Entry tags:
DRAGON'S TREE QUEST, PT II (OPEN)
Who: those who signed up for dragon quest ii!
When: throughout april!
Where: the wilde
What: dragon mom needs assistance
Warnings: n/a will update as needed. violence is sure to ensue.

Come. I will show thou what must be done, for thou has come to wake me, hath thou not?
I. THE OUTPOST (AND BUILDING A NEW ONE)
[ there will always be a mutual rendezvous point for party members to group and travel: the northern outpost. make your way through the established transporter to meet your fellow questers, equip supplies, pack enough food for as long as you'll stay and check your weapons for the trip over to the exploration site. any veterans are welcomed to share information with new partners coming as a first (in fact, this is encouraged), and even more encouragement goes to talking to the citizen wilders established here. you'll need their magic tips. while still somewhat raw and unadorned around the outpost (some spots of infection noticeable behind the crisp ring of burn and hyena creatures hang about the outskirts), the improved building offers a safer stop than last month, or the month before that— it's coming along nicely, looks like, with improvements that you'll be thankful for.
by the way! while you're getting to know your quest-mates, it's recommended that everyone going out has a bond. if you haven't one with you already, try a temporary one and partner up. grab one of many bottles offered, drink up and you've already got your first safeguard against the vicious wilde ahead (if you don't, continue at your own risk).
briefing will occur regardless of who knows the story or not, sharing what been gathered for months now: their destination is créia‘s tree. her petrified boulder body, foremost, will be visited first, before stretching off from there. the paths are going to need constant cleaning from here on out, so wake up! smell the misty crisp of an autumn sunrise, and maybe catch a glimpse of the former shedding its rays through thick, dense wilde canopy.
the path to take once you're ready are cleaned and carved. symbols on the ground and chipped into bark will lead them, twists and turns charred dead by dragon and witch fire alike to keep infection at bay. most of the way has been cleared up in two months time, only occasionally will they come across lesser shades (birds, rats, boars, bears, or the straggling feral arachne). just be mindful of the foliage, a lot of it is still infected. what's the first step? well— ]
A. THE MIRRORBOUND OUTPOST (SOON)
[ arriving at the first clearing everyone has seen in a while when it comes to the wilde, this will be our spot: the new and very first mirrorbound outpost. of course there's nothing to it yet— it's just nature right now. plants and the smell of moss and dirt that's where you come in, of course!
our primary task here is to set up barracks, tents and protective magic to further build a successful outpost. tap into leylines and explore what settles just beyond the clearing's horizon to keep things safe for your fellow explorers. the most important of all goes to the witches that accompany us: secure teleportation magic to make traveling easier in the coming months. luckily, we have coven wilder pairs accompanying the expedition and offering any helping hands needed to witches and monsters. witches will get the aid of wilder witches in how to evoke and create the runes needed for transport as well as protection charms, against the cwyld and lesser shades from entering the established ring. monsters, you'll get some tips and pointers on how to use your instincts in your favor, protecting your fellow witches while they work, and how to sniff out magic in the earth yourselves.
don't forget: we still need old fashioned campfires if you're staying overnight. between building and decorating, don't forget to rest and tell a weird story to keep your company up at night. there's more work that could be done, that way. ]
B. THE BOULDER
[ nearby and part of the clearing, a massive rock sits: the formation appears to be just a large boulder at first, with nothing special to its mossed edges. a closer look can herald some unusual features on the surface. the boulder curves like horns, there are wings seamlessly sculpted across mineral, small but seemingly folded. this is supposedly créia, in the flesh. its cleaner than it used to be, that's a given, but more is needed to take care of this legend. questers will be encouraged to always keep this area spotless and constantly cleanse the grass and rock with charms, spells and what ever you have up your sleeves. don't have those? offerings like flowers and healthy plant-life will bring the same level of effort and appreciation over time— and are not limited to those by any means! just be mindful of what you decide to leave behind. some trinkets could attract greedy animals, or even some unwanted visitors to snatch it for themselves . . . or snatch you? ]
remember that a list of regular problems that one could encounter is as follows, all carrying varying levels of infection:
🌳 trip brushes: various low to the ground brush that seems intent on tripping and then consuming whatever falls on them; marked by the bones of the unfortunate animals that fell asleep in the sometimes sweet-smelling flowers, the pollen wafting up the minute they're disturbed.
