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nightfell mods ([personal profile] oblivium) wrote in [community profile] afternight2022-12-28 08:37 pm
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EXPLORATION LOG - JANUARY

LES FLEURS DU MAL


In a desperate attempt to find a cure for the Harvest's curse, Amun has officially authorized an expedition to the Neighboring Isles. Whispers claim that he's also affected, which might explain why the Hierarchy seems to give more of a damn. Hale's head healer is in possession of an old journal containing bits of information about a rare plant with extraordinary properties, a blotched map seemingly leading to a secluded grove on one of the nearby isles. The only reward, should you wish to go, is the Hierarchy's gratitude... and well, your life, if you happen to be cursed.

A Ferryman helps you cross over to the nearest isle, where dark sand and dense woodland welcome you. Tangled woods shroud most of the coast, and a nameless range of rugged, tree‐cloaked hills rises to the north. The remains of an ancient hill fortress sprawl across the summit; according to the journal, that's where you're going, looking for anything resembling a door. There is none, but if you keep reading, you'll come across a puzzle:

“You must find a hole too small for a thumb, yet large enough for a household”.


The answer to this puzzle is to find a squirrel’s hiding spot inside a tree knot. As soon as you gaze upon it, you'll instantly be sucked in, as if through a portal. The feeling is odd, almost as if you're simultaneously left breathless and given all the air in the world to hold in your lungs. You instinctively try to find your balance. There’s no up, no down, no left, no right, no light--there’s just a void, until you sense humidity, and hear the distant flow of water. You're in a tunnel of sorts, and you can just about make out a glimmer of light a few hundred feet away. Distant, yet present. As you move towards it, it too seems to move towards you. It draws nearer and nearer, coming closer and closer, until it meets you halfway. Here you are, the light blinding you for a few seconds. As you eyes adjust, you gaze upon exactly what the journal described - a grove unlike any other, its grass high and silver and its trees multicoloured, scents you've never smelled before. Birds chirp. The breeze sings. Literally. There's a long, sinuous river nearby, and it might be tempting to just sit and relax, but don't forget you're on a mission!

► THE WATERFALL
Crystal clear, fresh, soothing... Anyone with magical abilities might detect its own mystical potency, harmless yet maybe a trifle mysterious. If you keep flipping the pages of the journal, you'll stumble upon a passage that mentions “the water concealed us, yet turned us against each other”, as well as “the blob-like foes”... Come again?

► THE RIVER
...Ah. Here they are, six of them, emerging from the waters and groaning guttural as you approach the riverbank. If you drink from the waterfall, you'll appear to the creatures as one of them, and they'll allow you to cross over. Otherwise, they'll attack you as soon as your feet touch the water, and you're in for an impossible battle to win. There's no other way if you wish to go forward, and it's up to you to decide how quickly your character figures out what to do. But that's not all. Unfortunately, for the next few hours, whenever you come to harm in any way, another close to you will feel the pain and bleed in your stead.

► THE OTHER SIDE
Now that the blob-like foes are calmer and behind you, you finally reach the other side of the river, welcomed by an incredible expanse of forested area. There’s trees and vines and distant sounds of unknown creatures, and the scenery is ever-changing around you, drawing you in. During your trek, you eventually come across a campfire, its embers still crackling slightly. For the most observant among you, you might take note of drying spots of blood on nearby leaves. Following a trail of footprints, smashed leaves and broken branches, you'll then discover the corpse of a man at the foot of a large willow tree... and the face of a mournful dryad in the middle of its trunk.

It's the Bluebell Toll, she tells you, interrupted by a raw string of bloody coughs, seeds littering the ground. Flowers instantly sprout -- bright cobalt bell-shaped blossoms filled with white pollen. And thorns. The journal does mention Bluebell Bane, and if the blackened flesh of the corpse is any indication, it seems highly toxic. Avoid direct contact with skin if you don't want to wind up poisoned, though if you already suffer from the harvest's curse, the toxins won't affect you. However, you'll soon realize that they're also complicated to harvest properly, quick to violently fire off their thorns if you aren't delicate enough, so be careful!

If you talk to the dryad, you'll learn that the corpse was her dearest friend, who unfortunately perished as he attempted to save her from the curse. If you're poisoned, she'll also mention that drinking from the waterfall again might delay the inevitable, though you better find a healer quickly afterwards. If you tell her that Healers in Stygia are working on a solution involving Bluebell Bane, she'll laugh sadly, wondering how a flower could be both her demise and her only hope. If you promise to come back for her as soon as a cure is made available, [comment here]. Regardless, she'll invite you to close your eyes as soon as you're ready to leave, and you'll be transported back to the gates of Serene.

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