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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2023-10-15 08:13 am
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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.
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.

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.
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.
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.

Be sure to reply with the terms before starting the thread. Mods will approve or ask for revisions, so try to submit your points by OCTOBER 17.

Once approved, please TAG IN with your character under the correct faction heading.
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.
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.
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.

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.

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.

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.
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.

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.

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.
Featherhive
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.

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.
Aetherie
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!
◎ 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.

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.
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:
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.



thedevilwhorose: (unknown the unlit world of old)

[personal profile] thedevilwhorose 2023-11-21 05:58 am (UTC)(link)
They're likely going to need a lot more than sturdier walls to help them, but what does Lucifer know about dragons.

Long lifespans though? That he more-than understands.

"Ledas. My brothers and I were taking care of them." Which is not exactly the truth. Michael was taking care of Ledas and attempted to foist the dragon off on him and Gabriel but... eh. Close enough to accurate. "Excellent salt pillars, that one." Or something.
abraxasnpcs2: (nether)

[personal profile] abraxasnpcs2 2023-11-27 01:34 am (UTC)(link)
Stretching truths is a habitual aspect of the Draconae and thus, Aster sees no reason to question Lucifer's assertions or any of their guests, for that matter.

"It is impressively fond of its salt pillars. As you can imagine, we're relieved Ledas wasn't the one who's escaped our sanctuary. We'd be covered in salt from the Heart to the Ashlands."

That would be a nightmare, to be certain. Personally, Aster doesn't know how one hatchling escaped at all, but their task doesn't revolve around overseeing the dragons and the past few weeks have been massively hectic.
thedevilwhorose: (Default)

[personal profile] thedevilwhorose 2023-11-30 03:11 am (UTC)(link)
Lucifer would likely fit right in here.

If only he could swing that and not be concerned with Thorne imploding and swallowing the rest of its Summoned while he was gone.

Pipe dreams.

He spins his flute about before finally pocketing it.

"Well, the salt would've added to the flavoring in the cooking pits--perhaps not what some of the cooks were aiming for, but hey." Would've been better than the pollen. "We don't always get what we want," that last part is said more serious than the rest of the conversation has been.
abraxasnpcs2: (nether)

[personal profile] abraxasnpcs2 2023-11-30 09:34 pm (UTC)(link)
This causes Aster to laugh.

"Important to look on the bright side, eh? Little wonder the young ones like you."

They must look into adding butterflies to their next project. A delicate motif for a delicate instrument even though the playing was less so. Mighty entertaining, however.

"You're quite right. I doubt you wanted to be summoned to Abraxas, did you? And we didn't ask for our lands to falter but such is the hand we've been dealt. We're grateful you've answered our call, by the way."
thedevilwhorose: (Default)

[personal profile] thedevilwhorose 2023-12-07 12:15 am (UTC)(link)
He'd really prefer all the young ones would stop liking him, but that has yet to happen.

"It's come with some benefits, ultimately," Lucifer allows. "I was supposed to be killed--twice, apparently--so that's been derailed by being brought to Abraxas. " He says it completely nonchalant despite the context of the words. He still doesn't know the details behind his death, but Michael gave him the good ol' infodump right into his noggin' for the second one.

Super good times (sarcasm).

"Despite the current state of your lands, it's nice here." He means that. It's the most comfortable place he's been for the state of his being. "Hopefully our presence will improve them." He has been out in the Ashlands, getting the work done. "And I'll be honest," which is always a risk, "fostering relations with others outside of Thorne, Solvunn, and Free Cities, I think has become something very important for the Summoned. For the sake of our safety." He glances hesitatingly Aster's way, a look that very much reads how unsafe he feels.
abraxasnpcs2: (nether)

[personal profile] abraxasnpcs2 2023-12-11 05:32 pm (UTC)(link)
Aster appears a combination of alarmed and intrigued by this information.

"You'll have to treat me to your tales of escaping death another time."

Twice! That's certainly something and can't be a dull story at all. Lucifer's next comment, however, brings a more serious mood into the conversation.

"Your safety? I'd have you elaborate if you're comfortable."

They open the doors to one of the many unlabeled structures in the Heart and step inside for privacy.
thedevilwhorose: » f ApocWorld ("you haven't changed")

[personal profile] thedevilwhorose 2023-12-15 03:19 am (UTC)(link)
"If we're given another chance, I'll regale you with the details," he says, much too lightly for the topic at hand. But in a way it would be nice to talk to someone about it that had no attachments to him.

