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Entry tags:
- !event,
- !npc,
- abby littman; the lovers,
- adora; strength,
- adrienne peters; the empress,
- aerith gainsborough; the sun,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- arthur hastings; the hanged man,
- astarion ancunín; the wheel of fortune,
- bay kennish; the star,
- cal kestis; the hanged man,
- captain jack harkness; the hanged man,
- castiel; the hanged man,
- cirilla of cintra; the devil,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- clive rosfield; the tower,
- dan heng; the high priestess,
- dante; the devil,
- dean winchester; the lovers,
- diana prince; the empress,
- dion lesage; the emperor,
- eddie munson; the devil,
- erik lehnsherr; the hermit,
- finn; strength,
- geralt of rivia; the hanged man,
- haelva lueltar; the magician,
- hilda goneril; the lovers,
- himeka sui; the fool,
- inej ghafa; the hierophant,
- istredd; the high priestess,
- james t. kirk; the tower,
- jaskier; the sun,
- jesper fahey; the wheel of fortune,
- jill warrick; death,
- jo harvelle; strength,
- john blake; the tower,
- jonathan crane; the magician,
- julia wicker; the tower,
- julie lawry; the wheel of fortune,
- kell maresh; the magician,
- kelson haldane; the tower,
- kyle; the hanged man,
- lord john grey; justice,
- lucifer; the devil,
- michael; the emperor,
- nanaue; the fool,
- nathan drake; the fool,
- norman jayden; the hermit,
- rey; the star,
- rhy maresh; the lovers,
- rocket; the chariot,
- sam wilson; justice,
- sandor clegane; strength,
- sephiroth; the tower,
- stephen strange; death,
- steve harrington; the lovers,
- steve rogers; the hierophant,
- thancred waters; strength,
- the doctor; the fool,
- urianger augurelt; death,
- viktor; death,
- wanda maximoff; the hanged man,
- wrench; the hanged man,
- wylan van eck; the magician,
- yennefer of vengerberg; the chariot
EVENT #15: THE NETHER - IC EVENT LOG
Event #15 - The Nether
After a Conclave vote earlier this month, you're prepared to accept the formal request from the Nether for your assistance. By now, you'll know who the delegates are and that the dragons have suffered an illness from the rifts that opened this summer, due to the unfortunate actions of one of your fellow Summoned. Whether or not you agree with your Conclave's majority rule, the decision has been made.
The expedition will begin on October 16 and last 10 days. If you need to return home sooner, you can activate your portal stone at any point during the trip, but there's no going back once you do.
Though mysterious, the Draconae - or daemons, as others call them - are not elusive like the Fey. Anyone who's been to Nocwich will have seen a handful of them amongst the population, and some reside in the Free Cities or the outskirts of Thorne. The only nation they aren't found in is Solvunn.
The expedition will begin on October 16 and last 10 days. If you need to return home sooner, you can activate your portal stone at any point during the trip, but there's no going back once you do.
Though mysterious, the Draconae - or daemons, as others call them - are not elusive like the Fey. Anyone who's been to Nocwich will have seen a handful of them amongst the population, and some reside in the Free Cities or the outskirts of Thorne. The only nation they aren't found in is Solvunn.
Into the Heart
Your arrival to the Nether is a frosty one. The northern island is barren, save for a thick layer of snow, a few birds, and some hardy insects. Massive skeletal remains can be seen as you walk over the ice. Every few minutes, the ground trembles. The Draconae warriors greet you at the base of the volcano, including Orion, The Warden herself. Though they appear intimidating, they're grateful you're here and will clap you heartily on the back.
Entering the Obsidian Heart requires nerves of steel, but appearances aside, the narrow walkway is sturdy. As long as you're brave, you'll make it down without a problem. The less sure-footed are encouraged to ask for a hand. If they do, they'll be assigned a Draconum warrior who will cheerfully carry them down the winding path. You can also help each other, of course! Any Summoned who are capable can carry their friends, too.
As you venture down, the oppressive heat intensifies...until suddenly it stops. The moment you reach the fiery gates, the smell of brimstone fades from the air and the temperature eases into that of a pleasant summer's day. If asked, the Draconae will tell you this is how it is - a blessing from the two remaining dragons. Without them, the air would suffocate all life within.
Entering the Obsidian Heart requires nerves of steel, but appearances aside, the narrow walkway is sturdy. As long as you're brave, you'll make it down without a problem. The less sure-footed are encouraged to ask for a hand. If they do, they'll be assigned a Draconum warrior who will cheerfully carry them down the winding path. You can also help each other, of course! Any Summoned who are capable can carry their friends, too.
As you venture down, the oppressive heat intensifies...until suddenly it stops. The moment you reach the fiery gates, the smell of brimstone fades from the air and the temperature eases into that of a pleasant summer's day. If asked, the Draconae will tell you this is how it is - a blessing from the two remaining dragons. Without them, the air would suffocate all life within.
Although the main purpose is to aid the dragons, the Draconae will invite characters to take breaks, participate in recreational activities, and explore the Nether. They want their guests to be comfortable, especially as the Summoned have arrived to help.