🐁 frogs riding giant rats and rats riding giant frogs: these are enemies of one another, so the best way to deal with them is to get them in a fight with the other. they're very hardy and persistent otherwise.
🐇 jackrabbits: be vewy, vewy qwiet.
🐝 swarming..... IN BEES!!!!: an important note that the queen is a cwyltid and will come out once her brood is threatened to a certain point. they can be avoided by looking for a particular flower that smells like whatever your character deems "home", be it a sort of food smell or what have you.
🐜 colonies of ants: live within large mushroom colonies, using their vast connected roots as their tunnels; the mushrooms themselves are dangerous as well, causing fiery explosions when the colony is threatened and showering those closest with a paralyzing powder. you know, so the ants can feast.
🌲 screaming trees: they have faces. some of them may resemble people the team knows, especially once they reach closer to the dragon's tree. they alert the birds that live in them to attack, and it can be seen that these birds are connected to them via thin vines controlling their brains. despite appearances, the birds are not the problem. it's the trees themselves that are cwyltid, and they have visible rot at their roots.
🌵 spiny plants: their burrs carry the infection without it infecting the person it's riding on. please don't bring these back to the outpost and city; touching them will infect someone, a dark black spot appearing immediately, as they're basically poison capsules in plant form.
🐺 petalwolves: the alphas of the packs are most likely to be a level of Bad, and despite their infection the families will defend them with their lives; the Cwyld has rotted the pairs' forms and more or less put them together into a disgusting two-headed cwyltid, but a weakpoint can be found to split and defeat them. expect to need a good hot shower. claws and teeth are the worst carriers.
🦎 lizards: of varying sizes and sorts, some of them resembling small dragons sans wings. very spikey, and the smaller varieties are the more bitey.
🕴 dapper gentlemen: they come in groups and take the form of those in the party. they don't have the same skills, but can mimic voices, appearances, and when they die are anguished and betrayed.
II. THE TREE
[ close and not too far from the outpost and its boulder is the biggest problem of all: the dragon's tree, a massive one, grander than all those in the wilde and seem miniature in comparison. it stands tall, bark scarred and chiseled, holding evidence of ages past in the many knots and healed burns, dark wood branching off into pine-scented leaves. its wilted, in poor shape and black as if there's no going back from the rotting point it has reached.
those who ask will be informed of the mutated naga that was found here last month, feeding off of the tree's roots and killing it. with the beast dead and long singed to ash, the environment has improved around the tree especially. grass grows a little greener, peeks out from underneath black soil. it's all a low bar, compared to the work that must be done. the tree itself remains obviously infected, stained with the cwyld and putrid in scent. a few healthy plants are beginning to pop up around it, regardless, hopeful for a fresh start and sensing new beginnings. we'll need more time for progress to be anywhere significant, but the start is there: under their feet in the form of fighting buds.
be wary as you cleanse, burn and heal. the new sources of clean magic in the area bring in new infected who are curious and starved. a cwyldtid can be be found stalking the area busy area: a larger than normal wolf with shaggy white-streaked, blackened fur, hungry yellow eyes and a scarred-up muzzle. it seems impervious to both magical and physical blows, but its body can be pierced, especially from beneath on its soft belly, where its protective fur is much thinner. it barks ear-piercing thunder and its fangs and claws crackle with lightning that can electrocute whatever it bites or scratches, making this a difficult shade to deal with.
this beast will go and come back, return and once again flee until it is killed off for good. when that happens and closer to the month's end, participants will begin to notice: the tree will start to look a little less stained, as if a dam is being chipped away at and starting to let trickles of water through. ]
When: throughout april!
