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- ! event log,
- altered carbon: takeshi kovacs,
- caos: zelda spellman,
- cotar: rhysand,
- critical role: percy de rolo,
- doctor who: clara oswald,
- doctor who: river song,
- doctor who: the doctor (11),
- doctor who: the doctor (12),
- grishaverse: alina starkov,
- grishaverse: the darkling,
- gundam seed destiny: athrun zala,
- gundam seed destiny: cagalli yula athha,
- gundam seed/destiny: yzak jule,
- mass effect: kaidan alenko,
- mcu: daisy johnson,
- mcu: erik stevens,
- mcu: peter quill,
- mcu: sam wilson,
- mcu: tony stark,
- mcu: yelena belova,
- one piece: rosinante donquixote,
- pacific rim: newton geiszler,
- star trek aos: james t. kirk,
- the 100: clarke griffin,
- the magicians: quentin coldwater,
- the old guard: andromache,
- the untamed: jiang yanli,
- towards the terra: soldier blue,
- yakuza: zhao tianyou
MISSION: BRASS DEVIL, PART 1
● ● ● M I S S I O N 2 . 1

It’s early morning when the unmistakable ping of a message filters directly into the minds of everyone on the station. It is a text file labeled “Braccia Orb” — for the Gyeongje veterans, the meaning is clear: another mission awaits. For the newbies the file may cause some confusion, but once they have read the file and the information within, they will get another message of a female voice instructing them to pack their things, fast.
Once you head to the center of the station, the platform there is once again humming with power… but when you step on it, nothing happens — until the very last member of the team makes it there. Then, the noise of the machine gears up to eleven, the lights around the platform burning brighter and brighter. Through the hum, Viveca speaks:
And remember, if you die down there… there’s nothing we’ll be able to do about that. So keep your heads down until it’s time, and stay safe.
Her parting words are barely audible, and as her last syllable dies out, your vision is filled with a bright light like the sun rising —
For a moment, you see nothing… but you hear them: a chorus of voices, non-human and ethereal, assigning you a goal in exchange for power.
The light around you dims the same time as the voices go silent; when you open your eyes, you’ll see that there’s only one third of the team with you anymore.

Your eyes blink open to the sight of polished wooden floors and sturdy mahogany furniture. You’ll find you’re sitting in what seems to be a waiting room of sorts; the couch underneath you is plush red velvet, soft enough to feel like you could fall asleep right then and there.
As soon as the thought crosses your mind, the door opens and a woman walks into the room, her heels hitting the floor with precise taps. With a large fur shawl draped across her shoulders and a deep crimson floor-length gown to match, she looks like she is about to leave to a party — and yet, as her sharp eyes assess the twenty-one Orbers sitting on the sofas, there’s an unmistakable sense of competence that surrounds her.

As she walks down the row of new recruits, she’ll train her eyes on each of you in turn, as though she might be able to drag secrets out through a stare alone. A smile or a casual touch will let you know she likes you; otherwise, it’s clear she will be keeping a close eye on you. She has a good eye and a good ear for faces and names, so it’s likely she’ll remember yours.

We have prepared rooms for you, along with all of the basic amenities and your new clothing. [Is she judging some of your outfits? Possibly.] We’ll have your assignments ready for you in the morning. But for now, please make yourselves comfortable. I’ll be around for a little while for any questions you might have.
1.0A Once you arrive at the floor designated for new recruits, you’ll find that the rooms you get share the air of old-school wealth that permeates the entire headquarters. There are two to three beds per room, all with heavy wooden headboards and more pillows than seems to comfortably fit on them. Red curtains frame the windows, and details of solid gold create patterns in the ceiling. In the imposingly tall closets,there are sets of clothes for each new recruit: light-coloured suits and tan trench coats for the men; longer and shorter dresses, made with highest-quality fabric, with fur shawls and overcoats for the ladies.
When you start getting stir-crazy in your room, you are free to explore the headquarters: a large dining room awaits you on the second floor, silver plates and glasses of pure crystal laid out and waiting for the servants to carry your meal to you. On the fourth floor, there is a large library, shelves filled with books; and yet, if you walk further in, you will find headsets that connect you straight to a database where you can review anything you’d like… well. Almost anything.
2.0A After a refreshing night’s sleep in your oh-so-soft beds, you wake to a letter on your bedside. Once you open it, you’ll see a holo-message pop up: Olexa, with a different gown but lips just as red as before, giving you your very first assignment… but certainly not the last. Over the next few weeks, the letters will become a common occurrence, one arriving like clockwork once an assignment has been completed.