Around the City
At the center of the volcano lies the Obsidian Heart, where the Draconae reside. Made of stacking homes and stone bridges that spiral downward, it's a wonder how anyone finds their way. There are no maps, signage, or any form of direction. Their ability to navigate appears inherent. The most dangerous beasts lurk beneath the lava, so unless you intend to go swimming, you're unlikely to run into anything aggressive.
Doors and furniture are heavy and are made of iron, bronze, or steel. You might need to push or pull furnishings and doors with both hands and extra effort. Luckily, citizens are happy to help - as long as you ask. If you don't, they won't interfere out of respect for your autonomy. In fact, if they see you huffing and puffing, they might stop to watch and will sincerely cheer for you should you accomplish your objective by yourself.
Watch your sticky fingers. While petty theft is a minor offence in other places, the Draconae are highly protective of their belongings and treasures. Hands and heads have been lost over stolen trinkets.
Doors and furniture are heavy and are made of iron, bronze, or steel. You might need to push or pull furnishings and doors with both hands and extra effort. Luckily, citizens are happy to help - as long as you ask. If you don't, they won't interfere out of respect for your autonomy. In fact, if they see you huffing and puffing, they might stop to watch and will sincerely cheer for you should you accomplish your objective by yourself.
Watch your sticky fingers. While petty theft is a minor offence in other places, the Draconae are highly protective of their belongings and treasures. Hands and heads have been lost over stolen trinkets.
The Hieran Wing
As a guest, you'll be invited to stay at the Hieran Wing. Named after Hierus, the oldest living dragon, the Hieran Wing is located in the eastern section of the Citadel. The rest of the Citadel is under heavy guard and inaccessible.
◎ The rooms are carved into the stone itself. Bedding is comfortable, if simple, with room to store your belongings. A curved stairwell grants you privacy even though many rooms have curtains rather than doors. The few rooms that have doors contain no locks. Your safety is assured, but if you're nervous, you can ask for a guard to watch you at night.
◎ The dining area consists of open-fire grills, pots, and raw ingredients - including spices and fiery hot peppers. As great believers in self-sufficiency, the Draconae will leave you to make meals to your taste and liking. You can hunt and fish your meat, as well. There are numerous lava pools where one can net jumbo shrimp, crabs, and flaming fish. For larger game, you can go after the Erymaes Boar or Petran Bison. Feel free to share your catch with your friends or offer to cook for the culinarily challenged.
◎ The library contains only fiction. You'll recognize several titles from your faction or Nocwich, suggesting they've brought back their favorite stories to read. Other titles are new, written by the Draconae. Novels and poetry span all genres, but the most common ones seem to be adventure, horror, and erotic romance - some of which contain surprisingly detailed illustrations.
Magma Pools
Outside the Hieran Wing, unusual cerulean magma pools are provided for bathing. Despite how they look, temperatures are equivalent to that of a steaming hot spring. The magma bubbles naturally from within the volcano and provides soothing effects. No soap or cleaning agents are required. These magma pools contain tiny frogs that leap and jump around. The Draconae consider them a tasty live snack. Don't be surprised if you see a local munching on them.
The Foundry
The Foundry has expanded over the past two centuries. A marketplace now circles the ancient forge. Observing the tradespeople inside and their secrets are off-limits. However, you can browse a selection of tools, clothes, accessories, and potions. Healing potions are common due to the Draconae's lack of healing magic.
You'll have the chance to request custom-made jewelry and purchase glass ornaments that are blown for you on the spot. Merchants won't sell the large weapons on display, but daggers and other small weapons are available. They'll also modify any pieces you own by adding jewels, altering the fit, or repairing nicks and faults...for a price. The Draconae deal in Abraxan currency if you have any, but they'll accept a vial or two of blood or saliva as payment.
You'll have the chance to request custom-made jewelry and purchase glass ornaments that are blown for you on the spot. Merchants won't sell the large weapons on display, but daggers and other small weapons are available. They'll also modify any pieces you own by adding jewels, altering the fit, or repairing nicks and faults...for a price. The Draconae deal in Abraxan currency if you have any, but they'll accept a vial or two of blood or saliva as payment.
Negotiations & Meetings (Rank 5+)
The first order of business is to present your Conclave's terms to the Inner Sanctum, the Draconae's governing body. If you've been voted as a delegate, you'll be greeted by the NPC meeting you (and your partner, if you have one). If you haven't been selected, you can still speak to some of the NPCs available.
A Place at the Table
Negotiations will take place in The Solar on the second day, a hall lit with a fiery orb of light. This is where the Inner Sanctum conducts all of its business. Tightly guarded, you're the first outsiders allowed inside in centuries. Here, you'll have the chance to present your terms and convince the Draconae to accept. You'll also have the first day of your arrival to gather a few details about the NPC you'll be meeting.
Only one meeting is required. The Nether will give you their final answer the following day.
Only one meeting is required. The Nether will give you their final answer the following day.
Meeting the Inner Sanctum
Members of the Inner Sanctum who are not involved in diplomatic affairs are Aster, The Guardian and Anneth, The Flame. Additional descriptions about the two NPCs and where they can be found will be in their character comments below.
