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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
Even if it is not. Technically perfect. By his human ears.
The little bow Jaskier gives is as pleased as his smile. "Guilty as charged, my friend. I am Jaskier, Master Bard of the Free Cities." This is where he'd put you've probably heard of me if they weren't in the Nether. It would not be surprising to find this world has not gotten much news of the lands above... outside the Summoned's arrival, apparently. "I admit, I'm a little surprised. Do your fellows not favor such tunes?" Granted, his music for those higher in age could be terribly different.
no subject
Having dedicated the better part of the past several years to the Nether, they don't know him, his name, or his music, but others who returned from the Free Cities more recently have spoken of the Summoned they've met or seen - a bard included. So this must be that same bard. Unless there happens to be... two Summoned bards?
They set the lyre down on the bench and laugh a little.
"You don't need to flatter me, I know my playing's simple. I enjoy it all the same. The children have an ear for it which could be called the highest compliment, if you want to look at it that way."
no subject
That... that's the best thing he's ever heard. In his life. Dragons. Dragon-adjacents. They've heard of him. Even before Jaskier bloody knew they lived down here. "That would be me."
His whole life may have led to this moment. It is not enough to be the most famous bard among men and monsters. The Draconae are the penultimate audience. And... honestly, quite similar to the much rowdier tavern audiences he was used to.
This for you, Valdo Marx. You talentless hack. You son of a bitch. The dragons shall never sing your praises. Probably because you're dead, but still.
He kneels near the Draconae, looking up into their exquisite face. "I hardly flatter anyone but myself. The soul of music means much more to me than the technical perfection of its playing. What it means to be a bard is much more than playing beautiful music. It is reaching into the depths of man. It is giving them joy in a time when there is little opportunity for it." He pauses, a little flushed -- from the heat, no doubt. Jaskier ha snot technically played for children much, on purpose, but he is no stranger to their enjoyments... especially of his rowdier songs.
The Continent hardly has rules for such things.
"But who am I to lecture to you? I'm afraid I'm so used to being around those who don't understand what power music has. It's... it's lovely to indulge in. A fellow soul, I mean."
All right, he's playing it up a little. But can one blame him? Jaskier is not only a sucker for a pretty face, he's absolutely no defense for those with a hint of musical appreciation in their bodies.
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They clap their new friend on the back, maybe harder than they intend. Hopefully Jaskier has good balance.
"Don't be silly. Speaking on one's true passion is no lecture. Anyway, you're right. When a people loses their musical soul, they also lose all joy. We keep our spirits up through skilled work. Music, cooking, crafting... we're a resilient folk."
They begin to walk, waving for Jaskier to follow.
"Is that your instrument of choice? I'll have to insist you play me something now that you've heard from me."
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Eyes on the prize, Jaskier.
"I can think of no better example of resilience! That you should still have such light in your music in your current circumstances is... it's beautiful. I mean that."
He wanted to be that, too. That light. It was why he ever became the Sandpiper. It was not about meaning something to people -- he's already done that, and that was not what the elves needed. What they needed was more than purpose. It was hope.
Jaskier follows with light steps, clutching the strap across his back. "It is! I have some talent with several instruments, but the lute has forever been the one that calls to me the most." As they walk, his gaze hardly leaves the Draconae's face. "I would be honored to play for you. Whatever sort you'd like. However... if you want something exotic, I would write ballads -- stories -- from my own sphere. The place I came from, I mean, to this... world. Would that please you?"
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Their expression becomes thoughtful.
"Now that you say it, I've traveled around Abraxas but, as you can imagine, I haven't gone anywhere to another world. I'd be pleased indeed if you could bring yours to me with a song."
Wouldn't that be something? To explore another world? Though it is, of course, a great tragedy they can't return home and did not choose to be here. The Summoned have made the most of their circumstances, it looks like, and that speaks to Aster.
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"Right here?" Oh, yes, he's eager to be heard. And this particular song, it wants to burst out of him. He hasn't added it to his regular shows in Cadens and Libertas quite yet, and to have Aster be the first to hear it on this sphere is quite exciting indeed. "I'm hardly new to performing and walking, unless you have somewhere more comfortable you prefer."
Somewhere comfortable and private, perhaps.