What are the assignments, then, you ask? They range from the ironic (tail and find information of the new arrivals to the other families) to the deceptively simple (take some papers to a city official without anyone noticing) to the slightly odd (open a hostess club in a given location — all that money needs to come from somewhere, you’re told, and maybe it’s not so odd after all).
Something notable is that the assignments rarely involve violence — however, that doesn’t mean it can’t happen. You may be told to make sure an arms deal scheduled for later on that day doesn’t happen, by any means necessary; or to make sure you get to buy that one magical tiara that’s being auctioned privately, before some others get to it.

It's the gravel under your feet that alerts you that you have arrived before anything else, and as you slowly open your eyes, you will see that you're in the courtyard of an old but well-kept mansion. A massive fountain makes water arc through the air behind you, water droplets like crystals as they catch the light from the planet’s three suns.
Before you’ve really had time to gather your bearings, the mansion’s doors are pushed open and out comes a small figure — and yet, you can’t help but instinctively stand straighter.
As the person comes closer, you’ll see she is an older woman, and yet there’s an aura of absolute no-nonsense that clings to her.

She walks through the lines with a razor-sharp glint to her eye as she looks every last one of you from head to toe and back again. Nothing shifts in her expression to tell what she might be thinking — if any of you are the worst she’s ever seen, it thankfully doesn’t show or come up so… congratulations? You’ve passed some sort of muster.
When she spins on her heels to return to the Featherstone headquarters, it is without one more word — but there’s the clear expectation for you to follow.
1.0B When you set foot into the mansion for the first time, it is to the sight of an impressive hall; bear-sized chandeliers hang from the ceiling, and the black walls are polished enough where you can see your own reflection as you walk past.
Bianca motions one of the men in impeccable suits to show you to your rooms. Every new recruit has their own room, located in the east wing on the first and second floors: fully furnished with dark furniture and soft, plush bedding; heavy drapes cover the windows facing the northern courtyard; black and white art hang on dark grey walls. Two doors only noticeable from the inside by the glittering glass doorknob shaped like a diamond lead back to the hallway, while the other leads to a shared bathroom with your neighbour. This space is adorned in black marble and glass, a large jetted bathtub tucked into one corner, while a glass shower occupies the opposite side. The name of the colour game here is monochrome and they have run very, very far with it.
When you decide to see what the attached walk-in closet offers you, you’ll find that all Featherstone recruits follow the same dress code: a full suit, dress shirt, waistcoat and tie, of course coupled with a large overcoat and a hat… yes, for ladies, too.
2.0B Eventually, each one of you is called to Bianca’s office to receive your orders. Some are told to take on training duty — and if you don’t have the proficiency in that particular style of fighting or weaponry, well, you better learn it before it’s your time to step in and instruct the newer recruits. Those with engineering prowess may be sent to modify the latest batch of weapons that have come in, or test their efficiency.
Some are sent out to the city: as new recruits you won't be given charge of any arms deals, but you are sent out to ensure that the transactions go off without a hitch. Some find they have to play bodyguard to a number of important figures in the city… and some may notice that there are always at least two recruits on rotation near the most eye-catching club of the city, Cherry on Top.
Other recruits may be sent out to casinos to ensure that all wins are deserved, and the expectation is that those who try their hand at cheating will be violently removed from the premises. Occasionally, some recruits deemed suitable by Bianca will receive the most high-stakes task of them all: assassination. Whether it be a city council member in the pocket of one of the other families, an unfortunate officer of the law who crossed the wrong gang, or a high-profile job that someone else pays them to do… do it quietly, do it right, and you may just rise a little higher in Bianca Mitchell’s eyes.

It is an astonishing sight that awaits you as you open your eyes. You seem to be standing on nothing — there appears to only be open space that you find underneath your feet, a sight strange enough to shock even the veteran magicians.
From the darkness below, there’s the sudden sound of applause.

[There’s a snap of his fingers and everyone is in a room that suddenly looks as if it’s been plucked from the sky: stars are scattered everywhere and celestial bodies big and small float lazily around the room.]
Welcome to Ti’shaaz! I’m Finch and I’ll be your guide. For now, do acquaint yourself with your rooms and the grounds and then we’ll get to the fun parts!
And one more snap of his fingers and you’ll find yourself directly in the middle of your new room in the Ti’shaaz grounds, perfectly catered to your brand of magic.