Characters who are Rank 5+ (negative or positive) and who are not acting as delegates can speak with one of the two NPCs above.
To do so, TAG IN with your character under the NPC you want to meet.
To do so, TAG IN with your character under the NPC you want to meet.
Runaway at Pyritean's Rack
Abraxan outsiders will whisper that Pyritean's Rack is a nefarious torture device created by the Draconae for their victims. This is true if the victim in question is delicious meat. The Rack, in other words, is a giant cooking area filled with grilling racks and pits. Shelves of ingredients and spices line the perimeter. Its most striking feature is the primary heat source, which uses magma rather than fire. Ingredients and meat unique to the Nether result in dishes and flavors not found elsewhere. Hot peppers are a popular feature.
The Draconae cook and share their food each night at the Rack. The station is always occupied. Locals take turns hunting and fishing, preparing ingredients, and cooking. Consequently, food is provided without cost. You only need to lend a hand.
Not everything goes smoothly, though. An escaped hatchling has infiltrated the Rack, and Khloris, the baby dragon, is eager to snatch and steal food throughout the week.
The Draconae cook and share their food each night at the Rack. The station is always occupied. Locals take turns hunting and fishing, preparing ingredients, and cooking. Consequently, food is provided without cost. You only need to lend a hand.
Not everything goes smoothly, though. An escaped hatchling has infiltrated the Rack, and Khloris, the baby dragon, is eager to snatch and steal food throughout the week.
Earning the Torch
Impromptu competitions are frequent. They usually begin when one cook sees another outdoing them and makes a challenge. You can either issue a challenge or receive a challenge. Challenges can be between you and the natives, or you can face off with another Summoned. Judging is done by the crowd, which can be chaotic.
Not to worry! There's no downside to losing except your pride. Though the competition can grow fierce and heated in the moment - including vulgar insults and much jeering - once all is said and done, there are no grudges when the food hits the table. Sore losers are looked down on as being thin-skinned.
Not to worry! There's no downside to losing except your pride. Though the competition can grow fierce and heated in the moment - including vulgar insults and much jeering - once all is said and done, there are no grudges when the food hits the table. Sore losers are looked down on as being thin-skinned.
Winners will receive a jar of spice mix or marinating sauce from one of the many talented cooks. We won't be modding this aspect, so just be realistic with your character's cooking skills. Be sure to work things out with your thread partner if the competition involves another player character!
Escaped Hatchling
One young dragon has escaped its sanctuary at Dragon's Glass. Curious, it's drawn to the smell of food at Pyritean's Rack. As a result, it's disrupting competitions, breaking equipment, and stealing ingredients or even chunks of meat off people's plates. Desperate to get the dragon back before it causes more trouble - or worse, injures itself - the Draconae have asked you to catch the hatchling.
Of course, you'll need to contend with the dragon's unique abilities.
Khloris, the runaway in question, leaves behind small patches of grass. Its pollen dust coats nearly everything it goes near. When eaten or touched, the pollen causes flowers to sprout in your hair for a day or two. It can't fly far or very high, but it's prone to swooping down to snatch meat off the grill. The Flame informs you the dragon can be lured with gold trinkets or bright colors like red and yellow.
Of course, you'll need to contend with the dragon's unique abilities.
Khloris, the runaway in question, leaves behind small patches of grass. Its pollen dust coats nearly everything it goes near. When eaten or touched, the pollen causes flowers to sprout in your hair for a day or two. It can't fly far or very high, but it's prone to swooping down to snatch meat off the grill. The Flame informs you the dragon can be lured with gold trinkets or bright colors like red and yellow.
To see if your character can catch the dragon, submit for a roll HERE. Submissions will close October 18 at 11:59 ET. Results will be posted on October 19 so players can account for their success or failure.
Ailing Dragons
The two ailing dragons are Hierus, the Obsidian Drake, and Kruos, the Glass Serpent. Mated to each other, they're the only remaining adult dragons in the Nether and have been for decades. When you visit them at Dragon's Glass, their condition is worrisome. The dragons' scales have lost their luster and are grown over with painful white patches. They appear lethargic.
Those researching can offer the dragons healing potions or ointment to aid their symptoms while a cure is worked on. If you're not much of a healer or a scientist, you can feed them or simply spend time with them. The dragons are intelligent and appear capable of understanding you, though they can't communicate directly.
Those researching can offer the dragons healing potions or ointment to aid their symptoms while a cure is worked on. If you're not much of a healer or a scientist, you can feed them or simply spend time with them. The dragons are intelligent and appear capable of understanding you, though they can't communicate directly.
Characters have 3 avenues of participation, depending on their interests and strengths: gathering ingredients, researching the cure, and looking after the baby dragons and eggs. They'll have time to do all three throughout the 10-day excursion.
Finding a Cure
At first, you aren't sure where or how to start. The Draconae suggest the Ashlands may be a place to explore. It's dangerous, they warn, but they have a potion that'll help keep you safe. Due to the hazards, you're told not to go alone. As you travel through the deadened land, you notice an odd phenomenon: where you walk, the air around you clears, and the ground beneath your feet springs to life. You realize you don't need the potion to protect you.
