs can't be cured until the dragons are cured, but you can help slow the growths by gently scraping them off and wiping the eggs regularly with a clean cloth. They must also be kept heated, so check the magma frequently and refill any magma basins. The growths can be donated to those researching for additional study if you wish.
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It only takes a few heartbeats for her to feel calm enough to speak, and she reaches out to hold onto a low branch of a tree, finally looking at him. He's just as unfamiliar to her, and she manages a shaky but genuine smile. ]
I thought knowing it was a manipulation would make it easier. I was dead wrong. Thank you for getting rid of them, at least for now.
[ Claire begins looking around for her basket that she dropped, scattering everything she'd previously gathered. Then, almost as an afterthought, she looks back up at her new company. ]
Please don't apologize. There's nothing to do for it, and you weren't the cause of anything. I'm glad you came along; who knows how long I would've...[ She pauses, not finishing that thought and instead raising a single shoulder in a shrug. It makes her sigil of the Empress, stitched along the fabric over her collarbone, stand out. ]...I'm Claire Fraser, from Solvunn.
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He watches her steadily for a second longer. The Arcanum she wears is interesting. Many of the Summoned don't care to display their sign; he himself bears only the mark of the wolf around his neck. ]
Geralt. [ He picks up the basket she dropped, dusts off the dirt, and offers it to her. ] They've hassled all of us. Are you okay?
[ That memory, whatever it was, it seems to have struck her deeply. A painful parting? He'd ask, but he isn't one to pry. Especially not with a woman whose name he's only learned a minute ago. ]
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I'm all right. It was a long time ago, but remembering that time—I was pregnant, there was war, and the very short of it is I fled while my husband stayed and fought. Then I thought he was dead for twenty years, so even now that we're together again, hearing how young I was, how afraid...I suppose that will never fail to evoke emotion.
[ She should have known better than to underestimate the power of the magic. ]
I hope you haven't had too difficult a time out here. We can be done quickly, I promise.
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I know that feeling. [ He's had his share of loved ones he feared dead.
He holds up a low-hanging branch for Claire to pass under. A wry expression crosses his face. It hasn't been a joy, but...they're only memories. When they leave this place, he can put them away again, the way he's done so often in the past. ]
Don't worry. I've gotten good at dispelling the fucking things.
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[ When she's nervous (and it isn't him making her nervous, just the situation) she overshares; always has done, since she was a child. Something about the quiet in a setting that is unsettling is too much, and so her mouth continues on until she becomes aware of her rambling.
Ducking, she offers a small smile of thanks. ]
You've been out more than once, as well?
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[ He seldom minds chattering. Geralt has little interest in saying a lot, but he's content to listen. It does strike him, now that he reflects back, that her name is familiar. Claire Fraser. He'd given it not much thought at the time—he'd been more curious about John's son during their conversation—and he finally makes the connection. ]
No. Just been here for a bit. [ He was on his way out when he heard her, and. Here they are. There's worse company—and so far, the birds are quiet about him. ] I came across your friend not long ago. One Lord John.
[ Technically, they met before then at the masquerade, but he doesn't quite count that. ]
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[ When Geralt mentions John, Claire can't help but smile in warm affection. Different from the woman who'd left Jamaica not knowing anything about the man. Now she's married to him in a future she's had a hard time shaping her mind around, but he has no reason to stretch the truth or change facts. ]
Then I see you've met my husband.
[ She smiles at Geralt again, then kneels when a crystal catches her eye that's large and ripe for the picking. ]
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[ A barber surgeon. That's a bold practice for anybody—but his thoughts are redirected when Claire says husband. He raises an eyebrow, head tipped to the side. John was not quite as forthcoming about that, though Geralt had gathered from the man's demeanour that there was something he wasn't saying.
A lot he wasn't saying, it seems. ]
Not the one you left behind, I presume. [ It's difficult to gauge from the birds, but the voices don't quite match. ]
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No, not the same. In fact, John is from so far in my future, he was just a few steps ahead of being a stranger to me. We'd met once, and not for long.
[ Though he'd managed to save Jamie's life, and that had pushed a bit of acceptance into her heart. ]
From what he's told me, we thought my husband was lost at sea and I'd been accused of crimes punishable by death. John's status, his name, saved my life. I've no clue yet how long we were married, only that by the time he arrived here, John could assure me Jamie's alive and well.