1.0C Once you’re over the most recent shock of suddenly finding yourself in your room, you'll find it’s as though someone has created it specifically to match its new residents: those who can levitate will find their beds near the ceiling, while those who can teleport might not have a door to their room at all. The Ti’shaaz prefer to remain deeply connected to their magical roots and traditions and it shows in the architecture of their homestead.
Deep blue and purple heavy fabrics are set against the backdrop of dark wood furniture, and the halls of the mansion are constructed from heavy stone meeting above you in a pointed arch. Stone-carved vines climb the walls and form frames around windows to the outside; from here you see other buildings and a winding train track that curves and bends past this place. There are rooms to dine in, to meditate, and to safely train and hone one’s magical abilities. Where the corridor breaks into a right wing, you might wander into the grand hall: a long table is set in the centre, backed by rows of chairs on either side, and one at the head. This is where the head of the family makes her toughest decisions, doles out her cruelest punishments. Her presence is seen as an honour.
The Ti’shaaz dress very differently to the two families, a tradition born from their founder and added to by their current boss’s time as the court mage: the new members get impressive over-robes and cloaks, light but embroidered with jewels and thread that seems to change colour; underneath, they may wear a waistcoat and pants, or a dress made of similar fabric as the cloaks. They also seem to love colour; the more of it, the better.
2.0C What Finch referred to as “the fun parts” becomes apparent after a few days when a gleaming, purple butterfly flutters close to you in the middle of your breakfast. You can’t help but offer your hand to it, almost as though something compels you to — and when it lands gently on your finger, you’ll hear Finch’s voice in your head cheerfully informing you of the job that’s been selected for you. As soon as the message has been delivered, the butterfly breaks into little squares and disintegrates.
You may cycle through several jobs throughout the weeks: menial tasks like testing the magic items that come in before they’re put on sale, using your magic to turn ordinary technology into what is in Braccia lovingly called magi-tech.
However, once you’re sent into the city there’s more variety, as those Finch has decided are good for acting are directed to the gambling dens and clubs and told to win, but win like it’s natural... and some, particularly those with a variety to their magic, are sent on jobs labelled magic maintenance — perhaps a magic scroll allowing the user to change their appearance has malfunctioned and needs to be fixed, or a sculpture auctioned off just a month ago has started to develop antlers and refuses to let them be cut. Whatever the case, these are the clients of your family, and you have to make sure your clients stay happy.

Despite the density of the cityscape around you, there’s something refreshing and exciting about being here. Braccia’s streets and buildings are absolutely rife with potential for adventure and exploration, with citizens of all shapes, sizes and colours hustling around and past you. It is far from quiet. Voices of people talking, bartering, shouting are overlaid with music coming through shops every time the doors slide open and closed, and vehicle traffic in the streets, the tock tock tock of heels against pavement, and the shuffling of sneakers. It might almost feel too loud if you’re not used to it, but you’ll find yourself quickly adapting to the sound so it becomes white noise.
In your new threads that essentially serve as your new identity and a visual marker aligning you to the family you now belong with, you’ll be required to assimilate into the city’s fabric without a hitch. It’s absolutely in your best interest to, especially when you have very specific goals to accomplish.
4.0 There are shops, eateries and canteens stuffed and filled into every crevice along every street of the financial and shopping districts, offering up more visual stimulation than you might be used to. Even the most city-dwelling individual might find themselves experiencing a little bit of culture shock. If you’re hungry, you have choices beyond choices to pick from and competition here is tough. A subpar eatery won’t last a day, so you’re going to be spoiled for choice, depending on your mood. Those of you with a keen eye for shiny things and magpie tendencies will feel both excited and overwhelmed by the shops offering all manner of trinkets and collectibles, many showcased by beautiful window dressings.
A wrong turn might take you into a completely different part of the city, and that shop full of mechanical bits and bobs? You’ll probably never find it again, sorry to say. Still, there’s an air of continual progress and ambition, every individual you share a space with having dreams and goals of their own, some of them a little shadier than others.
Some restaurants and shops offer perks to certain families, and they’ll recognize you immediately from your clothing. Be receptive to their reactions and use these opportunities to get comfortable with your new identity.
5.0 The people of Braccia love their art and invention: painting, sculpture, performance, engineering; and there are grand establishments built to house these precious artifacts for generations to come. Paintings, enchanted to move like small worlds existing within their frames, have the power to evoke emotion, and movement — literally. Water ripples, painted figures dance, great battles are fought and won. Sculptures stretch and flex and pivot on their pedestals. And demonstrations of inventions that are art in themselves are offered to the public in safe zones.