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"Some days they're all a bit shit, if you ask me."
Such is life, isn't it? Nevertheless, the promise of music is more enticing than other worlds that are less than desirable. Aster waves for the Summoned to follow them along the heated stone pathways.
"My workshop will do fine, I believe. You can tell me if any of my instruments catch your eye."
Indeed, many instruments in varying states of construction are scattered around the workshop Aster arrives at. Each one is created with care, using an amount of wood that's rare in other crafts in the Nether.
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"So it will! Lead on, my friend."
He enjoys having more of a chance to take in everything that sets the Draconae apart from himself. They're a magnificent creature, all sinewy limbs and traces of dragons. He truly hopes they can help these people. He knows he hasn't much to offer himself, but if he can even entertain Aster a bit with song... that's enough.
Besides, the workshop, as he calls it, is wonderous. Practically a park for him. All manner of instruments he doesn't recognize, and some he certainly does -- in part, at least. "And you made all of these?" He certainly respects that. Even if Aster is not the most skilled of musicians, he is still very much an artist. Jaskier can restring catgut, he can oil and repair minor splinters or breaks, but he cannot carve a lute from scratch. He pauses by a lyre in particular, letting his fingers move across the rounded shape of it. "I admit, it's been some time since I've practiced, but I have always loved the lyre."
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"I did, yes. The lyre was the first instrument I learned to craft. It holds a soft spot in my heart."
They might prefer the lyre, but they're fond of all of their instruments. They clap their hands, and then sit on one of the hefty stools. The shop should be sufficiently private, no?
"But enough about me! Let me hear this song of yours."
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He shakes himself, putting the lyre down. "You're right! My apologies, I was sufficiently distracted by your workshop."
To put it mildly. If Jaskier wasn't trying to be on his best behaviour, he would already be absolutely distracted in every part of Aster's body. With or without clothing. Gods, they're truly beautiful. It's almost not fair. "I shan't tarry any longer."
He clears his throat, gently placing his lute case down to unlatch it. Inside is his pretty lute, gifted from Ciri, decorated with knots and smatterings of mother-of-pearl. Certainly this song deserves some degree of context, but as he promised -- it is a song of home. About what is happening there. The chance to have someone experience one of his ballads without the context of the Continent is truly a rare one... especially now that Geralt's gotten so popular.
He takes a seat, crossing his legs at the ankle to balance his lute in his lap. He tests a few notes, a scale to adjust the tuning, then begins to play his last composition, his feet tapping to keep measure.
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They listen with attention throughout the performance. They're quite obviously taken in by the song and when it's over, they clap with sincere delight. Jaskier might guess by now that it's nigh impossible to be met with anything other than good cheer from The Guardian.
"I must say, I didn't know what I'd be hearing, but you brought me quite the ballad."
The promise of an adventurous story is probably the quickest way to appeal to their people.
"What made you decide on this one? I can see there's an untold tale waiting behind it."
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"I believe it may be one of my best." Which is saying a lot, of course, when every one of them is a classic.
Yes, it can be a classic when it's freshly off his quill.
"Isn't the promise of more in the future what makes it so enticing?" His eyes light as he smiles. "I chose it because it's..." New to him, for one; yet he is unsure how to describe, let alone explain, the effects the Singularity has on him and his memories. "I believe it echoes something I have been learning to hold onto. Hope, but specifically a hope that feels... as if it will lead to an inevitable, and desirable, conclusion. Its history is not as important as the path laid in front."
Because, to him, he knows the wind does carry Geralt to Ciri. In the end, their reunion was inevitable. The Continent itself could not stop him from finding her. "Don't tell him, if you meet him, but... the Witcher is my friend. Geralt. He has been a muse of mine for a long time, and we've been through many things together. He has --" And he says it with a faint laugh. "... enviable traits. The sort that make other men want to be better, sometimes. I wanted that in a song."
It's more than he ever bothers giving, explaining his songs. Explaining art at all makes it feel cheapened. Here, though, the Draconae does not have the background, the history of the Continent. They are not living through its breaking. A little explanation is necessary.
"You'll forgive me for its overexplanation. I'm still working through, exactly, what it means to me."
He can remember writing it, and why, and how -- but those are pieces of another Jaskier that he must meld into himself. It takes time. And a lot of wine occasionally.
