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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
The moment that follows his angry bark should be the one where she simpers and shakes. It should be the moment she goes doe-eyed with gratefulness spilling from her lips because if there's one thing she hated more than being in an infested, creepy village, it was being in an infested, creepy village and having to do work. This was her ticket out of here - a blessing in the shape of a grizzled, angry old man.
So where does the attitude come from? A severe lapse in judgement? ]
Well gosh when you put it that way I definitely feel reassured that you're going to do just that.
[ In other words: no. Somewhere outside the distinct sound of clattering pincers sounds - along with the sound of something being torn apart. Her voice lowers back to a hiss. ]
We'll get out of here faster if we both look for it. You can't miss it, it should have pink ribbons on it.
no subject
Bloody inconvenient time to find bravery here.
If we both look for it. He growls out an unhappy sound, low and annoyed. It should have pink ribbons on it. )
Of fucking course it does.
( Gods forbid anything about this girl not be pink. Looking at her's a bit like setting his bloody eyes on fire.
There's nothing for it. She won't leave. He could carry her, he muses — throw her over his shoulder, haul her bodily out. But then she might scream, and bring down the whole fucking town of spiders upon them in one fell swoop. It's not worth the risk.
Fuck.
And thus begins his searching, annoyance written in every line of his posture, brusque in manner as he yanks chairs out of the way or gently kicks foliage in the hopes that one of her stupid ribbons will stand out. Unsurprisingly, he isn't having very much luck.
He does, however, manage to uncover a spider the size of a fucking dog by opening up the wrong cupboard. The fucker launches itself directly out at him like a huntsman, fangs aiming for his throat. He only just manages to wheel himself out of the way in time; it goes skittering across the floor toward her, all legs moving in jerky and horrifying graces, drawn by the vibrant color of her hair.
His sword slams down into it about a foot from her, spattering them both with viscera. The legs carry on twitching, but the cunt's shorn clean in half. It's not going anywhere. )
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[ What if they were at a tavern or a party and someone had the exact same bag? It might be too late to realize that you had grabbed the wrong one until it was too late. Clearly the ribbons were a means of identification and were doing the exact same thing here. Granted this hadn't been a scenario that she'd had in mind but the point still stands: it should be easier to find because everything in the surrounding area is varying shades of decay, waste and gloom.
Despite her attitude, she's already turned around to continue her search as well. That is until she hears the unmistakable sound of the spider. She turns, axe raised - only to flinch back at the arrival of a sword and a dead carcass at her feet. ...And all over her boots. Her mouth twists. ]
Ugh.
[ Before that noise of disgust can be followed up with more (because there's definitely a thank you that's on the tip of her tongue), a sound from upstairs puts that thought aside for the moment. She stills, eyes darting towards the rickety looking stairs. ]
I don't think it was up there but going up there seems like a bad idea especially if there are more of them up there waiting.
[ It's clear though from the way she fidgets that the what if is too tempting a possibility. Her gaze turns back towards him. ]
A quick peek should be fine, right?
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He wipes the flat of his blade off on his breeches, and does not sheath it again just yet.
A quick peek should be fine, right?
He stares at her like she's out of her bloody mind. )
Sure. ( He agrees placidly. ) If you don't mind having that little pink head taken clean off, be my guest. It's your funeral.
( In other words: he thinks that's a stupid idea and also still would very much love it if she'd just leave instead. )
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[ The scoff that accompanies that statement is truly the definition of, "Fake it until you make it." Thankfully (hopefully?) it doesn't betray the nervous little waver that comes at the very end of that sentence that could give away the game that she does, in fact, think this a very dumb idea.
Before she can lose her nerve she grabs a candlestick from the table and begins to make her way slowly up the stairs. It's a slow process, her foot gently pressing against rusted iron to find the least creaky parts. When she's far enough up the stairs she hurls the candlestick down the hall. It has the desired effect - causing enough noise that surely something would go investigating it. She waits, a beat, two more - before letting out her held breath and turning towards Sandor with a cheery grin that isn't at all of the, "I told you so variety." ]
Guess what? My head is still here.
[ At least for now. ]
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He does, however, grip his sword a little more tightly. Prepared, it seems, to battle the consequences of her bad decisions despite not stopping her from making them.
She chucks the candlestick. The tension ramps — and then passes, seemingly, as she beams at him. He rolls his eyes so hard they nearly fall out of his head. Under his breath comes the dour murmur of: )
Unfortunately.
( Might've saved him the trouble if it weren't.
