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Field Mission 4, Etude in Blue, Part One
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![]() 1. ETUDE IN BLUE: WELCOME TO THE SEA OF FALLEN STARSA. A WATERY LANDING You'll be going down from the Moon Base via glass spheres, shot by the flight technician staff member Avi. As usual, each capsule can hold up to 4 people, although it does get increasingly uncomfortable the more people are crammed together. You're shot down to the planet in the most horrifying way possible, seeing the landscape violently change quickly and without remorse or guilt towards your possible motion sickness or uneasy feeling. The landing this time, is a canonball. All along the middle of the Sea of Fallen Stars, blips of orbs will be falling straight down into the water. From the Moon Base, Lucretia watches on as the majority of you land. It's quite a spectacle to see the splashes from this high up. And once you're there, you're... kind of up a creek without a paddle. Without a propulsion or engine system to move your orb forward, you don't have a lot of choices here. If you're lucky, you might find a mercantile ship out in between voyages. If you're extremely unlucky, you're going to have to swim... or maybe you can pop the sphere hatch open and find something to paddle with. Be careful of the sharks? Definitely be careful of the sharks. Your destination? Lyrabar. 2. THE LAP OF LUXURY, THE DANGERS OF LYRABARB. THE CITY OF MERCHANTS' DREAMS ![]() Let's get something out of the way first: Lyrabar is a gorgeous city — and when you step off the S.S. Codfather and onto the docks about a hundred yards from the edge of the city proper, you'll be treated to a clear view of the entire skyline: Ornate, twisting towers of marble, stone buildings and finely crafted wooden structures form the city into a neat semicircle, with the marketplace at its epicenter. At the far end of the city stands a castle, a nearly glittering, extravagant structure, a maze of hallways and towers that seems to be stretching high toward the other planes of existence themselves. Lyrabar is on an entirely new level compared to Vista Virs, New Aspen, or even the comforts of the Moon Base itself. This is by far the most luxurious corner of Faerun that you've encountered yet — even the standard-level rooms you might find in an inn around Lyrabar are well maintained, the sheets are clean, and the food is delicious. The food, though! Pretty much anything you can think of is on the menu somewhere, and, no offense to an enduring and malfunctioning robot back on the base, but his cuisine chops can't even compare to what's on offer in Lyrabar. If only the people of Lyrabar were nicer. Weren't so suspicious of anyone new who passes through those gates. There is a lot of gold passing through the city gates, after all. And the pirates who are slowly overrunning the city are well aware of that. ![]() C. THE HOBBY HORSE A lot of you strong archetype Reclaimers, and even the ones who aren't, will probably eventually find your way to The Hobby Horse, a tavern that is absolutely just a tavern, if a bit more crude compared to the other watering holes nearby and around Lyrabar, and absolutely not a place where pirates higher up on the pecking order go for a bit of Jabba-the-Hut-lair entertainment. Of course it isn't. That would be silly! In any case, maybe you've signed the waiver, paid your 20 GP, and had a go at The Death Cave — essentially a long hallway, leading from one ring to the next, with waves of aggressive monsters brought in from the ocean and beyond for you to fight through. And for some of you, those of you who have played a hand in reclaiming three Grand Relics at this point ... honestly, The Death Cave might seem a little too easy. The man taking your payments and signed waivers, a man who goes only by Old Numbers, a gruff, bearded old fart who seems to be more battle scar than human, seems to have a solution for that. He leans forward over the counter, eyeing you near suspiciously. "Oi ... if it's an actual challenge yer lookin' for, Old Numbers can whip you up somethin' more ... randomized. Y'seen those Sea Quartz around town, right? Those rainbow lookin' stars that the fancier folk keep grindin' up into shampoo. Bring me three of those, and I'll give you a fight worth yer chops." True to his word, you pay Old Numbers three SQ, he'll have you sign another waiver (essentially, you're going to have to name a next of kin — someone who's fit and willing to drag your corpse out of The Death Cave, because Old Numbers here sure as hell isn't going to do it), then he'll draw a random placard from a stack of three and affix it next to the entrance of The Death Cave. The excited energy in the crowd is palpable. Now the real battling betting begins. Your goal here isn't to defeat all the enemies: It's simply to make it to the final exit. Here's what the placards mean (As a further warning, these are highly dangerous encounters! You signed a second waiver for a very good reason.): ○ Sword: In the final room of The Death Cave, you will be pitted against