Get an admissions ticket into one of these majestic buildings for an afternoon and you’ll find yourself entranced by the skill and ambition that the people here seem to possess. Artists in Braccia find themselves living in luxurious wealth and fame; engineers similarly so. At the front counter of these establishments, you’ll be able to sign up for a full tour, history lesson included. Go on your own, or go with a group — it may just be the educational experience you need, allowing you to gain a little more insight into the world you’ve found yourself in.
6.0 If you decide to venture into the city during the late night hours, either because this is your favourite time of the day, because you just can’t sleep, or because you’re simply too curious to let any hour of the day pass by you for something as insignificant as shutting your eyes, you might find yourself wandering in and out of the many clubs that Braccia has to offer.
For those of you who gave the simulation on the station a try, you’ll notice some similarities: bartenders quite literally on wheels and built with startlingly human-like mechanical limbs serve glowing blue and green drinks (among your standard issue G&Ts and Old Fashioned), stage performances vary between men, women, and ensembles from planets you’ve never even heard of, with the unfamiliar songs and sounds to match. It truly promises to be a unique night on the town, and people from every borough, every class, and every creed will congregate in these dimly lit clubs and bars to socialize and relax.
And some of them, each marked with a black emblem, seem to leave the divide between families to the doorway — if you try to keep to your own, a waitress may offer you a laughing comment to mingle a little… and should you try to start anything with a member of another family, you’ll find yourself immediately removed from the premises by hulking, seven-feet tall humanoids with tusks and long ears, telling you that here Cheri’s word is law, and to take your petty squabbles elsewhere.
In the evening, lying under the glimmery, golden veneer of a brighter, progressive Braccia is a darker network of gambling rings that thrive on competition and violence. These arenas are no secret to any citizen on Braccia, but they are deliberately kept separate like the flipside of a coin. Getting to know any of your fellow family members might gain you some insight on specific locations for the more prolific fighting rings often endearingly referred to as the ‘Coliseums’; these are generally where ambitious fighters hope to prove themselves, gain favour from the families, and on the rare occasion, even an invitation to join them.
This isn’t to say that smaller, “off-broadway” fighting rings don’t exist, but they have no regulations, are much harder to find, offer little more than measly cash prizes and a higher chance to lose one’s life in the process.
7.0 The Rules of Fight Club: The location you’ve been directed to might not look like much, but there’s no mistake — judging from slow trickle of people filtering into the building, checked at the door by two very large, very intimidating guards in suits (one human-looking, and the other not-so-much, with sharp claws and sharper teeth) — you’re in the right place. Ignoring the nondescript neon sign that advertises ‘The Best Burgers in Town’, you join the procession and make your way inside where you will have two options: watch the fights go down, or join them as a participant.
The ring itself had clearly been designed with spectacle and an audience in mind; after all what would be the point of a fight if no one was watching? The “stage” glows blue the moment a competitor sets foot, and the space resembles the nickname it’s been given: like a coliseum, the arena is circular in shape, allowing every seat in the house an equal vantage point for the action. Loud music plays overhead, indiscernible against the excited (and louder) chatter of arena patrons. You’ll recognize the different styles of dress in the audience — all of the families are represented here tonight.
If you’re here as a member of the audience, find your seat anywhere within the arena. Seating is offered on a first come, first serve basis but it becomes clear to you as people start to fill up the space where you should go, based on your status and familial affiliation. (If you have difficulty figuring that out, look down at your clothing.)
If you decide to sign up for a spot within the arena to fight, follow the directions of the violet-skinned host with the dark green feather boa and silver heels, as she will lead you to the preparation rooms. You’ll be provided with the opportunity to choose your own ‘fighter’s name’, sign a couple of waivers in the case of your untimely demise (rare, but it happens!), and be given a slot on the surprisingly busy docket. There are two fighting paths you can take here, depending on your skill: brawling without weapons, or a designated weapon’s (of your choice) fight. Once you’re settled in the room with your fellow opponents, there are opportunities to take a moment to get to know what you’re up against, or to simply sit in silence; whatever helps you prepare for a fight. If you’re in here with a fellow Orber (or two), you might wind up in a match with them too, depending on the luck of the draw — or more likely, the management’s desire to capitalize on you for maximum entertainment.