Before either of them can manage any more snark, though, there is one... very unsettling thump. The sound of something hard stepping down onto the floorboards overhead. And then another. And then two or three in quick succession. Dust rains down from the ceiling onto their heads. Whatever it is... it's heavy. )
Oh, for fuck's sake...
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[ Unfortunately she hears the thump at the same time he does and she freezes in place. Triumph turns slowly into wide eyes and a growing sense of dread. But before she can say anything else some of that dust raining down on their heads gets in her mouth causing her to splutter and cough.
If the spiders hadn't heard them before they definitely did now.
The footsteps hasten and by the time Hilda looks up from her coughing fit a spider - part human, part creature - appears at the end of the hallway. ]
You know what I think the bag probably isn't up there we should go —
[ She's a blur of pink rushing down the stairs, but so is the creature hot on her heels. In her haste she misses a step, thudding down the rest of the stairs on her ass letting out a indignant squeak as she does. ]
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The thing that stands at the end of the hall brings him pause. It's grotesque in a way beyond that which he's seen so far. It's even uglier than he is.
She thuds her way down the stairs. He reaches down and grips her by the bicep, hauling her up to her feet quickly, bodily inserting himself between her and the monster. Once she's right, he pushes her lightly toward the door — with surprising gentleness. )
Go, girl. Go now!
( He means to hold it off, to buy her some time. )
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Maybe that's what makes her stay, completely disregarding his words.
Static begins to crackle in the air around her as she reaches out a hand towards the creature. A beat later lightning pierces the creature's head sending shockwaves through its body, paralyzing it in place. It won't last long, but it gives them the opportunity they need to run. Grabbing his wrist, it's Hilda's turn to tug him urgently towards the door. ]
That'll only buy us a couple of seconds! But maybe we can lose it in the village.
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He's certainly not ready for the bolt of lightning that comes springing out of her palm, and he can't keep himself from snarling: )
Seven Hells, can every bloody wench in this world do fucking magic?!
( He's thrown off enough that he doesn't think to fight the petite hand gripping at his wrist; certainly he's strong enough to fend it off and not let himself be moved, but she pulls so urgently he's rendered just bewildered enough to follow her out the door before his feet finally grind to a halt and plant themselves outside of the homestead. At last, he wrenches his arm free of her. )
The fuck are you doing?! You think I need your help? For fuck's sake, you stupid child, do as you're told and leave, before I kill you myself!
( Behind him, something slams into the closed door. He presses his back against it, holding it shut. )
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Do you have a death wish!? What if something happens to you, you big lug!
[ Meanwhile the door shakes as the creature inside continues to slam itself into it in an attempt to get out. Then suddenly a razor sharp hook crashes through the door, sending splintered wood flying every which direction. Hilda flinches, raising her arm to shield herself from stray wood - but only for a moment before she levies her axe severing the hook from the creature's body. Blood - or whatever passes for its blood - splurts and the hook falls to the ground at their feet as an unholy screech fills the air from the other side. ]
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As it turns out, he doesn't actually have an answer for it. The only thing he can think to do is manifest a sound akin to a snarl of pure annoyance.
And then she brings her axe down on the protruding appendage, and he blinks at her.
Well, then. Can't say he really expected her to know how to use the thing. Never seen a girl heft an axe like that before. Even Arya Stark favored a dainty little needle-sword, or a dagger. )
You're out of your entire fucking mind.
( He informs her, before turning to shove his sword through the newly-made hole in the door at his back. Behind the wood, the thing screeches a high-pitched, piercing tone. There's a thud, presumably as its body slumps against the door. There's all but guaranteed to be more of them behind it, but they'll have to work at moving the body before they can get through.
That's good enough for him. He shoves forward, grabbing her gently by the arm again. )
Fine, let's go.
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[ She looks positively annoyed and the blood splatter across her face doesn't help either. Hilda can only hope that it isn't caustic or has any weird side effects. The expression is broken up by the dying screech the creature gives.
Despite the heat in his words, she finds herself once again taken aback by the gentleness in his grasp. It's such a stark contrast particularly when she considers how brutal he is with a sword. This time she doesn't try to protest letting him lead. She knew how important the pods were but getting out of here before any more chaos or urges to act on impulsive, stupid behaviour was probably the best course of action. Hopefully other Summoned would have had more luck. ]
I came back through some of the back alleys. There didn't seem to be any of those things that way.
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He rounds on her immediately without thinking, snarling out a blunt: )
Yes.
