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- ! event log,
- ace attorney: ryunosuke naruhodo,
- adventure time: finn mertens,
- fear street: ziggy berman,
- grishaverse: the darkling,
- gundam seed/destiny: yzak jule,
- pacific rim: newton geiszler,
- red vs blue: felix,
- star wars: cassian andor,
- the old guard: andromache,
- wheel of time: rand al'thor,
- yakuza: zhao tianyou
MISSION: THE DIE IS CAST, PART 2
● ● ● M I S S I O N 1 1 . 2

Dawn breaks over the court in grey skies, clouds drooping sadly over the horizon, as Finn (and whoever he has managed to get to train with him that day) arrives at the Knights’ Guild… and meets the beaming face of Jun Shortaxe. It is clear that the depressing weather is not dampening his spirits.

His voice booms brightly over the Guild’s courtyard, but he seems to think better of the volume as his next words are quieter, only for the Orbers to hear.

And indeed, when the next day comes with the sun finally peeking out behind the veil of clouds, it is not only Jun waiting for the Orbers but also Alena Ironspear, decked in full armour, and the Great Mulgrowe, hooded and deep in conversation with a bird.
When it seems that all Orbers are present, Jun urges his horse forward and raises his hand in greeting.

Next to him, Alena nods.

The Great Mulgrowe nods below his hood, eyes slowly opening. He pulls back the fabric to reveal the scaled countenance of a dragonborn druid.

MULGROWE
When next Jun speaks, it is with a gravitas that he seemed to lack before.



Hopefully you were ready to leave at once, as the former members of the Songbird Brigade don’t wait for long — it is within the next few moments that the group is split up into three, with each party heading off to their separate directions.

After some quick decisions on who to go with, and some even quicker good-byes, the groups are all ready to go — and so, with Jun, Alena, and the Great Mulgrowe wishing each other good luck, they each take their newly-formed party and get ready to travel: Jun by the roads, the Great Mulgrowe out in the wilderness, and Alena with the aid of Rahiel’s temples and teleportation.
1.0 Those following Jun Shortaxe will find that the roads that lead from Alydhion to South Naelor are well maintained, so whether you are on horseback or have chosen to put your feet to good use by walking, there won’t be too many rocks in your shoe by the end of the day. As you travel, you may hear Jun humming to himself, in a tone that’s actually not bad:
Follow the road
Rich or poor,
Your troubles unload
The path will take you
Stronger it will make you
The adventure that awaits!
So close the door,
Follow the road
Rich or poor,
Sing with me this ode
To whatever the fates
have in store for you!
The tone of the travelling song is catchy, and perhaps you'll want to join in (and learn another song that the illustrious commander of the Ximilia has composed).
As the road is long and darkness falls quickly in the evening, you are required to make camp — so find a good spot on the side of the road, set up your campfire, and spread your bedding around… or, if you’re not a fan of staying under the open sky and watching the stars, you can always try and find a thicket of trees to stay under, or a cave where you’ll be safe from any sudden downpours.
2.0 The journey through the Forests of Gha’har throws you into the middle of wilderness, away from the comfort of roads: instead, the Great Mulgrowe will lead his group through thick bushes, over fallen tree trunks, and under the canopies of the tall, old trees of the forest whose presence seems almost oppressive. There are moments when you may look around and feel as if everyone around you has disappeared; moments when the trees rustle above you with a quiet, menacing sound… only for it to be broken by the trill of a bird, or perhaps a druid friend among your party, settling the trees once more.
Eventually, you will hear it: the unmistakable sound of water. From behind the trees, you see the river gleaming in the sunlight like a silver snake, twisting this way and that as it flows towards Naelori Lake. This means that you have finally made it out of the Forests, and traveling by the riverside is a nice change in scenery… at least until you’re required to cross the river in order to make it to South Naelor. Well — better be ready to get your feet wet, or figure out an alternate way of crossing the river with dry shoes!
3.0 Whereas Jun and the Great Mulgrowe lead their respective groups immediately towards South Naelor, Alena takes hers back to Harsby; the reason for that becomes apparent when right outside the borough, a beautiful temple surrounded by flowering vines comes into view. It is the temple of Rahiel, and Alena explains to the group that she is only able to teleport so many people from one temple to another — and the one closest to the ruins of South Naelor lies at the mouth the Gulf of Ifyln.
It is almost as soon as everyone has stepped inside the temple, its walls decorated with paintings of the Seven Sisters, that Alena claps her hands together and a golden light envelopes you… and the next moment, you smell the sea air, and feel the cool breeze blowing your hair. When you open your eyes, feeling a little disoriented, you see the steep cliffs that line the coast from the open temple.
The cliffs don’t persist for long, though, and Alena quickly leads the group to the shore, where a small ship awaits them: just large enough to fit all of them below deck, you best hope you’ve got those among you who know how to raise the sails and steer the ship through the tides… and lower the anchor when it’s time to stop for the night. At least you’ll have a cosy rest in the ship’s cabins, or on the deck watching the stars.
However, don’t get too attached to your little ship: soon enough the river becomes too shallow, requiring you to make the rest of the way on foot.