8.0 Bet a Wager: The arena fills up quickly, the closer it gets to show-time. If you’re in the audience tonight, you might notice that people are shuffling about, mingling with each other in the last minutes before the fights begin, coins exchanging hands and names being placed on lists. You’ll quickly learn that taking bets on the fighters is half if not more than the reason why anyone is even here tonight. If you’re the daring, opportunistic type, you (and maybe a fellow Orber) might want to get in on the action before the stage lights up — after all, if you make it out of here with a winning bet, you’ll be sure to make a name for your family, and find some greased palms for the future along the way.
For those of you signed up to fight, the time has come to show this world what you’ve got. The doors open and you are ushered out towards the wave of enthusiastic cheering (and some jeers), giving some of you more fanfare than you’ve ever experienced before. The moment your foot touches the ring, the entire stage glows like a blossom, blue and beautiful and surprisingly flattering against your skin. From across the ring, you see your opponent. Depending on how things went in the preparation room, they might offer you a curt nod of acknowledgement, a scowl, or simply not even react at all. Overhead, an announcer’s voice begins to go through the rules in a rushed manner. Most of those here have heard them over and over again, so they’re for the benefit of the newbies: for you.
Rules are simple here: accidents do happen but try not to kill each other. The first to go down for a count of ten admits defeat and ends the fight. Only one chance per contestant until we find our winner of the night, who will take home a very special, very rare prize! The coveted token!
And that’s it! Good luck!
Thankfully the rules are short. The announcer’s voice pauses, allowing participants within the ring to prepare their stances, and begins the countdown. At the word ‘Fight!’, the air changes in the room, the tension rises, and your opponent starts to move forward. It’s go time.
9.0 Winner Takes It All (Or Something): Even if competitive fighting isn’t regularly your cup of tea and you just so happened to be here tonight, you’ll find yourself swept up in the excitement of the audience around you. Depending on the bets you’d been making with others, you might come out of this a hell of a lot richer. The losing sides might send a couple of sneers in your general direction, but this is the business of the underground coliseums and everyone here is aware of that. You’ll probably have a safe walk home, but you might want to wait for any fellow Family members to accompany you. You know, just in case.
For those who participated in the ring and lost the fight, you’ll find the initial warm welcome for you has changed drastically. You’ll be told to gather whatever belongings you might have left in the preparation rooms, fully escorted by a hulking guard, and then not-so-gently swept out of the building before you could get your coat back on. Victors of tonight’s fight, however, will be treated like royalty. A personal invitation from the management will grant you access to a den in the back where drinks, drugs and food are provided in excess. Your money’s no good here tonight, winner, but there’s more: the violet-skinned woman from earlier will sidle up to you, take your hand, and press something cool into your palm. It’s a small obsidian disc no bigger than a coin, with a strange unrecognizable insignia engraved into it. She tells you you’ll want to keep a tight hold on it. Access like this doesn’t come easy, not for anyone in Braccia. What does this mean? Who knows? She leans in to kiss you and then slides out of view before you can get your thoughts in order.

Three weeks into the team’s stay in Braccia, it’s clear that something is in the air: a palpable excitement spreads through the city, people are seen hurrying back and forth from one tailor to another, one harried woman bursting into tears in front of a hairstylist’s upon being told that there are no appointment times available.
Everywhere you go, you’ll hear the whispers:
Perhaps you make the connection to the little side-note in your mission file… or perhaps you don’t, but at the start of that week, everyone — regardless of family — gets the notice: Cheri, owner of Cherry on Top, cordially invites you to her birthday gala.
Those in Lionetta are sent to the finest tailors, appointments somehow booked well in advance, and are told to get only the best; nothing else will do. Those in Featherstone will be told by Bianca herself that this is the only time they may break their dress code — men are sent tuxedos tailored specifically for them, and ladies get to choose from a wide variety of floor-length gowns… all in monochrome, of course. In Ti’shaaz, tailors are not needed when magic will do the job: their suits reflect colours that you might not even have a name for, and their gowns are made of bleeding colour from pure jewels.
When it’s finally the eve of the gala, one thing is clear to everyone: this is the event of the year.
10.0 You may have seen Cherry on Top multiple times throughout your stay in the city — the club is impossible to miss, a tall building twisting up in a convincing imitation of a tree twining upwards, the club itself situated on the top of it all, looking over the city and offering an impressive view from its floor-to-ceiling windows.
In the middle of the floor stands a small woman whose blue skin seems to glisten underneath the magical lights. Her wholly red eyes rest a moment on everyone who arrives, sparkling as she smiles and… winks? At you? Maybe, or maybe not.
When she opens her mouth to speak, her voice carries to every corner of the club without effort.

