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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
Why wouldn't it be good? Have you tried?
[ Then again, Hilda knows how difficult it is to get Claude to talk about his feelings – never mind anything about himself that isn't layered with several masks and hidden behind multiple curtains and a door with an impossible lock. From that perspective, it might seem too daunting of a task - even for someone like Sylvain.
And for that reason, she knows how daunting it is, it gives her all the more reason to encourage it - especially if it means that Claude and Sylvain have a better chance of working out here. Even with that determination it doesn't stop her heart from sinking slightly at the thought before she forces herself to move on.
Her fingers tangle with his, gripping it tightly like she had in the Featherhive. There's no way for her to know that he's isn't referring solely to Miklan and the ghost of his memory, but if she knew it wouldn't have changed her answer. ]
You're right they can't and he won't but - [ She falters. ] they still did in the Featherhive. What I mean to say is that, if you talk with Claude about it, even if something happens like that again, there could be more he could do to help.
no subject
But he gives her fingers a gentle squeeze and a small, sad smile. ]
It's okay, Hilda. There's not much to help here. It's in the past, and there's no chance of changing. Claude can do a lot of things but I'm pretty sure he can't list time travel among them yet. And hopefully never, because that's kinda terrifying to think about. I know how to cope with the rest of it.
[ He doesn't miss the fact that she's insistently trying to shove this off in Claude's direction, which has those walls he'd started to lower at her first soft question rising up again. Reading social clues he's long been familiar with. That he should talk to someone about this, but she's not including herself in that number.
He doesn't blame her. He wouldn't want to bother with this - him - either. ]
no subject
[ Hilda speaks without thinking, frustration edging into her voice. She can't even bring herself to find amusement in the joke about Claude discovering how to time travel and all the chaotic possibilities that could potentially cause. ]
Because that's what we're here for, isn't it? That's what people do when they care for each other.
[ This time she allows herself to be included in that even if her own belief in her abilities to do so effectively seem to wane by the day. Even the things she has some semblance of confidence in like showering someone with gifts or compliments and reassurance have fallen by the wayside, crushed underfoot by the heavy weight of gloom and self-doubt. She hasn't been herself these last several months - that much has been evident to her. Trying to tread water while watching the affections of others bloom in front of her only threaten to drag her down further. Nothing she can fathom or accomplish is any comparison to what Claude or Jesper can provide. The old adage that has kept her in her pretty box surfaces: why should she try if it means it ending in disappointment? Feelings have never been excluded from that.
Maybe cooking for Sylvain or giving him gifts isn't how she's supposed to help him or Claude and whatever it is the two of them are figuring out. They both deserve to love and be loved without the bitter taste of her jealousy colouring it; Sylvain already spent time with Jesper so Claude can easily fill the remaining space, filling the corners with light. Her feelings, so fledging and new, could be something fleeting if she tried hard enough. A naive, silly daydream of days gone by. And if she can do that with Sylvain, then she can do that with her feelings for Claude. They just didn't realize they were a better fit yet. But if she can encourage him to speak to Claude, if she can knock their proverbial heads together, then maybe this is how she eventually, gracefully, exits stage left.
Her eyes stay fixed on him, something between a soft plea and determined encouragement mingling in her voice. ]
I just think you should try.
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He’s never had a friendship like Claude and Hilda’s. Despite the fact that they’ve recently had so many hardships, there’s a depth to their bond, their trust, what they share with each other, that he has no idea how to forge on his own.
Not that he wouldn’t say his friendships with Felix and Dimitri and Ingrid had been shallow - they hadn’t been, and his loyalty to each of them, should they need him, would be unwavering until he took his last breath. But it wasn’t like what he saw flow so simply and genuinely between Claude and Hilda. Or even so many others.
Support… that wasn’t something he ever expected to come from anyone. Even the concept of it was completely foreign. Needing that kind of thing, letting yourself be that vulnerable to someone else… he’s pretty sure his father had done everything he could to grind that kind of weakness out of his heir at every possible turn.
Maybe that’s why he has such a hard time understanding her words so often. He’s got no frame of reference here for what she’s talking about.
Which just has him sighing and lifting a hand to rub at the back of his neck, feeling uncomfortable as he stares down at the floor. ]
I’ll try. For you. But I’m really not any good at this whole ‘caring’ thing.
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What are you talking about?
[ She flails her arms towards the grill - which, actually, is a good reminder for her to turn the skewers before they become burnt to a crisp on one side. But with her hand still holding Sylvain's, Perry's presence soon makes itself known, their ghostly hand turning the skewers before picking up a fan to gently fan the flames. ]
All you do is take care of us. What do you call looking after Claude in the Pit? What about when I was drunk and you carried me home and took care of me? Or everything you did for me after the rifts closed and those monsters were taken care of?
[ While she is nowhere near over nearly dying nor is she ready to talk about it any length, she can't exclude it from the list of ways that Sylvain had shown them care since their arrival. And it's only a drop in the bucket. How does she prove to him otherwise that he's one of the most caring people she knows? Is it by drawing comparisons to her paltry care of others? Is it by pointing out how everything she does seems so selfish and hollow in comparison? ]
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[ He eyes her skeptically a moment, absently rubbing where she’d pinched him. ]
That’s different. And absolutely none of that involved anything about opening up about old nightmares that should just stay buried.
[ Although at least that kind of caring was the sort he was pretty good at. He guesses. It might be the only kind. ]
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How?
[ How is it different that he and Claude could have very well died in that Pit if they hadn't found a means of escape when they had? If they hadn't had one another looking after and caring for one another when they were down there? Why is the care and attention he had shown her any different when she had nearly died?
