Entry tags:
DRAGON'S TREE QUEST, PT IV (OPEN)
Who: those who signed up for dragon quest iv!
When: throughout june!
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 MIRRORBOUND OUTPOST
[ the mirrorbound outpost has successfully established a safe rendezvous point starting at the bright wall or even the wilder created northern outpost. thanks to the teleporter and traveling enchantments, questers will find it easier to hop back and forth from here to the city. by now, the fortress has taken a decorative shape in the image of frequent visiting mirrorbound; battle-ready spells line the territory and pockets in the trees offer places to rest. meet your fellow questers, stock up supplies before heading out. 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 talk to the citizen wilders established here, for more tips on sprucing the place up into a fine, infection-free fort. add your touch!
winter bites at your heels and covers the wilde in a thick sheet of white and cold this month as autumn is replaced. threats have dwindled after the season's coming, so enjoy the frozen, still quiet around the base. spells have been placed in carved runes inside the building walls to heat those who enter; enchanted pebbles and stones are given to arrivals, whose hands will instantly feel like they're holding an amiable fire in their hands (burn-free!). with food, drink, clothes and even behavior to promote kindling heat between teammates, the mirrorbound's outpost is now in permanent standing. well done, questers! ]
II. 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. questers will be encouraged to always keep this area spotless and constantly cleanse the grass and rock with charms, spells and whatever 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! with most of the animals hidden away for the arrived winter, maybe not so many greedy beasts will come around to snatch what you’ve left behind.
the efforts of the last months have not gone unnoticed by the local fauna who have come with additional offerings of their own (though they are simple, what food can be offered in the winter of the Wilde and general respects paid by those that wander with minds intact). the Cwyld within the rock itself is slowly receding; in its place a deep, green moss is beginning to grow, almost giving more form to the dragon that lies beneath it. if one places their hand against it, it has a warmth it didn't have before. ]
III. THE TREE (DUNGEON)
[ 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 seeming 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. it's wilted, in poor shape and black as if there's no going back from the rotting point it has reached.
most will remember that the tree holds a vast, magical chamber— and that needs some more exploration. any rooms one didn't get to on the initial floor (be it for more extensive investigation or whatnot) they're still very much open and waiting to be touched open, so players that didn't have a chance to play with that may do so this month. questers are welcomed to adventure through the cleansed rooms for more clues in:
welcome to your tree dungeon (pt 2, act iv), everyone! this isn't the last of it, and there's still plenty to do within if someone doesn't manage to sign up for this round. more details regarding other exploration will be given as needed as well, such any investigation towards the saplings as well as the up and down of the center room and the like. ]
( a huge thanks to the mods for most, if not all of this information to play with! any questions on how to proceed could be asked below, and players who would like to plot with each other can use the plotting post here! )
When: throughout june!
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 MIRRORBOUND OUTPOST
[ the mirrorbound outpost has successfully established a safe rendezvous point starting at the bright wall or even the wilder created northern outpost. thanks to the teleporter and traveling enchantments, questers will find it easier to hop back and forth from here to the city. by now, the fortress has taken a decorative shape in the image of frequent visiting mirrorbound; battle-ready spells line the territory and pockets in the trees offer places to rest. meet your fellow questers, stock up supplies before heading out. 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 talk to the citizen wilders established here, for more tips on sprucing the place up into a fine, infection-free fort. add your touch!
winter bites at your heels and covers the wilde in a thick sheet of white and cold this month as autumn is replaced. threats have dwindled after the season's coming, so enjoy the frozen, still quiet around the base. spells have been placed in carved runes inside the building walls to heat those who enter; enchanted pebbles and stones are given to arrivals, whose hands will instantly feel like they're holding an amiable fire in their hands (burn-free!). with food, drink, clothes and even behavior to promote kindling heat between teammates, the mirrorbound's outpost is now in permanent standing. well done, questers! ]
II. 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. questers will be encouraged to always keep this area spotless and constantly cleanse the grass and rock with charms, spells and whatever 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! with most of the animals hidden away for the arrived winter, maybe not so many greedy beasts will come around to snatch what you’ve left behind.