Out of the corner of your eye, you see Brom Featherstone empty his glass, eyes fixed on the birthday girl; on his side, Bianca holds her empty glass and seems as stoic as ever. Further off, Finch laughs at something his boss has said, and to his left, Olexa chats with a waiter with an affable smile.
It seems it is as Cheri has said, and all hostilities are put away just for the night — so enjoy yourself and see what the party has to offer!
11.0 While it is easy to get lost in the way the floating lights form little constellations above you, and the way the bass of the music beats loudly enough that you can almost feel it, it won’t do to get stuck just standing there.
If you wander to the back of the room, it seems all the foods have been set there on long tables with golden plates just waiting for you to grab one and sample the selection… and what a selection there is. There are cocktail mixes of all colours, and depending on which one you try, you may find that your dress suddenly changes from black to turquoise, or from silk to velvet; or perhaps the next step you take ends a few inches above the ground, giving you the ability to hover for the next half an hour.
The food on offer doesn’t pale in comparison: it is likely you are most interested in what are clearly alien delicacies of varying colours, shapes and textures, but what the locals ooh and aah over are at the part of the table serving delicately-carved carambola slices, apples shaped like stars, and chains of berries that you can dip into a pool of caramel before eating them.
Once you’ve eaten your fill, it’s time to take a twirl on the dance floor: brass horns and a singer’s sultry voice may be enough to tempt you on their own, but if not, it seems the music, too, has something of an effect on you. One song may make you forget everything you’ve been worried about, the stress fading away and leaving only a sweet, light feeling behind; while another tune might make you feel bolder, giving you that splash of courage you need to walk up to whoever you’ve been eyeing and ask them for a dance.
12.0 Hosted only once a year in parallel with Cheri’s birthday celebrations, those of you in possession of an obsidian token will be permitted to take part in an exclusive auction alongside the richest, most well-respected individuals. These are collectors for whom money is no object, who have keen eyes for the rarest artifacts, and who would stop at nothing to obtain them. All items are kept under utmost privacy until the day of the bidding, and only those with tokens have a chance to attend.
The heavy wood doors to the auction are guarded by a pair of strong guard-creatures blocking the way on all fours. Trespassing without a token will cause them to bare their sharp teeth and claws, growling so low that the vibration is uncomfortable for your insides; almost painful. Showing your token will give no reaction, allowing you to pull the doors open and let yourself in. Engraved into the solid wood is the same emblem reflected on the coin — a full-cut diamond.
Electroswing music fills the space that resembles a ballroom with its open floor, crystal chandeliers, and private balconies above. At one end of the room a long red-clothed table has been set up, but everything is currently concealed until the start of the auction. Waitstaff circulate the room with hors d'oeuvres and alcohol served in tall, thin flute glasses. There is no dancing here and the atmosphere feels different. It’s more serious, almost sophisticated, even considering that most of the attendees here have likely committed all manners of crime over their lifetimes. Most of the faces in the room are unfamiliar, but there are a smattering of recognizable figures representing each of the Families, and then there’s you.
Once the auction begins, no one can enter or leave the room, and the guards from earlier can now be seen from the inside, two imposing shadows standing by. Items are displayed along the table and an auctioneer behind a podium rapidly begins to direct the bids. There's something for everyone: a vase full of shimmering liquid, introduced as the essence of death; a small, spherical object claiming to hold the power to destroy an entire planet; a first edition of Braccia’s Constitutional Law; a few blocks of metal said to withstand even an atomic bomb; and sparkling gemstones that, the auctioneer says with not one ounce of humour, very much resemble those that once decorated the High Queen’s crown.
If you’re fancying something in particular, you can raise your numbered paddle, but just be sure you can afford it somehow. One way to do that is being told to retrieve it: after finding out that you had acquired one of the coveted tokens, your immediate superior in your family may have assigned you to put that to good use, and provided the funds to match.
F Y I
• If you have questions about any of the prompts or the mission in general, please direct them HERE.
• To submit a search request regarding exploring a specific place during any of the prompts, or speaking to any NPCs, please do so HERE. Please remember that multiple characters can combine their search requests and form a mini-team to be able to search areas / complete assignments (and thus hope to gain favour and information/items) that one character would not be able to.
• And finally, have a soundtrack for this log! ♪ ♪ ♪
PETER QUILL | MCU
1.0B | Manner maketh man
[ Teleporting technology and fancy places don't faze Peter, he's seen it all before, traveling the galaxy, and it's only the realization that they all had been split into indifferent family groups that concerns him slightly. He soldiers on with little more than a shrug, and easily falls into the new role he has to play. It's no different from his past missions with the Ravagers when he was younger, and Bianca is more or less what he expects the right hand of a mob boss to be. No-nonsense and intimidating, which is kinda attractive actually, but not the sort of person you want to cross.