Because he sure as hell hasn't talked to anyone else about it. And he Does Not Plan To.

His reasoning for seeking out Aster was solely because Istredd went for Anneth. A bit of divide and conquer, usually a good enough strategy even if their goals aren't... always aligned. Or rather: their method to reach their shared goals is what's askew. And, well, Aster's mate with the Overseer could provide an easier in further down the road.

Planning. Long term. He can do it again. Maybe. Maybe.

He follows them, and now none of his wariness is fabricated. "You have to understand," he starts. "If any of this gets back to Thorne even slightly, we--the Summoned--are all likely doomed. Why keep any of us when they can just Summon a few new batches that don't know what we know."
abraxasnpcs2: (nether)

[personal profile] abraxasnpcs2 2023-12-17 07:31 pm (UTC)(link)
Aster listens carefully. Their demeanor is that of someone who is used to lending a sympathetic ear to the troubles of their community, no matter how small or large, although their interest in hearing Lucifer's concerns is genuine.

"You can speak frankly with me. We've held our independence and secrets for centuries. What's led you to believe the Summoned are in danger? Have you been threatened?"

This isn't a fact Aster is aware of, but the Draconae don't have the political sway or insight that others do...especially in Thorne.
thedevilwhorose: » hallucination (getting harder to hold up)

[personal profile] thedevilwhorose 2023-12-18 05:46 am (UTC)(link)
"Thorne experimented on the first batch of Summoned they had a few years ago. The more 'recent', I suppose you could say." Not the ones that became... corrupted, or whatever it was. Whether genuinely accurate or Thorne Rhetoric. "I don't know what they were trying to accomplish."

He does. He knows the why. He vaguely knows the who. He wishes he understood the how.

He is not putting any mention of the attempted stealing of the Summoned' Singularity connection; he will not risk the denizens here seeing a value in that.

"Those Summoned, with help, were able to escape Thorne. But... since that batch and the rest to follow... it sounds as though they learned. How to change their tune. How to gild their cage. They've 'loosened' our leash on us as of late. It feels like some kind of game. It feels like far more than a standard test. We've all come to learn in Thorne that any one wrong move by one of us affects all of us. One wrong step and that leash tightens, but this time the teeth are obvious."

He knows that. He expects that, even if some may not.

That's not the problem. As much as Lucifer strives for Freedom, that's not his ultimate concern. It's that... that one wrong move. One wrong step. He keeps playing the game but when he runs out of moves, then what?

"It's felt like, in the past, they were looking for a reason to lock one of us up. Any reason. And then? Well, then we're their prisoners, right? They can do whatever they want to us, including digging right back into experimenting again.

"I'm saying this not out of ego, but I am very hard to kill," he had been, anyway, "I am very long lived, quite like your kind, perhaps. I haven't given them a reason to lock me away," except for that One Time and they needed him to do the work--he assumes that's the only reason they let him out, "but I am terrified at what they could achieve with me really under their thumb. And that's just me. We have many that are barely three decades old."

And most all gravitated in some absolutely screwed-up way towards Lucifer.
Edited 2023-12-18 05:49 (UTC)
abraxasnpcs2: (nether)

[personal profile] abraxasnpcs2 2023-12-23 08:46 pm (UTC)(link)
Experimentation and unjust imprisonment are harsh accusations. Of course, Aster has few doubts as to the nature of the kingdoms beyond the Nether. No leadership is free of corruption or dark influences.

Targeting the very people they summoned, however, is certainly a troubling notion.

"To be blunt, the Nether has no oversight in other territories. We have to tread carefully in our circumstances...just as you do. Having said that, I can assure you your assistance will see only allies in us to the best of our ability."

They give a thoughtful pause.

"Are there other Summoned who share your fears?"
thedevilwhorose: » hallucination (call you carpet of stars)

sorry for the delay! holidays hit hard

[personal profile] thedevilwhorose 2024-01-11 04:04 am (UTC)(link)
"I know, I know no one can really get involved. I know it will only make things worse. But... just knowing someone on the outside understands our fears means something, truly." So when they get themselves blown off the map or something, well, the Nether wouldn't be able to intervene, but they may be less likely to let Thorne back in.