a swordsman who seems to have been taken in by some sort of Faerun equivalent of malevolent corruption — and boy, is he having the time of his life. He is extremely fast, his blade is freshly sharpened, and he will not hesitate to strike down anyone who was unfortunate enough to roll him, while laughing about it. He does have what you might consider an ultimate attack: Gathering up energy into his blade, he swings it, channeling said energy into one devastating plume of magic shot directly toward you. You're going to want to find a way to avoid it. ![]() For those of you who have gold burning a hole in your pocket, the shopping available in Lyrabar is near endless. The marketplace, located at the center of the city, seems to sprawl on forever, with stalls, storefronts and eateries that seemingly cater to every fancy, whether it's fashion or weaponry. If it's souvenirs you're looking to take home, the most popular items are necklaces made out of those ever popular Sea Quartz, that are being used at The Hobby Horse and ground up into shampoo, and very sarcastic postcards: Think, "I visited Lyrabar and all I got was this crappily printed postcard" sort of sarcastic. Generally, though, as long as the item is not magical, and as long as the tech is not more advanced than what you'd find on the Moon Base, you can probably find it at the Marketplace. If you're not sure about an idea, feel free to ask right here! Some other things of note about what you'll find while shopping: ○ There are a lot of pickpockets. Maybe you shouldn't actually have a hole in your pockets. Even with the people of Lyrabar as distrusting of each other, and of you, as they are, those looking to pilfer a little extra cash off an unsuspecting visitor will find no shortage of targets. Perhaps you're one of them. Perhaps you're the sort willing to start a brawl in the middle of the Marketplace to get your most valued possessions back. Maybe, if you look close enough, you'll see that many have the same insignia branded on their arm. It seems, if you'd like to join in with, or infiltrate a pirate crew, this band of kleptos might be a good place to start off. ![]() Maybe by this point you've had something valuable snatched from you, or you can't quite figure out how nobody's put a stop to some very clear money laundering happening at the Auction House, and you feel the need to serve up some serious justice to the pirates out there who have done you wrong. Who runs the justice joint around here, anyway? That inquiry will lead you straight to the royal guard — the captain of which is going to groan in exhaustion/annoyance at you questions, or even your bid to help out. You think he hasn't heard that story before? The second a silver-tongued charlatan charms their way into the ranks of the royal guard, they're looking the other way while their visiting pirate friends rob the rest of us blind. He's got no time for this. If you want to truly help, you are going to have to prove it first. And so, with that, you will find yourself immediately thrown into an undercover operation, one the captain doesn't mind doling out, because at the end of the day he loses nothing from it except for a few disguises. That's right: you'll be given a disguise, whether it's a smelly pile of peasant rags or, if he's feeling less charitable with his budget, a pair of these (look, it's not like he actually cares about your safety here), and a piece of paper with one or two names on it. Your mission? Bring these suspects back to the captain without causing a scene. Or, well, go ahead and cause a scene. He has little shits to give, remember? Pull this off, though, and consider a private audience with the one member of the royal family who still keeps an audience nowadays, Princess Irene, secured. 3. OUT ON THE OPEN SEAF. CONGRATULATIONS, YOU'RE THE NEW OWNER OF A YACHT ![]() ○ Steal it. This is how pirating works in a place like this. You find something, you take it, and you put a nice new flag on it to make it yours. Of course, there are some complications with that. Get caught, and you're going straight to nautical prison- don't pass the Hobby Horse, don't collect $200. But the docks district of this port town is known to be rather quiet at night, when the merchant fleets are out swindling cash at the bar, drinking themselves blind, or maybe just settling home with their family after an honest day's work. There are hired guards keeping watch, but it shouldn't be that difficult to incapacitate them. When they wake up in the morning, they'll assume what it always is around here. Someone forgot to pay the red tithe. G. 20,000 LEAGUES UNDER THE SEA There's some adventuring to do out in the open sea, and treasures both vast and mighty. It's not entirely uncommon to find islands dotted along the landscape, and those are particularly good for docking and getting a sense of what's gone down around here since Captain Ferryn's taken command of the high seas. You might've gotten the sense that loose lips really do sink ships- that evidence is coming up pretty bill in your search for actual piracy going on around