Where: the wilde
What: dragon mom needs assistance
Warnings: n/a will update as needed. violence is sure to ensue.

Come. I will show thou what must be done, for thou has come to wake me, hath thou not?
I. THE OUTPOST (AND BUILDING A NEW ONE)
[ there will always be a mutual rendezvous point for party members to group and travel: the northern outpost. make your way through the established transporter to meet your fellow questers, equip supplies, pack enough food for as long as you'll stay and check your weapons for the trip over to the exploration site. any veterans are welcomed to share information with new partners coming as a first (in fact, this is encouraged), and even more encouragement goes to talking to the citizen wilders established here. you'll need their magic tips. while still somewhat raw and unadorned around the outpost (some spots of infection noticeable behind the crisp ring of burn and hyena creatures hang about the outskirts), the improved building offers a safer stop than last month, or the month before that— it's coming along nicely, looks like, with improvements that you'll be thankful for.
by the way! while you're getting to know your quest-mates, it's recommended that everyone going out has a bond. if you haven't one with you already, try a temporary one and partner up. grab one of many bottles offered, drink up and you've already got your first safeguard against the vicious wilde ahead (if you don't, continue at your own risk).
briefing will occur regardless of who knows the story or not, sharing what been gathered for months now: their destination is créia‘s tree. her petrified boulder body, foremost, will be visited first, before stretching off from there. the paths are going to need constant cleaning from here on out, so wake up! smell the misty crisp of an autumn sunrise, and maybe catch a glimpse of the former shedding its rays through thick, dense wilde canopy.
the path to take once you're ready are cleaned and carved. symbols on the ground and chipped into bark will lead them, twists and turns charred dead by dragon and witch fire alike to keep infection at bay. most of the way has been cleared up in two months time, only occasionally will they come across lesser shades (birds, rats, boars, bears, or the straggling feral arachne). just be mindful of the foliage, a lot of it is still infected. what's the first step? well— ]
A. THE MIRRORBOUND OUTPOST (SOON)
[ arriving at the first clearing everyone has seen in a while when it comes to the wilde, this will be our spot: the new and very first mirrorbound outpost. of course there's nothing to it yet— it's just nature right now. plants and the smell of moss and dirt that's where you come in, of course!
our primary task here is to set up barracks, tents and protective magic to further build a successful outpost. tap into leylines and explore what settles just beyond the clearing's horizon to keep things safe for your fellow explorers. the most important of all goes to the witches that accompany us: secure teleportation magic to make traveling easier in the coming months. luckily, we have coven wilder pairs accompanying the expedition and offering any helping hands needed to witches and monsters. witches will get the aid of wilder witches in how to evoke and create the runes needed for transport as well as protection charms, against the cwyld and lesser shades from entering the established ring. monsters, you'll get some tips and pointers on how to use your instincts in your favor, protecting your fellow witches while they work, and how to sniff out magic in the earth yourselves.
don't forget: we still need old fashioned campfires if you're staying overnight. between building and decorating, don't forget to rest and tell a weird story to keep your company up at night. there's more work that could be done, that way. ]
B. THE BOULDER
[ nearby and part of the clearing, a massive rock sits: the formation appears to be just a large boulder at first, with nothing special to its mossed edges. a closer look can herald some unusual features on the surface. the boulder curves like horns, there are wings seamlessly sculpted across mineral, small but seemingly folded. this is supposedly créia, in the flesh. its cleaner than it used to be, that's a given, but more is needed to take care of this legend. questers will be encouraged to always keep this area spotless and constantly cleanse the grass and rock with charms, spells and what ever you have up your sleeves. don't have those? offerings like flowers and healthy plant-life will bring the same level of effort and appreciation over time— and are not limited to those by any means! just be mindful of what you decide to leave behind. some trinkets could attract greedy animals, or even some unwanted visitors to snatch it for themselves . . . or snatch you? ]
remember that a list of regular problems that one could encounter is as follows, all carrying varying levels of infection:
🌳 trip brushes: various low to the ground brush that seems intent on tripping and then consuming whatever falls on them; marked by the bones of the unfortunate animals that fell asleep in the sometimes sweet-smelling flowers, the pollen wafting up the minute they're disturbed.