However, the journey to S. Naelor isn’t without its challenges. The skies above might seem to darken one day, the heavy clouds splitting at their seams to let out a torrential downpour. You and your group might also stumble into the wrong place at the wrong time, not uncommon for many parties that travel through (and across) the boroughs. Whether by foot or on horseback, it would be wise to keep your senses alert and your weapon close. A battle of some nature is never too far away.
4.0 Past the crest of gently rolling hills you might hear the sudden rapid stomping of hooves against dirt as a party of bandit orcs on horseback appear, their shrill cries meant to scare and alarm you. Seek a place for cover or meet them with full force, weapons at the ready — if you’re traveling with Jun Shortaxe, he won’t be far behind, expression steeled into one of strength and determination. Within the thick, lush foliage of the Forests of Gha’har, if you’re traveling with the Great Mulgrowe, you may encounter winged bat-like creatures in the trees that squawk and cry as they fly out to attack you. Mind their sharp claws and sharper teeth — and anyone with the ability to communicate with creatures might want to utilize their skills to placate the flurry. Finally, steering the small ship on the river past Rahiel’s temple may seem quiet at first, but past the temple’s walls and emerging from the Gulf of Ifyln, winged kelpies appear to have caught wind of your group’s presence. Alena Ironspear will fearlessly lead the charge but she’ll need your help to keep the winged kelpies at bay and continue your journey northwards to Fort Gorlouch.
5.0 Along the way, whether through grassy plains and grey skies, the darkness of trees and thick foliage, or the sandy coast and the salty ocean waters, some of your party will experience some obstacles and immunities specific to their chosen race and form. Unnatural phenomena and sudden spots of darkness and flame appear to pop up like a presence following close behind.
If you suddenly become shrouded in a strange, thick fog, you’ll hear haunting voices and see visions of malevolent creatures all around you. You might try and swing your weapon forward as the voices command you to defeat every last creature trying to crowd in on you — but only your human party members will see what you can’t and will need to snap you out of the presence currently trying to control your mind, persuading you to attack your own friends and fellow crew.
While there is no shortage of dangers to be found no matter what path you travel, it might seem that there is something intentionally challenging your journey through South Naelor. While it is easy enough to take up your weapon against a stray bandit or wild creature (to some degree, anyway), it is much harder to cast off an avalanche of boulders from the nearby cliff edges, or to catch a fallen tree trunk that aims to block you and your path. Call on the orc-kind in your party to help, as their superior strength will allow them to swat boulders away like flies, or catch heavy tree trunks in mid-fall.
Some of you might find when you try to start a campfire, either during the day or the evening, for warmth or for cooking, that the flames might appear to grow hotter and larger than usual. Keep the fire going for too long and you’ll be (un)pleasantly surprised by the sudden voracious appetite the flame has for the measly kindle you have collected. It spreads and seems to grow into a predatory form that can only be challenged by those with an immunity to fire. Your tiefling companions will be able to tame and put out the fire before it does any more damage than singe your bedroll and turn your dinner to charcoal.
In the evening when the last of the daylight has disappeared past the horizon, the darkness may feel thicker, even blacker. For most of you it will seem difficult, almost impossible to see; you won’t even be able to see your hands before you. Only the dwarves in your group, possessing dark vision, will be able to decipher your surroundings and guide you to a safe place to wait out the darkness before it passes. (And thankfully, like a passing shadow, it won’t last for too long.)
Even your Brigade leaders appear to be having difficulty at moments. It will be more important than ever to chip in when you can and keep your fellow team members afloat as you trek through this perilous part of the journey towards the fortress. But one thing is clear at least: you’re getting closer.
6.0 It isn’t difficult to guess that the path to South Naelor is one less traveled — the dirt road is crude and beaten down by wagon wheels, hoof-prints, and feet but there isn’t much else around for miles. Aside from the random attacks from bandits and hungry creatures, and the strange happenings, there are also the natural elements to contend with.
Windstorms, rainstorms, and the changes in temperature (generally warmer in the day, cooler during evenings) are common in this part of the land being situated between the ocean waters and too far away from the shelter of Ffuren and the Jolnora Peaks. The plains experience heavy monsoons of rain at times, and with trees so far and few between it can get cold in the nights. The tides can rise, taking in a large part of the beach by the coastline, making it too easy to be swept into the water if one is not careful enough. Rain isn’t uncommon in the Forests of Gha’har either, and may require brief moments of shelter under the large leaves of the trees to escape getting soaked. The best thing to do during these moments is to find a cave or shelter of some sort and wait it out, catch up on some sleep, or once again go over your plans for when you arrive at Fort Gorlouch.