here. The good captain is incredibly skillful at both deception and infiltration, and with the Soul Blade helping him, there's almost nothing stopping him from completely dominating the entire sea and crowning himself the new royal in town. Mum's the word around these parts, so you're going to have to do some exploration. Pop some of those shrimp chips and head down to explore the underwater depths of the seabed. ![]() Many of the ships seem to have crates still on them- all with the official royal seal of Lyrabar stamped plainly on their lid. When popped open, you'll notice there's an abundance of sea quartz- the gems that are used to constantly provide a source of energy to the town. Hard to tell why pirates wouldn't be interested in that, when the trade is absurdly lucrative. You'll also find areas where ships aren't present. Instead, you might come across entire fields of sea quartz. But in their current state, they're pretty useless and look like the trinkets you might have found on the streets of Lyrabar. Devoid of any magical energies, they lay deep on the ocean floor, a nuisance and an eyesore to nature. You'll also notice that natural enemies like sharks and Sahuagin steer clear of these areas, for better or for worse. Good luck down there, and make sure you have a buddy system set up. Getting a glass sphere down into the water is near impossible, but Dr. Tank is on board the S.S. Codfather for emergencies. H. NOBODY KNOWS THE TROUBLES I'VE SEEN ![]() Pirates, for one, are particularly good at various ways of warfare. Many of them don't even look or appear to be like the ones you might have heard of in stories or experienced elsewhere. Some even fly under the banner of Lyrabar, cruising safely without notice by anyone that would be wise to what they're up to. Sail out for too long without a purpose or linger in an area too long, and a ship will approach, lining up side by side with you. They'll tell you that they're part of the Royal Navy, and hell, they might even be wearing the garb of the official uniformed ranks, and when they announce they're here for usual inspection, they'll request to board your ship. Protocol, you see, because of the rampant acts of piracy out in the open waters. Refusing might make you look more suspicious, but letting them on board as inspectors and tax adjudicators can be equally dangerous. Some of them are legit, and some of them will look to take command of your ship and leave you out in the ocean to drown. You're going to have to be cunning to figure out which one is which. Storms rage all over the Sea of Fallen Stars. With the encroachment of the warmer months ahead, the weather itself battles for its rightful claim to the area. The signs of a storm coming are easy enough to spot, and they're frequent. Some will last 2-3 days and make travel nearly impossible. Getting out of the water is an important step in keeping your crew safe; and spending a night on an island or in a grotto is always better than running the risk of joining the armies of The Drowned below. Maelstroms are an equal threat of immense dread. If you happen to see a swirling vortex of water, start heading in the opposite direction immediately. There's a certain magnetic pull that they have, and once you've been caught in the outer rings, it's going to take a lot of teamwork to get yourselves out. Good thing you've had a month to build upon that, or else you might be toast. For those of you who are highly less fortunate, you'll notice yourselves getting sucked in, closer, and closer. You can look over the epicenter and- good god, is that a tentacle!? What is that thing!? The Prespuran Triangle also poses a major issue while traveling across the sea. Legend has it that if you sail too close to its navigable coordinates, your ship will vanish and you'll never be heard from again. It might seem like a wives' tale, but it's absolutely true. Come too close to it and you'll notice your compass begin to spin out like there's no tomorrow. Continue inward, and, well. You'll see something, alright. It's a tower that stretches into the sky, tall and unwavering. And also, completely impregnable and without doors. You're going to have to get yourself out of there somehow, and for your sake, let's hope you know the exact coordinates you came in through or else... you mind wind up on a completely different side of the world. Last but not least, the pirates aren't the only ones looking to hop aboard your newly crowned baby. Don't forget about the Sahuagins, either. They seem to attack only during the dead of night, when the moon is ripe and full in the sky. They bring with them charming magics and are particularly good at getting people to willfully walk over the edge themselves, without even drawing a blade. 4. OOCThis is your story to write, and your setting to play with! Anything on the OOC post is fair game, and if there's something you'd like to try, please don't hesitate to let us know on the RNG thread. But most importantly, Reclaimers, be amazing. blurb code by photosynthesis |
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It doesn't.