The changes are temporary, fading behind you as you walk. Curiously, the effect you exhibit is similar to what the Draconae claim their dragons are capable of - though to a much smaller degree. Still, you have to wonder if you and the dragons share a similar magical connection to the Singularity. You can't help but notice that those of you who regularly interact with the Horizon and have been doing so for a while seem to affect your environment more. Your aura may be a little larger and the vicinity restored around you lasts a bit longer rather than melting away immediately - maybe even up to a minute or two.
The changes are temporary, fading behind you as you walk. Curiously, the effect you exhibit is similar to what the Draconae claim their dragons are capable of - though to a much smaller degree. Still, you have to wonder if you and the dragons share a similar magical connection to the Singularity. You can't help but notice that those of you who regularly interact with the Horizon and have been doing so for a while seem to affect your environment more. Your aura may be a little larger and the vicinity restored around you lasts a bit longer rather than melting away immediately - maybe even up to a minute or two.
Restoration and Gathering
Your ability to restore the land has unlocked a vital element. Ingredients once thought lost can now be gathered by the Summoned such as yourself, and they may hold the key to curing the dragons. Bring back these ingredients to your peers waiting at Dragon's Glass. The more you gather, the more they'll be able to research and experiment, so don't be shy about making multiple trips.
There are three sections for you to explore. Each one has its dangers and a specific ingredient to collect.
◎ Cinder's Core
There are three sections for you to explore. Each one has its dangers and a specific ingredient to collect.
Due to its circumstances, Aetherie is only available on Day 9 of the event, shortly before the cure is finalized. The Draconae will seal the area once more when they realize what's happening. Cinder's Core and Featherhive are open for the full duration of the event.
◎ Cinder's Core
Filled with petrified trees and fossilized bones, the area that restores around you demonstrates its previous life as a flourishing rainforest: the humidity grows, the grass turns lush, and tropical flowers sprout under your fingertips. Although its sulfuric air won't affect you, you'll need to brave dangerous heights to reach the tops of trees and dried-up waterfall cliffs to retrieve the kydros fruit. The fruit smells like citrus and is surprisingly light despite its size.◎ Featherhive
Vines brought back to life can help you climb, forming ropes for you to climb and bridges that weave beneath your feet. They'll wither once more behind you, so you'll want to move quickly to avoid losing your footing. Height isn't the only danger - the ground below is littered with sharp skeletal protrusions and jagged trees. Beware of dangerous thorn bushes that will come to life in your presence and try to crush you in their spiny embrace as you ascend.
The air here is too toxic for the Draconae to breathe in for long. Luckily you're unaffected. Scattered across the ground are the remaining husks of birds' nests. A dragon's skeleton curls under a rocky overhang. Use your restorative ability to journey deep into Featherhive's heart. Pushing aside the thick overgrowth reveals a small clearing covered in bright crystals for you to harvest.◎ Aetherie
Although Featherhive poses no physical danger, the land is haunted by shadow birds, ethereal spirits connected to the dragons - and you. As you pass through, they flutter around you and parrot familiar lines to each other. Their movements are jerky and strange. Quickly, you realize the birds are mimicking your memories. They might replicate an entire scene or echo a phrase or two that's plagued you all your life. Or, if you're lucky, they're merely repeating your grocery list. Shooing them will cause them to dissipate into smoke, but they'll soon return.
The loss of a dragon released a noxious gas through this village without warning. Escaping villagers were forced to leave behind those they could not save and seal the doors. The Oblivion is a painful moment in history for many, and none have set foot near the area since. Near the end of your stay, the Draconae request you use your ability to venture where they can't and gather Anoix pods, powerful healing seeds from a plant that only grew in Aetherie. They believe the abandoned huts will contain pouches of the pods on shelves and cabinets.
Entering the village, you expect a tragic scene of corpses. Instead, you find something far worse. The dead have mutated into grotesque arachnids, limbs fused to bulbous abdomens. They show no signs of recognition or awareness and attack you on sight. Hidden in the depths of the purple haze, rat-sized spiders scurry forth. Their venom causes painful sores that will fester and spread if left untreated. Multiple bites may result in temporary blindness or paralysis of a limb. Luckily, this will clear up within 24 hours to a few days, depending on the severity.
Grab the pods if you can or flee if you're overwhelmed. When word reaches The Warden, she'll rapidly send her people to reseal the abandoned village and come to aid any who need it. If you're injured, The Flame and her apprentices will tend to you at Dragon's Glass.
Research and Magic
Dragon's Glass is a glass-domed temple said to be forged from the fires of Kruos. It's located in the Spiral, which is outside the Obsidian Heart. Here, the two remaining dragons reside while ill, along with their clutch of eggs and a few precious hatchlings.
Anneth, The Flame, will invite you into the temple's alchemy labs, where you can apply your skills and knowledge to create the healing elixir that cures the dragons. Doing so requires you to experiment with key ingredients found in the Ashlands. You'll have access to basic alchemy books and apprentices at the temple. Use any additional tools, supplies, and knowledge you possess, and take advantage of the resources donated by the factions.
How you approach your research is up to you, but each ingredient comes with a set of risks - so be careful while you work!
