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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
[ it doesn't matter which he is referring to, because yennefer's response could apply to both. and there is a small part of it that feels...not off, exactly, but a bit disconnected. because in her chest, in her very gut, it feels old and familiar and worn. like an old cloak or even a weathered shawl, slipping over her shoulders like it had been made to settle there. it feels like they've always been here - her, with dirty hands and spoiled skirts and stained pages of books around her, and him, pulling up a heavy stool with practiced ease. they could be anywhere, or they could actually be right here, and it could be this easy.
even if she still hears it, that small voice in the back of her head. that maybe it shouldn't be this easy. that the familiarity she feels of spending evenings and days and weeks and months on the run with him and ciri are visions, or memories, or whatever they want to call them - and here, their time together has been very different. still, geralt settles and yennefer doesn't feel like she's being watched. instead, there is a sense of simply being. geralt, watching her flutter around her desk, and yennefer splitting focus between him simply being here and the task at hand.
for her, she decides not to fight it. it might say a lot about where she is energy-wise, but part of her is content enough just to let this be. let him be here, let the anxiety of who might walk it fade somewhere else. they are far from the eyes of thorne here, and while she's not so brave as to think they've escaped it entirely, part of her just wants to enjoy the company.
yennefer huffs a small laugh, threading her fingers back through her hair before pull it it free from its tie and doing her best to brush it back up again out of her face. ] Do you want a list, or just the most obvious? I've been thinking about this a lot lately, so be careful with your answer. [ the joke is very obviously what she's focused on, but as geralt holds out his hand, she doesn't hesitate to reach for one of the books lower on her stack - slipping it free and handing it over to him. she doesn't think there will be too much hidden in those pages, but him having a book in his hands isn't a bad idea in case anyone steps in. ]
It's going to involve the ingredients everyone's been getting from the Nether lands, that much we've settled on, but there's something missing. [ she steps in a bit closer to look over his shoulder - the book he's been given is a kind of history of alchemy, familiar territory for her and the time she's spent with it in thorne. yennefer sighs and shakes her head. ] The two- the crystals and the fruit- but I can't figure out how.
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Too bad he's incapable of relaxing. The only thing this does is make him suspicious there's something waiting they've not yet uncovered. No land is free from monsters.
As he takes the tome, he reaches up, thoughtless, and brushes the offending lock of hair behind Yennefer's ear for her. A short pause follows as if he's only just realizing what he's done. Then he settles back in his seat. ]
You should know better than to try and warn me away from your thoughts, Yen. [ After all this time, he's already heard the darkest of them. As has she with his.
He flips the yellowed pages. The text is not unfamiliar. Alchemy practices are similar no matter what you're brewing, but it's clear the Draconae have asked the Summoned here because their books are not enough. What must it be like to exist in a sphere full of magic yet be so limited in yours? Because of something beyond your control? Possibly because of something others did? He doesn't know what happened to the dragons originally, the ones lost centuries ago, and neither did Anneth, but...something tells him it was not merely nature taking its course.
A frown draws his brows together. ] Both were inaccessible to them prior to us. Were they recorded anywhere in your readings?
[ What if other lost ingredients are written of in one of these pages? ]
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his movement is thoughtless, but yennefer can't help the way she stills as it happens - the movement of his fingertips, the shift of her hair. whether she means to or not, yennefer's eyes do go to his and watch as he pauses, realizing in the moment after, and she waits even more. to see his response, to see what it is he's decided of it.
geralt, instead, simply settles back in his seat.
something settles in her chest at that, and perhaps she should be more guarded with it, too. perhaps it should take more before she lets down her walls. but geralt settles on his stool and says something about how she should know better than to warn him from her thoughts, and yennefer...gods. it's like an ache behind her ribs, how much she misses this. misses him. they're on better ground than they've been in too many moons to count, and still she feels herself leaning into even the most thoughtless of touches.
