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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: ♪ ♪ ♪
no subject
"I'll never know, will I? Dweyre is dead and buried, and Degar... well, he seems to have decided to just leave us all behind like we don't even matter. So why should I care?"
He looks at the orb in his hand with a grin.
"I have a far better partner, now. Since the first time it spoke to me, we've been on the same wavelength. And you want me to just throw it away?"
Jun sighs, closing his hand over the orb. "Finn, listen. Every single good thing I've done — every family I've helped, every person I've saved, every problem I've solved, every monster I've slayed... none of that has been a lie. The heirloom isn't hurting anyone, I'm keeping it away from the king, I'm spending all my time helping the people of Alydhion — what in all of that do you find fault in?"
Throughout, his sword remains at his side in its scabbard; but with the orb still pulsing brightly in his hand, he hardly needs a weapon.
no subject
Or, almost everyone. Felix's crumpled body on the floor and the bodies from stories the other Songbirds told over the past month didn't hold much esteem for the man.
"What about Ellia, huh? She was your friend and you completely hung her out to dry." Finn counters, frustration still coloring his voice as his knuckles go white over Vending Machine Sword's hilt. "Or any of the other people you had to hurt to hold onto your new 'partner'? They had families too, man! How many more times is that orb going to make you pay for the price of using it? It's like... it's like you can't even..."
Rather than building to a crescendo, Finn's anger seems to recede from his expression. Hurt and exhaustion takes its place as his sword sags in his grip. Felix's final request (order) was still ringing in Finn's ears; a tinny resonance skating underneath his every thought. He still had a job to do. Don't let Jun get away. Finn had a pretty good idea what that meant to Felix, even if he was equally sure the orb would toast his bread before he could do much of anything to attack.
Besides... orb or no orb, Finn knew he wouldn't be able to bring himself to do this Felix's way. He takes a step closer, all threat gone from his posture. Maybe Jun had played him for an idiot this whole time, maybe he was an idiot, but he was also the idiot that never missed a chance to be in the man's presence. And there's one thing you pick up fast hanging out with Jun Shortaxe; he loved to talk about himself.
"If everything you say you did this for is real, then it was in you before whatever pact you made with that thing." Finn takes another step, testing the moment. It felt as if his heart might beat out of his chest. "The orb wasn't what made me look up to you, okay? You're kind, and you care about people, and you want to do the right thing. I know you do."
Sword now sheathed, Finn takes one more step towards him.
"You didn't need some orb to make you that way. You've wanted to do this since you were a kid." He holds out his hand in silent request, willing it to not shake and not quite succeeding. "You can be a hero without it. Save the world from that thing, before it eats you up too."
no subject
Except one word that struck true: partner. If he had been conscious enough, if it didn't hurt so much to even consider, he would have laughed at the concept. Maybe his dream-self did laugh in the far away place one enters when drifting in and out of wakeful reality. What an idiot.
Partners were only good for one thing and that was betrayal. This effing knight was as stupid and pointless as his efforts to help people. The orbs were nothing but chaos by all accounts and while Felix had no qualms using that to his advantage he wasn't dumb enough to expect anything gained wouldn't come with a price. He just didn't care what it was so long as he could direct it at people other than himself. Because he wasn't so altruistic to try and help other people. The only person that mattered was himself. He was the only person he could trust, after all.
His mix-matched thoughts spiraled from there as he thought about his own reason for being on this mission and the person responsible for it all. His piece of shit partner that he wanted nothing more than to throttle and make him pay for what had happened. The same partner that he would keep if only he could finalize the reconstitution of his regret and make it all right. The partner that he would never be able to trust again...and yet make certain that he could, somehow, control, manipulate, use to his advantage. As it had always been, and always should be. A twisted, horrible relationship that Felix couldn't let go of. He needed it to survive.