Anneth, The Flame, will invite you into the temple's alchemy labs, where you can apply your skills and knowledge to create the healing elixir that cures the dragons. Doing so requires you to experiment with key ingredients found in the Ashlands. You'll have access to basic alchemy books and apprentices at the temple. Use any additional tools, supplies, and knowledge you possess, and take advantage of the resources donated by the factions.
How you approach your research is up to you, but each ingredient comes with a set of risks - so be careful while you work!
◎ The kydros fruit contains seeds that will explode when heated, causing a chain reaction like popped popcorn. The explosions aren't large, but they might scorch your supplies. Crushing them in the open air results in a similar chemical reaction. However, soaking them in water makes them soften into mush, allowing you to turn the seeds into a paste that could be useful. The fruit is similar to grapefruit and is excellent for a sore throat.
◎ The crystals come in three colors: red, blue, and black. Extended contact will dye your skin that color. The stains are extraordinarily stubborn, so your clothes may not recover. These crystals resonate with a strange hum that suggests they respond well to magic spells. Combining them with a liquid will give off a foul-smelling smoke, so you may need to find ways to neutralize the stench before combining it into an elixir.
◎ The Anoix pods must be used sparingly, as no more can be gathered from Aetherie. They possess strong healing properties, but each pod is very delicate and must be split open with care so as not to damage the soft seeds inside. In addition to researching the cure, you can also attempt to help the Dracaone grow new Anoix plants using the preserved seeds.
The final cure will use all 3 key ingredients. Don't worry too much about continuity! As long as your character participated, you can assume they made a valuable contribution.
However, to assist with coordination, we've provided a RESEARCH DISCOVERY section where you can present any findings your character would share with others in-game.
However, to assist with coordination, we've provided a RESEARCH DISCOVERY section where you can present any findings your character would share with others in-game.
Hatchlings and Eggs
While curing the adult dragons is a priority, the hatchlings and eggs aren't to be neglected. Baby dragons are active troublemakers, and without their parents to keep them in line, they've become especially unruly. The apprentices at the temple can only do so much. The Keeper has even made rare appearances in Dragon's Glass to lend his assistance.
Meanwhile, the eggs are beginning to show signs of affliction. The shells are beginning to weaken, and the feathery growths appearing on them will suffocate the hatchling inside if left untreated.
Meanwhile, the eggs are beginning to show signs of affliction. The shells are beginning to weaken, and the feathery growths appearing on them will suffocate the hatchling inside if left untreated.
Babysitting the Dragons
If you have a spare moment, you can look after the baby dragons. Keep them out of trouble by reading their favorite stories, singing songs, and playing with them. They'll also need to be fed, watered, and their bedding changed or fluffed. The hatchlings are mischievous but friendly. They're eager to bond with the Summoned for reasons unexplained, as if they feel something resonating within you.
Many are attracted to shiny objects and bright colors and will attempt to steal them. Conversely, they might gift you a trinket that they've pilfered from someone else. The local Draconae would appreciate it if you returned any missing tools or jewels.
Hatchlings you'll encounter in Dragon's Glass are:
Many are attracted to shiny objects and bright colors and will attempt to steal them. Conversely, they might gift you a trinket that they've pilfered from someone else. The local Draconae would appreciate it if you returned any missing tools or jewels.
Hatchlings you'll encounter in Dragon's Glass are:
◎ Okenus spouts water instead of flame. Bearing fins instead of wings, this sea dragon is vital to bringing lakes and rivers back to the Nether. Currently, it can only make tiny puddles and rainclouds. Watch that your belongings don't get wet. Standing near the dragon might cause a small storm cloud to spawn over you and rain down on your head. A simple spell will make the cloud disappear, but if you don't have any magic, you might have to bring an umbrella.
◎ Epeius can form miniature gusts of wind beneath its wings, but it doesn't have firm control and frequently spawns them when excited. These small dust devils and whirlwinds will follow you around. Though they aren't powerful, they can be a nuisance, knocking over cups, blowing away hats, and sending papers flying. The other hatchlings will find your misfortune a source of amusement.
◎ Ledas can help salt deposits form in the shape of large salt crystals. Salt is important to the Draconae, which the hatchling is aware of and thus takes great pride in its abilities. The crystals can be eaten as is or crushed into granules. Ledas will strive to impress you with the largest crystals that it can make...which occasionally results in the structure collapsing, littering the ground with salt. You might find yourself sweeping often around this dragon, but at least you'll never be short on seasoning.
◎ Anthusa is a very special hatchling that creates bioluminescent algae. The algae grow on its scales, forming a symbiotic relationship. Unfortunately, without a proper habitat for this algae in the Nether, its glow has dimmed in recent years and the hatchling has become languid and sickly despite its youth. Nonetheless, Anthusa is friendly and curious even if it struggles to keep up with its siblings. You can help Anthusa play by lifting it to heights it can't reach, and carrying it back when the dragon is too tired to walk.
Weakened Eggs
As noted, the eggs demonstrate signs of suffering, too. Three eggs are waiting to be hatched. Whether all of the eggs survive is dependent on the decision that each faction Conclave made regarding resources found, as well as the help provided by you and your fellow Summoned.