she takes a breath, pushes the whole of that under layers and layers of knowing better, and decides to take advantage of what it is they do have. she's back to her desk then, poking through various ingredients and things she'd brought with her from thorne. she doesn't expect geralt to find much in those pages, so she doesn't wait for him to actually read them - rather, she returns to the work she'd been doing before he entered the room, enjoying the body if nothing else. ]
All I've found of them before now has been in vague descriptions of the richness of these lands. Crystals and pods, verdant landscapes as far as the eye could see. But these lands are nothing but ash, right? [ she opens one such vial and drops a seed into a small cauldron, murmuring a spell as her hand drifts over the top of it and watching briefly as a small plant grows before she's moving on to something else. ]
It's entirely possible Istredd's found something more substantial about the ingredients; I've left the majority of the reading to him. [ there's a specific tone to her words, something fond and also quite realistic. for all the books she's known to read and all the research she's done, if they're talking about an entire culture's worth of studies, istredd's going to have found the details hidden between the lines. she's much more focused on the actual work of alchemy; which may or may not be obvious, considering most of her 'reading' has been skimming of pages before moving on again. ]
Unless you think there's something else out there. [ a thought, a pause. she turns to him. ] I realize I haven't asked; what are you finding out there? Besides the... [ she gestures to the ingredients she has piled around her desk. ]
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Ash and fire. [ Of course she's left it to Istredd. Istredd will read damn near anything; Geralt's seen the books that fill his Horizon, and though his opinion of the man will never lean towards the most generous, he can acknowledge that if anyone were to uncover some dusty secret hidden in a tome, it would be the mage.
She speaks again, and he looks up. His finger pauses between the pages, holding his place as he regards her. Good question. He found a lot of shit in the Ashlands. Memories he hadn't wanted to confront. That he's considering telling Yen in the first place is new. For a long time, he's kept those details to himself. He rarely confesses much to begin with, and they have not been...talking. Not about anything other than what they had to.
Briefly, he turns towards their first months here—when he saw her after fleeing to the Free Cities, when they'd faced each other in that throne room, and she'd reached into the depths of his mind. She had felt him then, the undescribable horror wrapped up in that memory, and though he'd been too fucked up at the time to reflect clearly, he understood later that he had felt her, too.
He knows she hadn't meant to do it. That she'd regretted not having more control over her Chaos, that she could have better protected him. She need not have told him. Her feelings had been exposed in that moment as much as his. He's only just recently allowed himself to see beyond her betrayal afterwards—beyond his mistrust after what she did to Ciri.
Quietly, he closes the tome. ] Those birds that echo memories. Not ideal.
[ Had they dug in any detail, he would not have returned to that place. He's far too cautious of what he knows of Ciri. But it seemed to be little more than a distorted reflection formed out of haphazard snippets from his past. ]
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she asks, because she has some inkling that there may be more out there than just destroyed lands. but even in her asking, she's not necessarily expecting too much more. geralt has enough experience with mages, and with magical outside forces, to know if something else was amiss while he was hunting - and that's closer to what she's after, in her question at all. but there is something in the hesitation, something in the pause, that has her looking back to him as well.
their eyes meet somewhere in the middle, and yennefer isn't...entirely positive what it's about, but she does know it's something. a moment that passes in the silence between them. there is, as always, a part of her that wants to reach out with her chaos, to reach down into his thoughts to know what he's really considering behind his eyes, but she doesn't. she won't. instead, she holds his eyes and tilts her head ever so slightly - curious, asking without really asking, even as she's got bottles and ingredients and materials in her arms. it feels...almost something. almost important. almost a step that she might take, if she knew what ledge it would lead her to.
but as it stands, geralt doesn't elaborate. instead, he closes the tome and yennefer thinks that is that. she can't help the way her shoulders drop a bit with her next exhale, like she missed some opportunity that she wasn't even aware was there, and then-
oh. she blinks, then shakes her head. ] No, I would not consider that ideal. I understand now why you'd rather look over alchemic texts. [ it isn't so much that she means it as a tease, but yennefer flashes him a small smile all the same, before she's back to her work. there's a flurry of movement, her chaos and her unseen servant and her repeated steps over and over making them all feel second nature, even if she's fairly certain she knows exactly where this test is going to lead her. ]
Did you see the birds themselves? Maybe they're the missing- [ whatever her next words were going to be are cut off by a popping sound coming from her most recent mixture, something loud and accompanied by a flash of light. ] Fuck- [ she starts for the table, reaching for what was probably some pail of water or sand. something to stamp out what geralt can only assume is going to be some minor explosion soon to follow. ]
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It isn't just about cures and dragons, either. The sovereign territories have made their intentions clear. And though Geralt had initially anticipated Yennefer would sit at the table, he is—in retrospect—glad she is not. It feels as if...they have moved beyond that. Beyond playing at court. Beyond testing the waters with the Queen. Beyond ensuring Yennefer has a place in Thorne in case anything should go wrong.