[ And if he ever arrives in Abraxas, Claire's going to give him a very loud piece of her mind for beating the hell out of John. There's no need to get into the messy triangle of details that she hardly knows herself, so she leaves it at John being a hero. ]
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Though evidently, Claire possesses no such reservations. ]
John mentioned you were separated by years. [ Not anything of their marriage. ] I've been in your shoes.
[ He's been the one years behind, faced with someone who knew him intimately, someone he recognized in name only in return. Even now, what he does remember, it isn't enough. There's still so much he's missing—recollections he isn't certain he'll ever receive. Or what the cost of gaining them might be. ]
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Then you know those shoes are bloody uncomfortable, and you can never quite break them in. I'm sorry you've had to. It's uncomfortable, to say the very least. And that moment you heard...
[ Glancing back at the denser part of the woods, she lets herself feel that panic from two decades ago, just for a moment. ]
...I'd thought I could change history, stop the war altogether and keep any of that from happening. It sounds ridiculously naive now.
[ After a moment of consideration, since they've only just met, she decides to ask, lightly: ]
Have you worn those shoes recently?
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A small stitch forms between his brows. Change history is an...interesting phrase to describe that. There's more to it, he thinks, but he saves the question for another time—especially when she meets him with one of her own.
The sound he makes is dry. ] I have. There's a girl. When I arrived in this world, she...grew up.
[ As complicated as it's made matters, he's come to be glad Ciri is with him in the first place. He thinks she feels the same—and that's all he can ask for. That she isn't searching for a man years ahead who may or may not exist any longer. ]
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I wouldn't know what to do if a much older version of Brianna arrived. It's one thing to get acquainted with Lord John. I left my daughter and she was twenty-two, and I would like to think no matter her age or how much time has passed, I know her. People do change though, obviously and especially from a child to adulthood. [ She doesn't want to imagine a Brianna her age arriving, for a multitude of reasons. ] How have you two managed to navigate the process? It might not hurt to take mental notes; things can be unpredictable, anyone could show up next.
[ Sometimes that scares her, thinking of the people who would hate to see her again and vice versa, but she's just as worried about those she loves one day arriving. She tries not to think about it. ]
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He wonders what it means for Claire, that she has a daughter of twenty-two but lost her husband some twenty years ago. She's right. It's impossible to predict what this world brings next. ]
I think it was more painful for her. [ Not that he doesn't feel a hollow of regret, knowing how much he missed, how much he wasn't there for. But he'll never forget the hurt on Ciri's face when he failed to recognize her. At least he has his memories of her now, and yet. There's still an absence. ] But we were separated back on our sphere, so...our reunion would have been similar.
[ No matter what, he'd have missed more of her years than he ever wanted. ]
Are you searching for a way home to her? Your daughter.
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I'm separated from her in my world now, too. I left her behind in the century she was born into, after I discovered Jamie was alive. With her blessing, of course, but...sometimes I wonder—when I left in that recollection you overheard, I left behind an adopted son and there are things I missed.
[ Lose one, gain one. Not a fair situation, and without Jamie to truly protect Fergus, he'd lost a hand. But there is hope. ]
Yet again, thanks to Lord John, I know we're all reunited for the most part, or we have been over the decade. Every day I'm here, I'm trying to think of a way to help find a way home.
[ She's thought about how far back that will set her yet again. ]
If we go, and indeed return to the moment we left, John will be a stranger again. When you leave here, have you discovered how much time passes before you're reunited?
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You existed out of time?
[ Is that what she means? He's heard of those who travel across spheres, but time is a new one. In truth, he hasn't stopped to think deeply about what has caused them all to be pulled from these disparate points in their lives. For him, it simply doesn't matter.
Which leads him to her next question. She says when, a presumption he can't blame her for having. ]
I don't intend to leave. [ Nor is he the only one who wishes not to. There are those whose worlds have perished. People who have nothing to return home for. Geralt has left things behind, but Ciri's safety will always be foremost. And she is both safest and happiest on this sphere. ] We've made our lives here.