The eggs can't be cured until the dragons are cured, but you can help slow the growths by gently scraping them off and wiping the eggs regularly with a clean cloth. They must also be kept heated, so check the magma frequently and refill any magma basins. The growths can be donated to those researching for additional study if you wish.
The eggs can't be cured until the dragons are cured, but you can help slow the growths by gently scraping them off and wiping the eggs regularly with a clean cloth. They must also be kept heated, so check the magma frequently and refill any magma basins. The growths can be donated to those researching for additional study if you wish.
no subject
Being afraid of heights would've made it a little difficult to be up on a wyvern, wouldn't it. [ Just as every bit as teasingly as the rest considering: experiencing that in that nightmare some time ago isn't the same as reality. Neither is riding around on the wyverns they have in the Horizon though it's as close as they can get here. ] But no fear of heights, for what it's worth. Flying aside, I've always liked climbing around high places to get the best view of wherever I am.
But, [ as Claude turns his concentration back to climbing when the vine begins to wither beneath his grasp and that's a sign to keep moving and haul himself up further, ] we had trees where I grew up, but not tall ones. I didn't really meet those until I came to Garreg Mach and Petra taught me how to climb them. And then I promptly used a bow to shoot a rope over the branches the next time around so I could do it on my own.
[ It's a fond memory and one he still holds dear even with Petra's absence. Though - Claude pauses to look down at Steve again because there's no way that last part will go unaddressed. ]
I think you and I are long past judging each other, my friend. From nightmares to the living one we went through... [ Trailing off, he shakes his head while grabbing onto another vine. ] Let's just say we know how to have some adventures, yes?
no subject
That could have been your way of overcoming a childhood fear, to be fair. But yeah, that makes sense. You grew up in a pretty arid climate, right?
[ Steve just hadn't had the constitution to climb trees when he was young, and to be honest, he's not sure he remembers his first time doing so. It must have been during the war, but he can't recall the exact occasion. Bucky probably had some choice remark about it...
Steve face twitches for a moment at the mention of Petra, yet another person who's vanished from Abraxas without a trace, but doesn't dwell on it, focused instead on Claude's ascent. Claude can't stay in one place for too long because the vines disappear almost as soon as they form, which means Steve should probably keep his mouth shut and stop distracting him.
Although he does have to respond to Claude's reassuring words, at least. ] That's a nice way of putting it, sure. I just don't want you to think I haven't forgotten how much I owe you for that day. [ Here's hoping he never has to return the favor.
And with that handled, Steve tilts his head up further, finding it harder to track Claude's position as he gets higher in the tree. It's a good thing he wears bright colors. ] See anything promising yet? [ The fruit they're looking for seems to have some kind of glow to it, so hopefully it'll stand out. ]
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[ Fortunately for Steve - or possibly unfortunately, depending on whatever chatter Claude can come up with at any given point in time - he can multitask by climbing and talking away all at once. This much is easy to tell Steve, hand in hand with the trust extended again and again over so many months. Even more so in the aftermath of more recent events, of which he glances down yet again. ]
You're not the first person who's tried to harm me, war aside, though I'm pretty sure you didn't mean it or else you wouldn't be here offering to catch me.
[ It's meant as an explanation more than anything since Steve seems reluctant to believe this shouldn't be something more. And it is, somewhat and in the technical sense of what'd happened, but in Claude's mind attaching fault to something neither of them could have ever predicted doesn't make sense.
There's better things to focus on instead, such as their task here as he swings himself up onto a branch while holding onto the vine just in case. The branch seems sturdy enough to support his weight, so he'll take his chances on it (and Steve's reflexes) to look up into the branches above. Nothing stands out at first though when he's about to say so, something catches his eye. ]
Hey, we picked the right tree since I can see several of them. [ And he's already on the move again towards the ones immediately in reach, though a plan wouldn't hurt. ] If I can get the ones right here, I'll drop them down to you if that works.
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Steve takes a moment to consider Claude's next words, pacing back and forth in a short circuit beneath the tree as he doesn't want to get too distracted from the possibility of having to catch Claude in the event that he falls. Claude makes a good point, which is that he's been attacked by people who did actually mean him harm, while Steve hadn't been in his right mind.
Of course, Steve has been on the other side of this conversation a number of times before, so he isn't going to push the issue too hard. ]
I guess what I mean to say is... I'm glad you still trust me to do that.
[ It was a one-off thing, sure, and could have just as easily happened the other way around, but now he's said his piece.
Steve's relieved to hear that Claude has in fact found some of the fruit that they're looking for, and cranes his neck up to watch as he pulls himself up onto a branch. It's all pretty precarious from what he can see, but Claude seems steady with his balance. ]
Sure. I'll do my best to catch 'em and make sure they don't splatter all over the ground.
[ He's going to assume these fruits need to be intact in order to work well as ingredients for the cure, anyway. ]
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Just as Steve's meant every word he's said and Claude doesn't doubt that, he also meant his own: there's a bond here too valuable to be thrown away over something neither of them could change. ]
Are they soft? I promise not to drop them so they explode all over you.