They say that it’s more about the journey than the destination, but sometimes it really is a relief to arrive where you want to be. The gates to South Naelor appear on the horizon in the form of long stone ramparts and large towers. Only ... these gates appear to be in serious need of repair, the walls partially broken, chunks of stone missing, and wooden posts hacked in half, leaving crude sharpened points directed at the sky. S. Naelor appears to be a court that had once seen better and brighter days, and it isn't hard to think that the court of Alydhion itself might one day see a future like this one. It is unclear whether this once majestic court had always been in decline or if this is a more recent event. Whatever the case may be, there’s only one way to find out … it’s time to ride forward.
7.0 The travels might begin to feel like they’re taking a toll on you but you and your party finally arrive — and in mostly good spirits, too. South Naelor as it stands feels nothing like the court of Alydhion, which seems so vibrant and alive by comparison. If anything, it is a court now mostly in ruin, an artifact in the history of this world. Over the centuries, nature has reclaimed some of the built structures, and rivers have carved wide canals through the land, connecting to the Gulf of Ifyln. Without needing to be told by your former Songbird Brigade leader, you might already begin to feel the prickle of goosebumps along your skin, or the hair rise at the back of your neck. It’s that sensation of expecting something dangerous that will keep you alert as the three groups converge just before Fort Gorlouch. The Great Mulgrowe bows his head in Alena and Jun’s direction, and Jun nods, opening his mouth as though to address the crew at large.
But just before he can speak, deep and guttural growls fill the quiet air from somewhere within the old fortress walls followed by the sudden blinking of bright light as though there are doors opening and closing to let these unwanted guests through. Claws frantically click and scratch against stone as the lanky greyish-white furred creatures, long-limbed and snarling with venomous teeth, rush out to meet the teams.
Alena’s eyes widen as she swears under her breath.

One of the patchy-furred beasts rises on its hind legs atop one of the half-battered ramparts and howls into the sky, commanding all of its brethren. One does not need to be a druid to understand their message: they mean to attack, and they mean to kill you.

MULGROWE
Next to the Great Mulgrowe, Jun squares his shoulders, a determined look in his eyes.

As if in response to these words, without hesitation, Alena seems to compose herself as though falling back into the old habits of their former party. She turns towards the Orbers, gripping her sword tightly in her hand.