the efforts of the last months have not gone unnoticed by the local fauna who have come with additional offerings of their own (though they are simple, what food can be offered in the winter of the Wilde and general respects paid by those that wander with minds intact). the Cwyld within the rock itself is slowly receding; in its place a deep, green moss is beginning to grow, almost giving more form to the dragon that lies beneath it. if one places their hand against it, it has a warmth it didn't have before. ]
III. THE TREE (DUNGEON)
[ 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 seeming 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. it's wilted, in poor shape and black as if there's no going back from the rotting point it has reached.
most will remember that the tree holds a vast, magical chamber— and that needs some more exploration. any rooms one didn't get to on the initial floor (be it for more extensive investigation or whatnot) they're still very much open and waiting to be touched open, so players that didn't have a chance to play with that may do so this month. questers are welcomed to adventure through the cleansed rooms for more clues in:
—the foyer: now cleansed, is a safe base of operations. just don't light a fire in it.
—left room (puzzle; witch specialty): as one steps in, it's positively empty of magic; if one isn't careful, they may suffer from magical exhaustion and need to step out into the foyer for rest. that said . . . immediately within this room are three objects: a petrified sapling, a high wooden pedestal, and a large glass marble with an emerald scale trapped within. the marble cannot be initially cracked. upon closer inspection of the room, there are channels in the floor which one can pour . . . something . . . into, and they pool around the sapling as their end. this puzzle can be solved by manifesting magic into a pure form for "water", and then using an imbued crystal as light shined through the marble once placed upon the pedestal, which will heal the sapling and cause it to wiggle happily. how this ultimately happens is up to you all, but it is worth noting that it might require some fine timing.
—right room (puzzle; monster specialty): as one steps in, it's positively overwhelming with magic in contrast; if one isn't careful, they may lose their minds and display unusual behavior, needing to step out for a bit until it releases itself from their systems. this magic stems from a sapling that's sick with it, glowing brightly within the center and to three spots against the walls. to solve this puzzle, one must form a "bond" with the sapling and take on the excess magic it holds while managing their own selves in order not to soak up too much. how this goes is ultimately up to you all, but it is worth noting that temporary bonds may prove very useful in this venture.
—center room (updated): the apparent "heart" of the tree, or so it would seem. unlike the other rooms, this one has no visible ceiling and the sounds of birds can be heard from high above. it's also . . . very . . . not "heart of the tree" like; where there should be a large pillar of heartwood within there is nothing, with a pit of darkness below and the aforementioned lack of ceiling above.
with some poking around, one can find additional passages embedded against the inner bark itself, reacting strongly to those of a more magic-heavy "descent" so to speak, particularly to Faun, Fae, and Dragons. they lead as sloping paths upward, lighting with a biolumiscent green glow as the parties travel along.
this upper area leads outside, and continues up into the canopy of the tree. it seems particularly dangerous to be up high, as there's a mass of blackened, Cwyld-infected birds that hang within the branches, and they're not quite easily dispatched; their wings have boney, claw-like tips on the curve as well as the end of them, and they're eager to knock people off the branches that make up their home.
once dispatched or otherwise fled from, the path winds its way back within, and they reach the upper "heart" room the maggot lived in. The rot and earthy scent is thankfully far below, and in its place is something . . . a little sweeter. a bed of flowers blanket the floor of the area, somewhat... odd . . . maybe, considering that it's within a tree, but how does magic work anyway. if one is suspicious of it, they are rightfully so, because disturbing these flowers throws pollen in the air and, much like the Wizard of Oz, they put those that inhale it to sleep.
and in this state of sleep, one will be consumed by the flowers, first by what magic they have being sucked by leaves and steams and then turned into natural fertilizer. bones may be found among the flowers, but only once one has stepped in. please do be careful -- and before it's asked, yes, so long as you're careful, these flowers can be taken . . . and maybe they ought to be, given they seem as if they're taking life from the already struggling tree.
welcome to your tree dungeon (pt 2, act iv), everyone! this isn't the last of it, and there's still plenty to do within if someone doesn't manage to sign up for this round. more details regarding other exploration will be given as needed as well, such any investigation towards the saplings as well as the up and down of the center room and the like. ]
( a huge thanks to the mods for most, if not all of this information to play with! any questions on how to proceed could be asked below, and players who would like to plot with each other can use the plotting post here! )

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