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They pat Jaskier's arm reassuringly.
"Not at all, not at all. Every artist must have their muse, eh? He sounds important to you, this man. I confess, Charis has been something similar to me. When I met him, he had an admirable passion for his craft. He made me want to find something of my own...though as you can see, I continue to dabble in far too much."
A fault in some eyes, but Aster rather likes their many hobbies.
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Important to him. It's an understatement, but Aster is not wrong.
"So he is, as all artists' muses are. Even if he's a bit of a bastard." He wouldn't be Geralt if he wasn't. "I hardly think dabbling is so terrible a thing. Better to be a jack of all trades than bother with none. Especially when bringing such entertainment to the children." He's pretty sure that's how the saying goes. Anyway. "I imagine Charis must be quite busy with the... current situation. Not to bring the mood down, but... I am very much hoping we can aid in this issue, if such a thing is possible."
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"I grant that the shadows have grown darker in recent times. We hope for the same by inviting you here. Have you seen the Ashlands beyond?"
Anneth had informed them of an intriguing effect the Summoned have brought to the area. The regrowth might be temporary, but it's something to behold regardless.
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He smiles back, polite. "Less than I would wish to. I'm not built for protecting myself out in such a dangerous place." Not without company, which he has taken up in Draconae guards a few times... but he didn't take any unnecessary risks, unwilling to have them hurt on his account.
"It was incredible, though. I cannot tell you why, but my presence -- any of my kind, it seems -- could bring life back to the land, if only temporarily. Wherever I walked, there would bloom grass, flowers." And his voice is light as he says it; a fraction of the excitement he'd had when he truly thought the Summoned being here would be enough. "You don't have any insight, do you? In how to make such a thing permanent?"
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"Alas, we don't. Anneth and her apprentices are looking for answers. She thinks you and the dragons share a common link somewhere. A soul, she calls it, though I think she's just being fancy with that word. Still, I believe she might be right that you share something alike."
Aster wouldn't know what to call it. They're a guardian of the Draconae, not the dragons, but they do think it's important to recognize that the Summoned carry a different energy than other Abraxans.
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So it could be the dragons are connected to the Singularity. But what on earth could have happened to lead the others to death?
"I wish I could say I understood our connection myself. But I pray, should any of you discover something we know, I would love to hear it. I want nothing more to restore the stability of the land here."
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They pat Jaskier on the back with a gentler hand than previous. They understand the want to learn the truth. This is a strange phenomenon to the world of Abraxas, and the Summoned have never been in the Nether before.
"You'll be the first to know. Now." They clap their hands together, lightening the mood. "I'm afraid I've taken up too much of your time. Can I help you with anything else?"
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Jaskier shakes his head a little, as if realizing how much time has passed. He finds himself in rapt attention at all times with Aster; both their fascinating looks, their lilting speech, and their exuberance. He can hardly take the Draconae to bed -- or attempt to -- knowing they have a mate, but there is still some voice in him that wants to insist.
Still. This is delegation more than anything.
"I should leave you to your affairs as well, but know this meeting has meant so much to me." He thinks of kissing the Draconae on the cheek, but he is unsure of the customs here. "Though, before I go... if you were willing to part with one of these lyres of yours. I should be happy to pay you, of course, if the coin above should have any value to you. They're simply too lovely to not leave me coveting one."
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"We do love the clink of gold," Aster says with a wink. "We also love a good performance. I'll consider your song payment enough. However..."
They pick up one of the varnished lyres on the table. Made of a rich dark wood, the instrument is decorated with a pattern along the sides that resemble a series of dragon scales. The strings are surprisingly sturdy. In fact, they might never wear out or break unless deliberately snipped.
"...You must swear to play me another on the lyre if we meet again."
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With the lute presented, Jaskier is nearly overcome. He holds the instrument gently, but firmly, letting his fingers drift over the fingers, its carved scales. "It's absolutely brilliant. There is not a single thing barring me losing both of my hands between now and then that shall stop me from performing on this for you, I promise."
And with such a precious gift, how can he not grant the Draconae a kiss on the cheek? He leans in, butterfly-light, with a smile and a light all around him. "Please, take care of yourself. We shall meet once again."