The moment Jun hangs back to stand his ground, the Dremnin start to crowd forward, followed by all other manner of beast: some recognizable, and others that are unfamiliar, like a new kind of beast this world hasn’t seen. You’ll have to fight your way through some of these beasts to keep moving forward in search of the heirloom as Jun takes care of the brunt of it from behind.
F Y I
• If you have questions about any of the prompts or the mission in general, please direct them HERE.
• A voting post regarding the conclusion will go up on February 10.
• And finally, your soundtrack for this log: ♪ ♪ ♪
II
Sure, there's the fact that there's a touch of jealousy there when he hears Newton play as they venture forth; he hasn't been able to touch his violin in months, and every time he looks at it and the small intertwined charms attached to it ("You should bind them together. So neither gets lost.") he feels an ache bubble up inside him and simply leaves his room rather than let it grow or give it any more thought. But Newton's aura and the joy he exudes when he plays can't help but be infectious in its own, special way.
So Yzak listens, and he enjoys without much of a fuss (a LITTLE fuss at times, probably, because it's Yzak and he can't be without SOME fuss, especially with Newton being Newton)
He doesn't do the same when it comes to the spooky campfire stories. He passes by, sees what's going on, and simply keeps it moving so he can rest for a while. Because he's offered to keep watch later on in the night.
It's then that he hears a gasp from nearby and a familiar voice breathlessly call for help. He knows it's Newton, and it's not hard to know what's going on. Yzak is no stranger to nightmares, after all. He doesn't immediately move to check on him, because he knows sometimes it just happens and he wants his own privacy when he does and sometimes he simply decides to go back to sleep because he needs the rest. But when he hears the sound of footsteps a few moments later and see the glint of the light from the lantern, he looks over his shoulder. ]
Hey.
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As he approaches, he offers a smile he hopes looks fairly genuine.
The way shadows play on a tired face always betrays, though.]
Hey, man. You doing some gung-ho guard duty?
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[ He one-handedly reaches for his flask of water and pops the top, taking a few small sips from it.
Yzak gives Newton a brief little 'come, if you want' nod to where he's currently sitting (on a log or something who knows) and scoots to the side to give him room if he decides to join him. ]
Maybe you shouldn't be telling scary campfire stories right before turning in.
[ Obviously he's being sarcastic, and his tone makes it obvious enough that he knows the stories aren't why Newton's awake. ]
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[It'd be a nice way to try and deflect his true nightmares, huh? Pfft. Fat chance of that. Yzak knows plenty enough about Newt and his struggles to know he'd be full of shit. So he relents a soft sigh and sits down beside Yzak with the lantern setting in his lap.
Maybe he can work around it by trying to focus on Yzak, because god knows the guy has had his own big fat L's lately.]
How're you doing?
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I'm getting pretty tired of this form. [ He scowls. ] Why is it always our longer missions where this kind of thing has to happen? [ Probably unsurprising to hear coming from him, mister 'pride in being a Coordinator' mad about needing to change some part of who he is - regardless of the reason. He did pick this for mission-accomplishment-related ones, after all, which is more important. But it's Yzak and he has to complain a little. ]
Otherwise I'm fine. [ "Fine." ] I've little doubt that we'll find a way to secure the orb because when it comes down to it, I know this team has the power to. But considering how Viveca initially reacted to our actions in her own home world, being in Degar's now, makes me hope shit doesn't end up hitting the fan like it so often does.
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Newton smiles sympathetically, looking none too usual in his form, either; his dragon-borne tail shifts where it trails behind him, a whole new, strange limb. He'd be lying if he said he hated it, though; we all know that.]
Yeaaaaah... that was kind of one of the worst missions. No matter how fast I went, it felt like a shitshow I couldn't keep up with.
[He has nightmares about that too. That's its own awful situation, and he plucks at his sleeve and tries to push back the image of frightened faces, moments before they'd perished. In that way, he can't find himself angry at the other orbers for wanting to kill the guards; they were, after all, pushing buttons that killed prisoners Newt knows shouldn't have been locked away like that.]/small>
I don't want to let Degar down, but...
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But, we were recruited for this mission for a reason, and Degar should know by now that we take this seriously and have done the best to our abilities. As a commander, he should have faith that we'll make the choices we feel are the best ones we can make in the moment. Even if the outcome of them isn't exactly what he wished it to be.
And considering what happened on the mission on E-23b, I assume if there was anything he wanted us to be aware of in advance, he'd have told us.
As a commander, I know that if you send your troops out on their own, their choices still reflect your leadership. That's why when I can, I'll be out on a battlefield beside them, but I still trust Dearka enough to keep things together as I would when I can't.
that broken html... my sin laid bare...
Let's just hope it's not given back to alien hiveminds when he returns home.]
Heh. Y'know, you remind me of my boss Pentecost, sometimes.
He was totally no nonsense, and kind of a jerk sometimes, but... [He pauses, watching the light flicker in his lantern thoughtfully. He had tried not to think too much of the significant loss they had as a team back home, but sometimes it's hard not to.] He was one of the only people there who really put a lot of faith in me. Like, he knew I was kind of out there, and I know I annoyed him plenty, but — at the end of the world, the guy put a lot in my hands.