Once he is in his assigned room, Peter stares at the walk-in closet with distance, not overly fond of suits o dressing formally in general. Tsk, these people are allergic to color. Despite his lack of interest in looking like a rich jackass, the pristine white shirt clings to his back nicely, the suit jacket is perfectly tailored to his body and even the vest is comfortable. Not bad, Peter has to admit. It almost makes him look respectable.
There is just one problem, and he stares at it as if the tie on his hands was actually a snake ready to bite him. Ravagers don't wear fancy clothes, not even on missions, and they sure as hell don't wear ties. Peter has no idea how to make a knot, and his previous three attempts ended with him almost strangling himself. Walking out of the room, tie in hand, he stops the first person who walks near. ]
Ey, do you mind...? I need a hand with this thing.
2.0B | A chance to talk
[ During the following days, when Peter can be seen doing different tasks both around the mansion and the city. He acts as bodyguard for clients and members of the Featherstone's family alike. If you need backup or someone who knows how to navigate the criminal underworld with more or less grace, he's your guy.
Other times he's sent to the casinos and gambling clubs to make sure the cheating is to a minimum. Peter is keeping a close eye on the magic-users of the Ti’shaaz group, and he is careful to only talk and interact with members of his new family....while in public, that's it. He might recognize another Orber, and turn a blind eye to their gambling tricks, given they're not obvious enough. If you are going to cheat, cheat right, guys.
Once he learns the layouts of the casinos and clubs, where the cameras and electronic bugs would most likely be located, Peter might signal for a teammate to follow him to some private place, away from unwanted eyes and ears. The time is limited before someone starts growing suspicious, but they should have enough time to share details and information about the mission, or just check how each other is doing.
If the circumstances are less than ideal, and it looks like another orber is about to get into trouble, Peter is going to drag them out of the club and into a nearby alley, under the guise of kicking their asses himself before someone else does. Once no one looking, he lets the other person go, hands going to his hips and sounding like a mother scolding a kid. ]
You really need to get better at this.
♬ ↠ WREAK HAVOC
[ This is what Peter likes the most about visiting another planet, learning about how they live, what sort of culture they have, what the local food and drink have to offer...and of course, what sort of music they have. Peter can be found checking the different shops and eateries, regularly keeping up the appearances and acting like a proper Featherstone, accepting or refusing vendors' advances.
He buys a few things for other people: a left-handed mug for Tony Stark, a messenger bag for Eleven that he's going to fill with cookies before giving it to her, and an adorable pink spider plush for Peter Parker alongside a book about wormholes and quantum physics.
As he moves around the city, maybe he accidentally hits someone with a shopping bag while stepping out of a shop, sorry mate. There's a chance people catch him at a music store, getting distracted playing the piano instead of looking at the guitars he first was interested in. Or perhaps he purposely dragged another orber from the Featherstone to buy things and try food with him. Team building and all that.
One afternoon Peter ends in a little yet colorful and well-maintained shop, filled with strange trinkets of all sorts: are these magic potions next to a really intricate Orrery with planets and stars no one's never seen? Yes, yes, they are. Peter likes necklaces and is now torn between choosing two different ones to add to the collection. Since there's not a lot of people in the shop to judge him, he turns to another client, not really caring if they are from his same family or not. ]
Ey, what do you think looks nicer? Left or right? [ The Guardian points to the necklaces stored in neat boxes behind protective glass, a smile on his face. ] I can't decide.
[ Peter isn't interested in participating in the fights, and if asked, he will remind people that he's a bodyguard and his punches come at a price. What he does is observe teammates and other citizens alike. He places occasional bets as to not looks out of place, even wins some of them, but mainly he's learning about people's fighting style and listening to any conversation that might help them advance in their mission.
After the first two weeks, his interest in the black tokens is piqued, and he's determined to get his hands in one, either winning a fight or stealing it off. He's going to try the first option for the sake of keeping his cover intact and avoid getting in too much unwanted trouble. Petr participates in the ones that allow weapons because, while he doesn't have superhuman abilities, he does have a mad aim with his blaster. It also helps that the two barreled guns have a stun function, allowing him to dispatch his opponent without causing (much) damage. ]
♬ ↠ GET YOUR HANDS UP
[ After he takes a sip of his rink and his suit changes from silver-grey to a much more colorful one - pink with flowers, at that- Peter's main concern is to make sure that the concealed weapons he's still carrying are that, concealed. He only has one of his blasters on him, because two were too bulky to hide under his suit, and a few gadgets like the energy bolas, a gravity mine, and his aero-rig.