Someone might know their story. Ha. How tragic is that. Someone to remember him without all the baggage that his family has.

"Maybe not everyone has my same lifespan issue but many are afraid. I won't name anyone. I won't put anyone in that same risk category as I've put myself." Lucifer is... extremely possessive of the Thorne Summoned. Some of it legit. A lot are... quite like belongings. They're his. And he doesn't like his things being tampered with, this is part of the reason he had crypts scattered around planet Earth, stashing various objects away. "It's not that I think you'd give them up, but I know very well that information can be extracted from people without their choice."
abraxasnpcs2: (nether)

No problem!

[personal profile] abraxasnpcs2 2024-01-11 10:11 pm (UTC)(link)
"We're not so easy to coerce like others," Aster answers casually. "Though, I won't ask you for secrets you aren't ready to disclose. As a fellow long lifespan, we both know thrones and kingdoms aren't forever. Your concerns about Thorne now...may become something else in the future."

Of course, it's necessary to pay attention to the present, too, and not anticipate too far ahead.

"We know you've made contact with Feywilds and Nocwich not long ago. Unlike them, we've spread across Abraxas, in Thorne and the Free Cities. So, if anything happen, you can just find one of us. Word will eventually get back to me."

With subtlety, that is, but Aster doesn't think caution needs to be impressed on someone who appears as apprehensive as Lucifer.
thedevilwhorose: » mental (and they're both calling my name)

[personal profile] thedevilwhorose 2024-01-19 01:15 am (UTC)(link)
"I don't doubt that," he says, "but the mind can be a different battleground entirely."

He knows that too well, but he thinks they might have the mental fortification. He hopes they do, anyway. Lucifer's own lock-tight mind has been bolstered from when he wasn't even willing to trust using the Horizon to communicate and linked his mind with Istredd's. Though there were sometimes some.......... drawbacks to that.

Lucifer blinks. It... makes sense for the Nether to be spread out to an extent. That's how he got the flute he was playing, he snagged the curio from the wandering entertainer that had come to Thorne.

But... oddballs are one thing. Having individuals out to the other nations that Aster could also trust that word would get back to them...

Well.

"That's..." A breath. "Honestly the best news I feel like I've gotten in awhile."

Lucifer may be a chaotic entity but subtlety is second nature to him. Third nature? Whatever. If he sends out word to reach Aster, then something is about to go very, very wrong in Thorne and likely will have spillover problems to other areas.
abraxasnpcs2: (nether)

[personal profile] abraxasnpcs2 2024-01-30 02:34 am (UTC)(link)
While The Guardian won't claim that there aren't rogues running around out there (surely, every country has their share of unruly citizens), they're confident most of the Draconae are devoted to their dragons first. Certainly over the factions -- who haven't gone out of their way to protect a lot except their interests.

Aster offers the Summoned a winning smile and claps him on the shoulder. "Good, good! Now, why not enjoy yourself, hmm? I realize we have a handful of troubles overhead, but that's not a reason to wring our hands for hours on end. Here..."

They rummage through a drawer and pull out a small flute, one of a finer craftsmanship than Lucifer's trinket but still notably created for the young ones by the limited number of notes it can play. For a simpler learning curve, naturally. "Take this. If we meet again, I expect another song."
thedevilwhorose: » hallucination (you're the paint can)

[personal profile] thedevilwhorose 2024-01-31 04:00 am (UTC)(link)
"I do quite like this place," he admits. He thinks he'd prefer to be here outside of any of the other places (Thorne definitely included) he's been. He will actually enjoy himself, while doing whatever things they're supposed to be doing here, finding a cure or whatever. Lucifer's more about fostering relations, he doesn't care about saving a species like so many others have been about.

He blinks at the procured item, not understanding the concept of gifts (and he still will not especially through the holiday times), taking the flute and flipping it between his fingers with a twirl.

Fortunately or unfortunately Lucifer will in fact play beginning-level songs on this instrument.

Fortunately or unfortunately Lucifer will in fact also play Hot Cross Buns for Aster in this Very Moment because Lucifer's amused by this entire scenario.

So. There's your free song. Aster will get you another one (likely equally as shitty) when next they meet. But he's moving towards the exit, not wanting to really interact beyond what as Necessary.