As far as abductions go, this isn't the worst one Jadzia has ever experienced. She can't reach anyone back on the station or any of the nearby runabouts, which is bad, but no one had tried to kill her yet either, which is good. She can't recall ever having heard of Agra 10 before, and with eight lifetimes' worth of information knocking around in her head, she's fair sure she'd at least have heard mention of the name if it was a Federation planet. Being in uncharted waters without a way to call home is bad, but at least her hosts had the courtesy to throw a little welcoming party, and frankly, the sign inviting her to partake of their foodstuffs s hilarious (if not just the tiniest bit unsettling).
Well, she wouldn't have bothered joining Starfleet if she wasn't interested in learning new things and exploring uncharted places, and this qualifies as both.
With no tricorder to check for contaminants or other harmful chemicals, she settles on performing a quick series pf patch tests on the skin of her hand; while it doesn't immediately melt her flesh off, she also isn't quite prepared to ingest it either. Might as well have a look around in the mean time, she decides. She's not alone here--that much is obvious--and there is strength and safety in numbers. Maybe some of the others who have already arrived will have a better lay of the land.
Lost and Alone
So, maybe exploring in the woods wasn't the best idea. She feels fairly confident that she can defend herself on account of the fact that she arrived with a bat'leth in tow, but the tiniest adversaries tend to be the most dangerous. Aside from the occasional snapping of twigs or rustling in the underbrush, Jadzia can hear the sounds of insects as they flit around her here and there.
Most people wouldn't think much of such a foe, but to her, a bite or a sting can be deadly: every Trill initiate learns very quickly that the toxins found in the venom of many types of insect can block the neurotransmitters that connect them to their symbionts, resulting in paralysis or even death. Every buzz and chirp has her jumping and gripping the bat'leth tighter.
A louder noise alerts her to the fact that she isn't alone, and even though her nerves are frayed, she doesn't lose her cool... until a huge bug lands on her arm, making her lose her concentration entirely as she swats viciously at the blasted thing.
no subject
As far as abductions go, this isn't the worst one Jadzia has ever experienced. She can't reach anyone back on the station or any of the nearby runabouts, which is bad, but no one had tried to kill her yet either, which is good. She can't recall ever having heard of Agra 10 before, and with eight lifetimes' worth of information knocking around in her head, she's fair sure she'd at least have heard mention of the name if it was a Federation planet. Being in uncharted waters without a way to call home is bad, but at least her hosts had the courtesy to throw a little welcoming party, and frankly, the sign inviting her to partake of their foodstuffs s hilarious (if not just the tiniest bit unsettling).
Well, she wouldn't have bothered joining Starfleet if she wasn't interested in learning new things and exploring uncharted places, and this qualifies as both.
With no tricorder to check for contaminants or other harmful chemicals, she settles on performing a quick series pf patch tests on the skin of her hand; while it doesn't immediately melt her flesh off, she also isn't quite prepared to ingest it either. Might as well have a look around in the mean time, she decides. She's not alone here--that much is obvious--and there is strength and safety in numbers. Maybe some of the others who have already arrived will have a better lay of the land.
Lost and Alone
So, maybe exploring in the woods wasn't the best idea. She feels fairly confident that she can defend herself on account of the fact that she arrived with a bat'leth in tow, but the tiniest adversaries tend to be the most dangerous. Aside from the occasional snapping of twigs or rustling in the underbrush, Jadzia can hear the sounds of insects as they flit around her here and there.
Most people wouldn't think much of such a foe, but to her, a bite or a sting can be deadly: every Trill initiate learns very quickly that the toxins found in the venom of many types of insect can block the neurotransmitters that connect them to their symbionts, resulting in paralysis or even death. Every buzz and chirp has her jumping and gripping the bat'leth tighter.
A louder noise alerts her to the fact that she isn't alone, and even though her nerves are frayed, she doesn't lose her cool... until a huge bug lands on her arm, making her lose her concentration entirely as she swats viciously at the blasted thing.