[ Called down teasingly though that's truthfully a valid worry; for some reason he'd pictured these as having hard exteriors or something requiring force to crack open. The latter certainly fits in with what Steve's said, so one way to find out when the air abruptly shifts to something closer to the citrus fruits he knows from home.
Claude reaches out a hand with the intent of prodding it gently to get a feel for how much force he might need to pull it off the branches given that it's rather sizeable, but the size turns out to be a trick when it turns out he's used too much force even with what he'd thought was a gentle tap. Instead the fruit snaps free cleanly and immediately drops out of sight towards the ground below, making what that joke he'd made possibly a little too real. ]
Watch out, one on the way!
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[ Steve hasn't seen one of the fruits himself yet, beyond a basic description of size and color that they received from the Draconae, but it looks like they're about to find out.
Even if one were to fall on his head or shoulder and splat everywhere, it wouldn't be the worst thing that happened to him on a mission. Not even close.
Still, whether on purpose or not, Claude seems interested in testing his reflexes. Steve notices the sudden movement of something falling around the same time that Claude's voice registers, and super soldier enhancements also means super soldier level reaction times. He's able to dart forward and catch the kydros fruit with both hands.
It's a lot lighter than it looks, and he can already guess at what happened up there. Steve turns the round fruit around in his hands — it almost reminds him of a melon, just not as heavy. ]
Got it. Any more up there? We should gather as many as we can.
[ He did bring a pack with him, and he swings it around his shoulder to open up and place their first fruit inside. ]
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Good catch!
[ The admiration's real in that even if he's reminded Steve's reflexes are something else entirely to, say, his own or most anyone else's. He'll work on not making the same mistake again in shoving the fruit into a sudden freefall, but it never hurts to have a little backup there in case it does happen. ]
There's a few more right around me. I'll work on tossing them down to you and this time on purpose.
[ Back into the thicker branches it is. Claude reaches for the next to tug it free and sends it on its way to Steve, though not without some musings to go with it as he carries on. ]
I've never seen anything like how our touch seems to heal the land here just by virtue of us walking across it. [ A pause for another fruit to make its way downward, then - ] If I hadn't been here long I'd almost think it was magic, but now I'm wondering if it really is something to do with the rifts and with us after all.
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He's ready for the fruits that get thrown down this time, and is easily able to catch them and carefully tuck them all away in his pack. Steve's a little surprised at how easy this has turned out to be — he'd been preparing for some sort of ambush.
There's still a chance that something that lives out here will decide to strike, so he hasn't completely let his guard down yet, but he doesn't mind considering Claude's more casual conversation as they work at their task. ]
Yeah, I can't say I have either. [ Does such an ability exist in his world, or the greater galaxy beyond it? Possibly. But it's definitely not common. He reaches out, setting his hand against the tree trunk and watching it turn from a washed-out gray to a warm brown. ] It kind of comes back to the same thing as it always does, right? We're special because of our connection to the Singularity. It's why those cultists wanted us too.
[ It's why they'd been dragged into that ritual chamber. ]
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[ The cultists - it's not that he's forgotten them, impossible as it is, but sometimes he has to remind himself there's a chance not everyone compartmentalizes it away as much as he does. Which is a good thing, even though everything about the Pit and what had followed occupies his thoughts many a late night even nearly a year out now when Claude's up and sleepless. ]
Hopefully they don't get word of this or that's not likely to do any favors in convincing them otherwise.
[ Is there ever a good time to joke about it? Probably not, but it's hard to not think that when there's evidence as much when they touch anything here. It's the sort of thing which makes Claude have to wonder if the Draconae knew all that'd happen beforehand. But maybe that's just his general level of suspicion about anything coming into play, he thinks as he drops the last of the fruit in reach here down to Steve and prepares to climb back down. ]
At least our hosts here are considerably better if I can slide the understatement of the century in there. Even with this being a diplomatic trip it feels less so than with the Fey, though I spoke to someone there who seemed rather interested in our connections with magic and the potential for it. Maybe they'll contact us again after this.
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The good news is that the Draconae don't seem that connected to the outside world. It's unlikely too much about what went on here is going to make it outside the Nether's borders.
[ Especially when the Nether is so far removed from the mainland, with no usual means of transport here.
He takes a moment to catch those last few fruit, and by the time he's done the pack is close to full. He's hoping this haul will make a difference to the people researching a cure for the dragons.
He lets out a restrained laugh as Claude continues on, though keeps a careful eye on him as he climbs down. ] Understatement of the century is right. I've found the Draconae are more my speed too. [ Unsurprisingly, he likes how straightforward they are, whereas with the Fey everything felt like a game. Still, it does sound like Claude was able to get something interesting out of them. ] Yeah? I'd like to hear about it... once your feet are back on the ground, that is.
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But, more importantly: at that implied warning to be careful, Claude immediately sends Steve a grin from beneath his elbow mid-climbing down action. ]
No faith in my ability to run my mouth at the same time as something else? I see how it is.