After a moment she sighs as if she had been thinking long and hard about an answer that she already knew the answer to. ]
You're going to have to tell me because unless I'm missing something super obvious, I just don't think I'm seeing a difference.
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[ He doesn’t see how these are the same at all. ]
Those are all things that happened in the present. Actions, ones that helped make a bad situation better. Dealing with a current threat. Those can be fixed, resolved.
Nothing can be done for dead things dragged back into the light of day, other than letting them rot deeper and taint more of what they touch. [ His voice turns a little sharper at that and he has to look away, form turning a little tense as fingers curl into fists. ] Dead things should just stay buried.
[ Even if it seems they never do. Especially the dead things that persist in haunting him. ]
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Another realization dawns on her as she sits there holding his hand. She didn't enjoy talking about feelings as much as the next person - that much had been made clear from everything she and Claude had gone through. But she had always tried to encourage it with others around her even during their Academy days when it became apparent there was more going on than meets the eye. Thinking back on the Lions, she had always thought they were buttoned up, a little stuffy save for Annie and Mercie, but hoped that maybe, they were warmer towards one another behind closed doors.
Maybe she had been wrong. ]
Like that dragon that you killed right? That's dead and that's never coming back.
[ Her voice is quiet, no accusation in her voice as she keeps a steady expression of impassiveness on her face. ]
But what about me? Am I just supposed to get over that? Over almost dying? Does that mean I should just pretend it never happened?
[ She had been to some degree. She hadn't talked about it at any length until now. But wasn't being here in the Nether facing some of her fears at least? Wasn't it something? ]
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But for those he did care about? They didn't deserve his sharp edges, even if he sometimes couldn't control when or who he cut, when those edges were unsheathed. It's why he kept such a tight grip on his control. On his temper.
He rubs a hand over his face, instantly feeling guilty for losing his grasp even for a few moments. It always happens too easily when he's upset, when he feels his tightly-held control spiraling out of his grip. Those are the times it's slashed at Claude, as well. When something pressed too close to an old wound that should have long healed.
At her question, he's already shaking his head, his other hand giving hers a gentle squeeze. ]
Of course not, not if you need to talk about it. But you haven't seemed to want to broach that topic at all, which is why I haven't pushed. Do you want to talk about it?
[ He shoots the ball back in her corner again, because he's pretty certain her answer will still be 'no'. Or evasion. He had said they were far too much alike, after all.
Although he's not sure how this will prove her point when she seems to be presenting evidence that backs up his stance instead. ]
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Sylvain is right of course. She doesn't want to talk about the cold, frigid dark that had crept along her vision before dragging her under. Talking about her nightmares also feels like contributing to a cloud of gloom and guilt that she feels responsible for bringing into the loft. ]
No. [ Her admission is soft, almost shameful. But she's already made her decision to bring it up. Going back wouldn't help convince him to talk to Claude. ] But I will. I just...didn't think it felt like the right time. You and Claude were already doing so much and then we ended up coming here which was terrifying at first. But I knew I could do it if you two were here. And I knew that you two would listen if I was ready. When I'm ready.
[ Her eyes flutter closed as she sighs before opening again. ]
The point I'm trying to make is - how is that any different from what happened to you? It was in the past. But here you are telling me that I should talk about it. We're worried about you as much as you're worried about me.
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Neither Claude or I will ever be too busy to be here if you need us. For anything. Whether that’s a talk or a hug or a distraction or anything. Don’t think you’d be interrupting, or a bother, or anything silly like that, because you’re not. I want you to remember that.
[ But as for the rest of it… His shoulders slump slightly as his hand drops back to his lap, limp. His eyes focus on his knee, because that’s easier than meeting her gaze right now as he confesses this next part. ]
There’s… there’s a lot of things you and Claude don’t know about me. That no one knows about me. Even most of the Lions didn’t know it, and the ones that did… only knew bits and pieces.
[ Even Felix only knew parts, even if he had far more of them than most, enough to get a glimpse of the bigger picture. He’d been the one who’d found him down that well, after all. He’d witnessed the results of Sylvain’s ‘clumsiness’ the most, had been one of the only ones to piece together the truth.
They’d never talked about it, though. Not openly. A few veiled comments, before both of them just continued on with their lives. It was just one more thing to be ignored, because nothing could really be done about it. Accept it and move on.
He makes a face now, nose scrunched up as his lips twist in a grimace. ] It’s not something I’ve ever talked to anyone about before, in fact. I wouldn’t even know where to start.
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But when his hand falls limply to his lap, so do her protests.
To hear that the Lions didn't know the full picture is surprising - but is it really? Hilda had always seen them from afar, prim, proper - so Faerghan - but she had always assumed that they had been as supportive even if they might not have been as warm as the Deer had been. She's quick to gather his hand in hers, cupping them as if they would bring comfort when they weren't the hands he wanted to hold. ]
Well, I am friends with Claude. Not knowing where to start and not knowing things - [ Her lips lift slightly, humourlessly, skating over her own insecurities and raw wound. ] is something I'm used to. And Claude has enough patience for the both of us so even a convoluted start is better than not talking about it.
Like you said I don't know what you went through. And I know it's probably painful and difficult to think and talk about. But I just... [ She draws in a breath, hesitating as she gives his hand a squeeze. ] want you to know that we're here too. I hope that you give talking to Claude a chance.
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Thanks, Hilda. I'll, think about it, okay?
[ Even if the last thing he wanted was to have to sit down with Claude and talk about this. He's pretty sure he's already looked like enough of a wreck over the years without adding to it. Especially after the Pit. ]