Color him surprised. He turns and walks off after it's been long enough where there's no fourth fly bouncing off the LCD, and remains silent for the rest of the trip. And no, that's a literal statement, because it's even by the time they've gotten to Whatever Is So Special About This Area and toss over the fishing net, Shinjiro is still effectively a Non-entity. Only weirdos and roleplayers talk to every NPC multiple times, after all. ]
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Soooo. Ain't interruptin' now. Gonna tell me what the hell's goin' on yet?
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It's talking.
The NPC doesn't get turned to, but two cat-slit pupils slide over to stare. It is probably creepier than last time. At least then it could be written off as 'oh his eyes do weird shit when he's not thinking'. But he's not mad, or trying to kill him, or trying to walk off dissolving into composite pages, or whatever else. Hell, the only reason it's weird is because This Thing is going off about it. Ugh, if it keeps bouncing off the damn screen he's gonna have to get a flyswatter. How obnoxious. ]
Why?
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The hell do you mean why? It's obvious somethin's wrong. Don't jerk me around, asshole.
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Ahhh, what a pain. ]
It was a liability.
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What was?
[Ugh. Why is this ass always so frustrating.]
I ain't tryin' to pry into your shit. But if I'm supposed to be helpin', ain't I got the right to know what I'm here for? What kinda emergency I might need a fuckin' dagger in?
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Shut. Up. You are to stand there, in silence, until I am finished. Should I try to leave for any reason, you are to dispose of me. If you can't even manage that, use it on yourself.
[ Damn.
Well hey, if Shinji ever remembers any jokes either Will or Lion has made about him being retired or about how he terrorized his coworkers? Now he's finally in the loop. ]
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Stop fucking with me, you enormous jackass!
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This is also bad. Shinjiro's used to choreographed street urchin punches, or Akihiko The Punch King, these long drawn-out affairs that emphasize the fight itself. But there's a level of training he's up against that fits more in line with military, where fights are made to win.. That means quick and ruthless. In retrospect, it's one fluid motion split into so many smaller ones: grabbing the wrist right as it connects, yank forward to disrupt his balance, other arm raised close to chest and step inwards, and then the world whites out. This is entirely from an elbow meeting Shinjiro's eye. Hard.
And the fun thing about excessive force put on an object is, thanks to physics, you get this fun thing called Momentum. An object in motion stays in motion, unless stopped. So releasing his wrist (what would have stopped the object) allows the object (Shinjiro) to remain in motion.
Right off the side of the boat.
Ah, hell, he's gonna have to reset the net now. How obnoxious. ]
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Probably the only reason this doesn't escalate any further is the fact that Shinji's eye catches something shiny sticking up out of the water. A couple somethings, actually, and though he has to squint slightly with the eye that's not slowly swelling up, he realizes what it is almost immediately.
...Which is when he sees. The other something. Which instantly brings several emotions to war in his own heart, and he can't decide which one should be at the forefront. It's a little awkward trying to bring it back up on deck, and ultimately he settles on shoving it into his pocket (let's all pray nobody's watching this entire debacle) as he storms up the ladder and stares at Will for several intense, angry seconds, like he's considering pulling that arm out and smacking him with it. And then all that deflates into a sigh.]