So... I guess I kinda get what you mean.
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[ Kind of a jerk sometimes, huh. Yzak doesn't even make a face at that remark - because that's something he's heard his whole life. And when it comes from someone like Newton or Dearka, he knows it's said with no actual ill intent to it - quite the opposite, really. ]
He sounds like a smart man. When it comes to the truly important things, one doesn't allow their personal feelings cloud their judgement. With so much on the line, even the smallest mistake like that could end up costing everything.
Though, even with those "personal feelings" in mind, it sounds like he's always been well aware of your capabilities. And was probably less annoyed than you'd assume. [ N-not that he's speaking from experience or anything!! ]
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... I wonder if he'd have as much faith in me if he knew what I was going to turn into.
[It wouldn't matter, because he wouldn't have been alive to see it. Newton feels like a coward and a piece of shit for being a fraction relieved by that fact. It's okay, though, because... because he's gonna complete his goals and get the regret fufilled, and everyone who died from the war won't die. Pentecost won't get sick, Mako's family won't be killed, and cities full of people won't get stepped on.
Still. Doesn't stop him from feeling a profound, icy guilt.
He nudges Yzak's shoulder. And while it's a good way to distract from himself, now, the next comment is perfectly genuine:]
... Y'know, if you wanted to work on getting a prosthetic arm, I'd build you whatever you needed. [A pause.] Like, if that's what you want. I'd totally get it done, no problem.
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The nudge as well as the honesty in his voice get Yzak to turn his gaze from whatever he was looking idly out at in the darkness beyond what Newton's lantern is illuminating around them to him. ]
I hadn't really properly thought about it. [ And when he speaks of it, he feels that odd tingle of a phantom limb. ] Since it wasn't too difficult to adapt; many of us are ambidextrous, though I tend to default to my right.
[ Idly, his hand starts to fiddle the little ring/pin that keeps his right sleeve out of the way. ]
But it'd probably be useful, huh. Even aside from the Coordinators from home I know, there've been a bunch of us here with pretty impressive prosthetics. [ Edward, Bucky, Finn...
His mind simultaneously goes in two directions. Does he deserve something that convenient, after being fine with giving it up? (and giving it up for what, in the end, shadows whisper deep in his heart, for you and blue to barely even get to enjoy it before he was ripped away from you too, more painful than that arm was) But at the same time ... he lives now not for himself and his own preferences or convenience, but to serve. To protect his people and try to make a difference with the life he shouldn't even have deserved to keep. So for that sake, it logically makes sense to ensure that he can perform as best he can, doesn't it? ]
We can worry about that when we're back on the station. Measurements and preferences and all that.
Because naturally, I'd want something durable and useful.
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[But Yzak is totally right about some of the crazy-awesome arms they've seen.
Ed and Bucky's immediately had sprung to mind, especially seeing them in action.]
You know I'd only do the best, whatever it is you decide on.
[Because it does mean a lot to him. To be able to give back to the crew, especially knowing he can't always contribute to the bigger, more messy battles. This kind of thing, creating new stuff to help them progress, help them fight? That means a lot.]
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Still, no. As ever, and especially as of late, he focuses more on utility than anything else. Even those apprehensions he begins to feel about whether or not he deserves it aside, he doesn't want to put his feelings into the equation. ]
Of course it'd help a great deal - assuming it can function near as well as any arm could. [ There've been plenty of times on their last few missions where he's had to do something and wished he had both hands - even some simple conveniences on the station have frustrated him now and again. ] As I've proven, even in my current state I've been able to adapt so I'm not a burden to the team and the mission. Making up for what limits me is one thing, but if I could solve that limit altogether that'd be even better.
I didn't know you could make something like that.
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What, an arm? I mean, I'm not... as good as a lot of the engineers back in the shatterdome. They've gotta build for these huge — well, you know. Like Gundams. But ever since I finished Viv's first body, I've been really focusing a lot of my effects on getting better at robotics...
[Careful, he'll start rambling about the process.]
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The doctor, for obvious reasons. Sizing, weight, balance I'd assume, as well as anything else that might be needed depending on the depth of capabilities it has.
Sabriel, because her Charter Magic that I can use interferes with technology. I'm sure I could simply use my left hand to make any marks to cast - since I grew accustomed to quickly switching between using the magic and using my firearm. But it would still be good to test limits along the way to make sure no problems arise later, since I'm sure that would happen at the worst time!
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Damn, and here he was, totally forgetting the funky influence that charter magic has on tech. Well, group effort it is…]
That’s a good point… how about you grab me the specs from McCoy — keep that between a patient and MD, and all — and I’ll hit up Sabriel about these limit tests? We’ll make it work, totally!
… unless the charter magic blows up the arm immediately. But you know, there’s always success in failure!