( Fucking obviously. Who is he to her? Just a rude, ugly old man she's never met before that's been nothing but mean to her, a girl, out here stranded on her own. The fuck does she care whether or not he makes it out? And besides, he's fine. He's a big fucker with a big fucking sword, he's hard to kill, he's the last person alive anybody should be concerned about.
Some of the back alleys.
Might be her bloody bag's down one of those, then — and even if it isn't, they can at least lead these things on a merry chase and circle back around, if she's so insistent on it.
He gives her a gentle shove forward. )
Show me.
( Let her take the front, he'll guard the rear in case they catch up. Easier to block them off that way, easier for her to run off while he defends the exit out of a narrower alleyway. )
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Clearly the only appropriate response here is to sass the man with the big scary sword right back. ]
Well excuse me for trying to do something nice when you're trying to do something nice for me in return! That's what people do when they're in creepy abandoned villages.
[ But then he relents, nuding her forwards with the same gentleness from before. The annoyance still reads clear as day on her face but she turns on her heels to lead them out the way she came.
It's eerily quiet, every slight sound only seeming to echo and bounce off the walls around them. It's a double edged sword; they'd be able to hear anything coming but so would the creatures infesting this place. ]
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( How the fuck would she know what people do when they're in creepy abandoned villages? How the fuck would anyone? It's not like it bloody happens often enough that there's precedent. What the fuck's wrong with this fucking girl — and better yet, why the fuck did he go and get himself involved?
Stupid fucking idiot man, he is. Sticking his nose where it doesn't belong. Always toddling after girls that are more trouble than they're worth. He deserves every scar and grey hair he earns from it. Gods be fucking damned.
Midway through his self-berating mental tangent, a fleck of color catches his eye. It's near-hidden beneath the detritus and debris of the abandoned alley, beneath dirt and leaves and dead foliage, but he sees it all the same — and bends to snatch it up quickly as they move.
Painstaking minutes later, they burst forth from the mouth of the alley to an emptier, desolate outskirt. The skittering grows distant and quiet behind them, fading away into barely-there sounds. He takes a minute to breathe, one hand at his waist, half bent over to fill his air with lungs.
And then, quite abruptly, he thrusts a very pink bag at her. )
Seven fucking hells, keep better track of your belongings. Would you save us both the trouble and just go home, already?
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[ Getting into a hissing match probably isn't the most intelligent choice either of them could be making at this moment, but they seem stupidly stubborn and hell bent on proving a point.
In Hilda's mind, sticking together, making sure that they didn't end up creature fodder, feels like common sense. With all her energy focused on running and trying to get this stupid, stubborn wyvern to understand that she's trying in a roundabout way to get them out of trouble that she had inadvertently gotten them into, she doesn't notice when he bends to snatch something up from the ground.
Even after entering the clearing she doesn't seem to realize what he's picked up until it's literally shoved into her arms. A spluttered protest is on her lips until the fact that it's her bag dawns on her. Taken aback, she blinks, dumbfounded. But after a moment - ]
You found it! [ A genuine smile blooms on her features as she hugs it close to her chest. ] Thank you. [ Whatever annoyance seems to ebb from her features but his words make her eyebrow raise slightly. ] You're coming aren't you?
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At her question, he only jerks his head toward the road — but, if one were to analyze it closely, perhaps with less frustration than he'd been harboring a moment ago. )
Go on, girl. I have more work to do here. That big fucking axe ought to keep you safe enough on the road home.
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It could mean anything - it's not like she knows the man. But from what little she had seen over the course of their harrowing time together, he isn't shy about cursing her out for other innocuous things.
The thought of leaving him, even if he has, to quote him, a big fucking sword, doesn't guarantee his safety. But the dragons were deteriorating and they had already spent too much time trying to find her lost bag. She stares up at him for a long while before - ]
It's Hilda, not "girl", just like I'm sure you name isn't "man" or "guy". [ And after a moment she digs into her pocket, pulling out something that looks akin to a bracer, if not a little more decorative than he might be used to seeing. She holds it out to him, eyeballing whether or not it'll fit. It might be a tight fight, but it could still work at least until he left. ] And if you're going to be stubborn and stay then at least wear this. Just think of a shield and a magic one will pop right out. You won't even have to use your hands for it.
[ Before he can refuse it, she shoves it into his hands already beginning to back up and out of reach. Whether or not he wears it is up to him. ]
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You gave one of these to Claire.
( Which is in no way a thank you, but it's the closest she's likely to get from him.
That, and the fact that he affixes the thing to his wrist. Once it's on, he shoots her a look that nearly reads are you happy now? )
Fuck off.
( With those parting words, he turns to stride away from her back down the alley. )