You're such a goddamn idiot.
[Yes, he said it. He said the verboten word. Fight him some more. Or don't.]
......Want me to bring it to the Director?
[The right question here would be "are you okay?" But nobody really ever taught Shinjiro Aragaki how to cope properly with grief, or help anyone else to. After all, if they had, maybe October 4th would've gone differently.]
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Oh.
Oh, that was why.
And Shinjiro gets to watch as whatever Emotion comes from the question is strong enough to shut off Whatever The Hell That Was. Later, this whole escapade can be looked back on with the proper amount of guilt, regret, and self-hatred from that relapse. But not now. Now, more than anything, there is only relief.
Thank God, there was something left.
He just. Needs to sit down for a minute. Or five. It's more like a corpse that finally remembered it's dead. But there was something left, that means They can be revived. That's all that could've been asked for. Now what. Bring it back, but. He has their possessions. Clothes are. A lost cause. So the ring. Both hands move on auto-pilot to mess with something around his neck. ]
No. I can- ...Should. It's my job. Left hand, right?
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There's something that rubs him wrong about It's my job, though. Shinjiro rubs at his neck uncomfortably, unsure what to say that won't get him thrown off the dang boat again. Gods, his face hurts.]
Ah, sheesh. You guys were--seein' each other, right? Nobody'd blame you if you wanna sit this one out.
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[ It'd be Wrong. On one hand, there's the weird cultural aspect of being the Witness to others dying, both family and friends, sometimes even being the one who has to kill them yourselves. On the other, 'you were seeing each other'. Not even. It feels like an understatement of the worst kind. He can't name anything he hasn't given up for Them, that wouldn't be given up still, but to even try putting it into words is impossible. Devotion doesn't scratch the surface.
The narrative is laughing about Shinjiro samedogging so hard he has to itch at his neck, especially considering all that happens on Will's end is taking off a necklace usually hidden. Let Shinjiro get mad about it. It's my job. He does it so no one else has to. It's the same weird presence of trying to stay calm, like how people with anger management problems count from one to ten then back down, and in that time either calm down or go entirely off the rails. It's the same exercise in practice. Jon Rognvaldsson. Katharina Henot. Johannes Junius. It's grounding. By the time the words answer, even the despair is as nothing. ]
It's an arm, Aragaki. Cleaned up worse than that. There still a ring on it?
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[Which is, to use the banned word, frankly somewhat miraculous, having floated around in the tide for who knows how long already. Shinjiro almost wants to argue further that he wasn't saying Will couldn't handle it or however he interpreted that, but that little hesitation at the beginning stays his own tongue. It's not that Will feels he has to -- or at least, it's not only that. It's something he needs to do, and that's different. He lets the subject drop. It's not a graceful thing, really, more like the subject shatters on the floor in a million tiny splinters of glass as Shinjiro just stops talking, leaving only empty air where he might've otherwise headbutted against Will's claim that he's dealt with worse.]
Here.
[He surrenders the arm then, and re-shoves his hands into his pockets, uncomfortable. Shinjiro's grown to care about Will; that much became obvious when he yelled it at him that day at the camp. But the way he's cared about people has always been at a distance. Just off to the side, in the corner, keeping an eye on things just in case. That's fine most of the time, where Lion is there to stand close, but right at this moment, the room is empty but for the two of them, standing at diagonal corners, and he doesn't know how to bridge that gap. He's no good at it.
Instead, he lets things go quiet, even if it might even be that dreaded thing called awkward silence, and he waits for Will to shore himself up as he needs. Whenever he finally makes to head for the Codfather, though, Shinjiro gets up to go with him. It becomes obvious in a couple minutes that he's indeed following, rather than happening to walk together temporarily with different destinations in mind.
Morbid as it was without an explanation, Shinjiro does understand what the knife was for now, and though he's Not doing that, he can at least understand now that Will doesn't feel stable in the wake of his grief. He doesn't know if his company will help (it rarely ever does, after all), but it's all he has to give.]