[ Complete with a pretend scoff as if he's really offended (he's not), though he does make his next movements down a little more careful. No need to add too much stress, especially since he's going to keep talking. Unsurprisingly. ]
I don't know if it was anything blatant or if it was just me reading into it, but... the Fey I spoke to at the masquerade who was kind enough to dance with me - and let me figure out it wasn't another Summoned - wanted to know my thoughts on magic. Specifically whether I'd choose to be somewhere where magic was of greater value than the Free Cities believes it to be, in a way that didn't feel like it was a casual question whatsoever.
Also interestingly, [ with a pause for him to jump down the rest of the way to land on the ground once it's a safe height to do so and a short laugh, ] when I asked what they wanted us to leave knowing after inviting us there in the first place, they answered as little as usual. All of it felt like a verbal chess match which I can't say I minded though it left me with plenty of other questions.
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[ Steve isn't one to tease so directly with someone unless he feels comfortable with them, and so in a way, Claude could see the remark as a strange sort of compliment. It's no secret that Claude is a bit of a chatterbox, though. Not that Steve minds. A couple of his previous teammates were like that. Tony and Clint just couldn't put up with more than a few seconds of silence, especially if they were nervous.
He falls quiet after that to listen to everything that Claude has to say regarding his interaction with one of the masked fey. It seems like the Feywilds is the same as most of the other Abraxas nations, in that magic is incredibly important to them.
When Claude lets himself fall that last little bit, Steve is close at hand just in case, but there ends up being no need for it. He squints then, head tilting to one side as he tries to make sense of the fey's words. ]
As in, they didn't want us to learn much at all about them? I guess it makes sense that they would be secretive after all they'd been through, but then why invite us in the first place? [ The obvious answer is they'd wanted something from them. Steve shifts the pack up onto his shoulder, then starts back the way they came. ] What did you tell them about your thoughts on magic?
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[ Recalling that conversation now brings to mind the feeling he'd had then: one of admiration for how much he understands that careful presentation of an image even if the motive (or motives, plural) behind it are still an unknown. Something he's well familiar with himself to conceal this, or that, or multiple things all at once and something he's come to recognize in others, though he wonders how much of that to tell to Steve as he dusts some random leaves off of himself and once again eyes them with interest for coming back to life. ]
I think it was a test of some kind though we'll have to wait to find out what. That we were warned to basically be on our best behavior and not cause any upsets tells me the Free Cities is just as wary. The Fey I spoke to during that dance also told me they lost their homes because of the current rulers but that also because of that, their courts united. Have you ever heard anything about that?
[ That detail springs to mind now and thanks to rehashing the talk, and Claude can't recall if he'd tried to research it at all. He's curious to see what's in the history books around the Free Cities if there even is any. One more topic to dig into when they have a bit more time, and he waves a hand as if to move on despite still being interested in that answer. ]
I said I'd be interested in seeing what it meant to be around more magic here since it's different than what I know from Fodlan, and then even the Fey's magic is different than what's around Cadens. Mostly I tried to leverage that into an invitation to come back and learn more, but - [ with a grin that's maybe a little shameless - ] I don't think it worked since we haven't been back.
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As Claude speaks, Steve starts to lead them back the way they came through the deadlands, and that strange phenomenon of life reviving around them only to die soon after continues. If only they could make this a more permanent thing, but it sounds like the dragons will need to use all of their remaining power to make that happen. And the little hatchlings will need to grow up.
He frowns at the question, though, taking a moment to actually process what Claude said. ] You mean the rulers of the Free Cities? I thought it was Thorne that the fey had a bad history with, though I guess it wouldn't be that surprising if multiple factions had been involved. [ If they're to believe the fey and what they have to say, then they really got the short end of the stick in too many ways.
It's something they might want to learn more about when they get the chance and aren't busy assisting yet another group of people here. Granted, the Draconae directly asked them for help in an emergency situation and have been much more open to working with them, which Steve appreciates.
At Claude's shameless grin, Steve smirks and shrugs a shoulder. ] Well, who knows? Maybe they're biding their time for something. For now, I guess the most we can do is focus on what's in front of us. [ Which is delivering this collection of kydros fruit. ]
it's a wrap!
[ Perhaps Solvunn is an ally when it comes to that topic of magic being woven into the world and as a preference for the Fey. It's easy for Claude to make the assumption that's the case given what he knows from those who live there. It's also easy, possibly far too easy, to wedge these things together to paint a picture which really relies upon what he was told, but that would be rushing without verifying the rest. If his time here has taught him anything, there's so much more going on than there seems to be at any given time.
Which - makes all of this speculation and nothing more. It'll take more visits and more talks to determine where the truth lies, and for now? For now and just as Steve says, they have something much more important in front of them in the form of helping the dragons and their hatchlings, and this fruit is hopefully a good start to that.
Steve's smirk is met with a cheeky wink and a nod. They're well on their way to doing that as greenery continues to bloom around them even with the closer they get to the laboratories rather than being out in the forest. ]
You've got a point there, plus I'm curious to see what our residents experts can do with this fruit. Did you hear it can explode if you mix it the wrong way? And - uh, promise I took that into account while dropping them down from the tree.
[ A little belated reassurance as they walk back, though he's teasing. Mostly. He's pretty sure. Sorry, Steve. ]