They are no longer endeavouring to work within the confines of this world and its rules, its politics, its men. Thanedd taught them that lesson well.
The noise he makes is both wry and amused in return. Yes. Well. Even a Witcher needs a fucking break now and again, does he not? His gaze lingers on her face, reading the subtle expressions that flick through her eyes. He opens his mouth to answer—
—only for a hiss to reach his ears before he registers the spark. Geralt's eyes widen a hint. He snatches the remaining book on the table, moving it out of the way as she splashes water over the bubbling experiment. Liquid dribbles onto his boots.
He cocks an eyebrow at her but makes no remark on the progress of her work. They'll be fucking it up for a while until an answer comes. If an answer comes. Geralt isn't being hopeful when he believes one will. He senses something more out there. They just haven't found it yet. ]
I did. [ Geralt returns to the conversation as though no disruption occurred. He wipes a rag over the wet puddle. Yennefer could, of course, magic it away, but he knows even a mage of Yennefer's strength won't expend Chaos frivolously. ] They were made of shadow and magic. Tied to the land itself, if I'm not mistaken. I suspect that's what caused them to latch onto our memories.
[ Since they, too, appear tied to this land. Or the Singularity, specifically. Like spreading, walking roots. ]
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she will not be sloppy, of course. she knows the dangers she has and holds and what will occur if something does slip, but somehow even that feels less impossible (and perhaps it is because she does, indeed, feel less alone).
even so, her focus is instead on the dragons. on the alchemy of it all. her interest in the work hasn't dwindled with the return of her magic, and honestly, really and truly and honestly, she prefers to have something like this she can actually do. politics be damned, maybe she just wants to fix something for once. anything. or at least play a part in doing so.
geralt was going to answer her, she'd watched him open his mouth to do as much, but the subsequent near-explosion and sudden movement and both of their sudden reflexes to spare the more flammable materials on her desk have her nearly forgetting about it. instead, geralt cocks a brow at her, and yennefer returns it with a kind of scrunch of her face, an unspoken oh, fuck off. and then they are both moving to clean up the mess. yenenfer's attention is on the now-ruined materials while geralt steps to clean up the puddle. it is a subconscious sort of acknowledgement in her, how well they work together now. how it feels normal, in some way. ]
Do we know if they existed before the blight? Or are they magic left over as the land fell to ash? [ if they are tendrils of the singularity in some form or fashion, then part of her wonders if their aid to the dragons is working against whatever agenda the singularity may or may not have. not that she cares, in the end - they're here for a job and she plans on seeing it through, whatever the implications. ]
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Mm. [ He considers, settling down in his seat. The tome remains shut. ] There were nests. Long desiccated. I think they came from before the fall, and our magic awoke their spirits. We appear capable of restoring flora to the earth, but no animals. Not even a single worm.
[ It makes sense. Where magic is concerned, that pattern holds true across multiple sources: plants are far simpler to bring back to life than living creatures. The most they can do, he estimates, is call upon a corrupted form of their essence. Which raises the question—were the birds capable of interlinking with sentient thoughts when they were alive? Or is this the result of an unintended connection between the Summoned and the land?
Tough to say when the Draconae themselves seldom explore the area these days. More than that, they appear to have natural defences for their minds. This may be a quality of the birds they never realized existed. ]
Anneth claims the dragons learn through memories passed onto them by the Draconae in the Echoing Halls. Perhaps something's hidden within those crystals. Something they can't yet access.