Back again to the room just in time to hear Finn's plea for heroism. Another funny concept that Felix wanted to laugh at and give a harsh rebuke. There were no heroes in the universe, just idiots and romantics of an era that never existed in the first place and never could. People just didn't work that way. Felix would applaud the kid for trying to plea to the knight's better nature but he knew the kid was saying what he wanted to believe in and not what was real. The kid wasn't a manipulator, just a simpleton whose childhood dreams hadn't been shattered to pieces yet. How much longer would that last.
He wanted to tell the kid to do something, anything. To attack the target and win the mission. To hurry up and get him medical assistance. To let Shortaxe go and follow him in secret. To not abandon him when he needed him more than ever he thought he might.
Felix's eyes twitched, fluttered open just a pinch and his foggy vision caught sight of the two forms standing over him in his peripherals. It hurt too much to bother with more than that, and his eyelids slowly closed again as he lay there motionless. He missed his armor. Biofoam would have been nice right about now. He drifted back into unconscious and dreamt of gray and green armor walking away while he stood rooted in place like a forgotten statue of the past.
no subject
With an unreadable look in his eyes, Jun watches as Finn takes a step closer; the orb in his grasp pulses erratically, the more Finn talks.
For a moment, Jun is quiet. A frown settles on his features.
"Hm... you're right. I was already a hero, even before I got my hands on the heirloom. I did want to be one, ever since..."
He trails off, but in the strange light that the orb casts, it is almost as if there is an image that overlays him: a younger Jun, laughing as he waves a sword made of wood.
"I'm going to be the best knight of them all! I'm going to be the most famous, the hero of the people, the one people turn to when they need help! Just you wait and see!"
Perhaps it is only Finn's imagination, overactive in the stressful situation, that makes him think he can almost see right into the past... or perhaps it is something else. The orb's glow casts its shadows in the space between Jun and Finn, and in it, the shapes of two other boys manifest: one smaller, one taller, both with dark brown hair.
"Yeah, and I'm going to sing about all your great deeds and become the best bard there's ever been! And then everyone will remember us and know our names across the lands!"
A phantom laugh hangs in the air, suspended for a long moment.
"Right, you two, that's a grand plan and all, but Jun, you've gotta learn to hold that sword properly before you stab yourself... and Degar, how about getting your lute out to practice with?"
With shouts from the battlefield, the sheepish laugh of two boys is washed away (if it was ever there at all), leaving the scene as it was: Jun, the orb in his hand, and Finn, his hand outstretched.
For a moment, it almost seems as if Jun might lift his hand, to place the orb in Finn's... but then, suddenly, the orb flashes brightly, and Jun tilts his head. Listening — though all Finn can hear are the sounds of the fight outside the tower.
"Yes, you're right," Jun says, finally, closing his eyes briefly. "I'm sorry I almost lost sight of that."
But just as Finn may think Jun is speaking to him, that he finally got through to the man... Jun raises his hand, the orb glowing with a growing intensity.
"Nice try, Finn," he says. And then, looking at the orb, "You're right. We need some more firepower here."
In seconds, the orb's glow burns so brightly Finn has to avert his eyes; the glow obscures Jun entirely, along with half of the room.
"Wait —" comes Jun's voice from inside the glow, but it is cut off — and suddenly, Finn can hear sounds: bone cracking, a clatter of armor hitting stone floor. If he bears to look, he'll see that from the glow, he can see movement, something growing larger and larger.
There is no warning: the side of the tower bursts to give way to limbs and wings, stones falling down to the battlefield, flying off to all directions, even inside the room itself. When Finn chances a look, the first thing he sees are red scales. Among them, only one is a bright teal: the orb, merged to be a part of a very different kind of armor.
Crouched over the half-fallen tower and the battlements, the stones groaning under the weight, where there just a few moments ago was a man, there is now a red dragon.
For a moment, Finn and the dragon look at each other, the dragon's blue eyes staring at Finn... before it slaps its wings and takes off towards the battlefield.
( OOC: This is the end of the thread! The conclusion will deal with how to get the orb from Jun-dragon, and the voting post will go up on February 10. Please note that the conclusion will take place immediately following this thread. )