🐁 frogs riding giant rats and rats riding giant frogs: these are enemies of one another, so the best way to deal with them is to get them in a fight with the other. they're very hardy and persistent otherwise.
🐇 jackrabbits: be vewy, vewy qwiet.
🐝 swarming..... IN BEES!!!!: an important note that the queen is a cwyltid and will come out once her brood is threatened to a certain point. they can be avoided by looking for a particular flower that smells like whatever your character deems "home", be it a sort of food smell or what have you.
🐜 colonies of ants: live within large mushroom colonies, using their vast connected roots as their tunnels; the mushrooms themselves are dangerous as well, causing fiery explosions when the colony is threatened and showering those closest with a paralyzing powder. you know, so the ants can feast.
🌲 screaming trees: they have faces. some of them may resemble people the team knows, especially once they reach closer to the dragon's tree. they alert the birds that live in them to attack, and it can be seen that these birds are connected to them via thin vines controlling their brains. despite appearances, the birds are not the problem. it's the trees themselves that are cwyltid, and they have visible rot at their roots.
🌵 spiny plants: their burrs carry the infection without it infecting the person it's riding on. please don't bring these back to the outpost and city; touching them will infect someone, a dark black spot appearing immediately, as they're basically poison capsules in plant form.
🐺 petalwolves: the alphas of the packs are most likely to be a level of Bad, and despite their infection the families will defend them with their lives; the Cwyld has rotted the pairs' forms and more or less put them together into a disgusting two-headed cwyltid, but a weakpoint can be found to split and defeat them. expect to need a good hot shower. claws and teeth are the worst carriers.
🦎 lizards: of varying sizes and sorts, some of them resembling small dragons sans wings. very spikey, and the smaller varieties are the more bitey.
🕴 dapper gentlemen: they come in groups and take the form of those in the party. they don't have the same skills, but can mimic voices, appearances, and when they die are anguished and betrayed.
II. THE TREE
[ close and not too far from the outpost and its boulder is the biggest problem of all: the dragon's tree, a massive one, grander than all those in the wilde and seem miniature in comparison. it stands tall, bark scarred and chiseled, holding evidence of ages past in the many knots and healed burns, dark wood branching off into pine-scented leaves. its wilted, in poor shape and black as if there's no going back from the rotting point it has reached.
those who ask will be informed of the mutated naga that was found here last month, feeding off of the tree's roots and killing it. with the beast dead and long singed to ash, the environment has improved around the tree especially. grass grows a little greener, peeks out from underneath black soil. it's all a low bar, compared to the work that must be done. the tree itself remains obviously infected, stained with the cwyld and putrid in scent. a few healthy plants are beginning to pop up around it, regardless, hopeful for a fresh start and sensing new beginnings. we'll need more time for progress to be anywhere significant, but the start is there: under their feet in the form of fighting buds.
be wary as you cleanse, burn and heal. the new sources of clean magic in the area bring in new infected who are curious and starved. a cwyldtid can be be found stalking the area busy area: a larger than normal wolf with shaggy white-streaked, blackened fur, hungry yellow eyes and a scarred-up muzzle. it seems impervious to both magical and physical blows, but its body can be pierced, especially from beneath on its soft belly, where its protective fur is much thinner. it barks ear-piercing thunder and its fangs and claws crackle with lightning that can electrocute whatever it bites or scratches, making this a difficult shade to deal with.
this beast will go and come back, return and once again flee until it is killed off for good. when that happens and closer to the month's end, participants will begin to notice: the tree will start to look a little less stained, as if a dam is being chipped away at and starting to let trickles of water through. ]