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[ Before she elaborates, she nods to acknowledge he's aiming at staying for good, with the family he's built here. ]
I know of others who wish to do the same. Honestly, knowing there's another war on the horizon for me when I leave here; perhaps if Jamie and Bree arrived, or others from the family...maybe it would be safer for all of us.
[ God knows she's gone through more trauma in her time than in this world. That includes the rifts and needing emergency medical healing, includes the oddities of the Singularity, and having to learn magic (or at least be aware of how it all works). Maybe it would be better for everyone to come to her. It's something she does ponder from time to time, in any case, because when it is bad, it can be particularly dangerous. ]
What I hope is that we all have more of a say in our leaving than we did in our arrivals.
[ Whether someone wants to choose to stay or leave, the planet has its own low-simmering tension, and she's been quietly hoping she isn't around when it comes to a boil, if it ever does. ]
As for me, I was born two hundred years in my husband's future. The portal sent me back in time instead of to another place, but I didn't know what it was at the time, had no clue. I stayed after meeting Jamie, I chose to, but that was before war was inevitable. Being from his future, I knew what would happen. The short of it, is they were out-weaponed. I knew his clan would be wiped out of existence within a half-hour.
[ She knows the obvious next question, what it would be if it were her listening: why not take Jamie back through the portal? So she answers it preemptively. ]
I tried to take him back to my time, but he couldn't get through the portal. Like a locked doorway, for him.
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This sphere isn't much different in that regard. But here, kingdoms are not searching for Ciri to turn the tides. She's not a princess or a source.
That, though, is quite the revelation. He can't say it's the strangest thing he's ever heard, but it's certainly...something. ]
You lead a complicated life. [ He offers her one of the plucked crystals. ] Perhaps this world will serve to reunite you with him when yours could not.
[ Or perhaps it's better to move on. He isn't sure. Still, he hopes she finds what she's looking for—whatever that may be. ]
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You have no idea, truly. But thank you, that's...well, to be honest, until this conversation I hadn't thought of things that way.
[ It isn't that she has doubts Jamie could handle himself, he could. She only thought because of the danger, she shouldn't want that or wish it. But isn't as if America is that much safer living in the backwoods of North Carolina in Indian territory just before the Revolution. ]
You're truly happy? That isn't a question of doubting you; think of it as needing reassurance it's alright to wish someone here despite the things that have happened in just the ten months I've been living in Solvunn. Especially my daughter.
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Maybe as many days of peace as he can wring out of the world, which isn't much. ]
I know my daughter is content here. [ And he knows his heart is at ease when she is. Claire's reason for asking is a matter unto its own, though, one he turns over in his head for a second. ] It's difficult to wish for something they can't possibly choose themselves. But I don't believe it's wrong not to want to be alone.
[ Despite the shit that's happened, it isn't as though his world is any safer. From what Claire's described, neither is hers. ]
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There isn't much I wouldn't do to see my daughter happy, no matter where that is.
[ She may not have been mother of the year, ever, but she knows what she would do for Bree. ]
It does make me glad to know others are happy when they otherwise couldn't have been. I'm glad this is another chance for people who need it.
[ Eddie comes to mind, her heart giving a small, sad tug. She hopes he can find and hold onto happiness here, as long as possible. ]
Now, on a happier note, it's nice to be able to mingle with other factions and meet new people. For as awkward as the birds tried to make it, I'm glad we've met.
[ She's spent her entire life meeting new people, a nomadic lifestyle leading to an appreciation for new faces and experiences. Abraxas has been a boon for that, and something she's very much enjoyed. ]
wrap soon?
Going back is not as simple as stepping through an open door.
His lips curl into a faint smile. ] Next time, we'll aim for a less intrusive encounter.
[ He wouldn't mind speaking to her again. She's curious. Her connection to John makes that twice so. And despite his tendency towards solitude, his life has brought him in contact with numerous others. Part of the job. He's used to making acquaintances, if not necessarily friends, and he can admit being locked within a single border is stifling. At least there are avenues these days. Nocwich, for one. ]
Yes; this has been a good one, thank you!
Start with the awkward oversharing first and anything after that is easy. We have enough crystals here to call it a day, but I hope we meet again. You've given me a lot to think about, Geralt.
[ And he has; she'll be thinking about the possibility of her family arriving and not wanting ot leave for a long while. ]