Everything seems to be in place, so it's time to become a social butterfly and dance around with everyone. It's the easy part, really, he enjoys a good party. Slow dances give him an excuse to chat with other orbers and share information. Peter doesn't seem to care about his partner's gender -or possible lack of thereof- when he offers a hand and a charming smile to the nearest person. ]
Care for a dance?
12.0 | Semi open to those in the Exclusive auction
[ Suit back to normal, Peter meets Yelena and offers the woman his arms to take as they head towards the concealed room. Thankfully, they having little issue getting into the auction thanks to the black token they acquired in the fighting rings. They're supposed to be a couple, anybody who might walk near could hear them chatting amicable or witness Peter murmuring endearments such as Pumpkin, Babe, and Sugah in a casual but characteristic Midwestern accent. It's all in good fun, really, and with a little luck, Peter will make it to the end of the night without being shot in the head by a pissed off ex-widow agent.
When they're not sassing each other, they're memorizing who's in the room, what they buy, what they fail to obtain, as well as trying to overhear any interesting conversations. They're not always joined at the hip, however, and despite the more serious tone of the room, Peter still looks rather approachable. ]
𝄞 ↠ WILDCARD
[ If you'd like to do anything specific, please feel free to send me a PM, contact me on
Brackets or prose are both fine, I'll adapt to the format o7]
1.0B
Oh, I already gave one, thanks.
( He indicates the empty right sleeve of his jacket, carefully pinned by the cuff to the shoulder. Getting dressed one-handed had been an adventure for sure, and he's tie-less as well, wearing his collar open like it's a purposeful choice.
Then his gaze falls to the length of silk in Peter's hands. )
...oh! Your tie; right, yeah. How old are you? Never mind– let me sit down and I'll show you.
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Dude...that's dark. [ He too would be using jokes to cope if he were in Tony's place, but guilt twist unpleasantly in his gut. It's his fault things ended like this in the first place. ]
Why are you even up? Go lie down. Which one is your room? [ If Peter's tone of voice if anything to go by, he's about to pick up Tony bridal style and carry him there. ] And no one ever taught me how to tie a tie because my mom never wore them, and it wasn't exactly part of the Ravagers' dress code. They were more the leather and guns kinda group.
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Actually it's more of a, light charcoal...
( Tony, pls.
Catching up, thanks to Peter's tone, he looks guilty for .5 seconds, then mildly aggrieved, then just mild again, asserting dryly like he's the last authority, )
Walking prevents blood clots. You never had space prom or anything? Walk with me, ( because this really was just a brief trip down the hall and back, and lying down sounds fucking amazing. Also he still has Peter's tie so... )
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manners maketh scoundrel— I mean what
So his looks pretty impeccable, shirt done up to the last button, tucked neatly into his trousers, vest buttoned up tightly around his slim waist too. The only thing missing is the jacket, but as so far he hasn't gotten any looks for not wearing it while in the family's headquarters, he's forgoing it for the sake of comfort.
He is just fixing up his hair when he hears a knock on the door, though, and he stops to head on over, pulling it over and immediately relaxing into a small smile when he recognizes the man. ]
Tie's got you stumped, huh? Sure, come on in. I'll teach you how to do that.
[ He steps aside, offering Peter plenty of space to come in. ]
Oh wooow, Jim. (You are right, but still!)
Ey, g'morning. [ Peter looks slightly flustered as he returns that smile and holds up the tie for Jim to take, then steps into the room. ] I swear, this thing has a vendetta against me. I hope I'm not interrupting anything?
[ Or anybody, Peter doesn't say. Jim seems the type of handsome guy who wouldn't have any trouble finding company, not even here. ]
u love him heheh
[ Jim both looks and sounds amused when he answers, an eyebrow arching up his forehead. Really, Peter, you'd think he had more things to worry about than getting laid right now. (Or maybe he's just lacking a partner in the same family, but, you know, details. ]
I was just getting ready to head out. Anyway, I can put that on for you, and also teach you a couple tricks so you can do it yourself.
That I do.. gdit >:c
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4.0
That was great. How long have you been playing?
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Thanks. I'm a little rusty, actually. I learned when I was a kid, and then I didn't exactly have much time to practice growing up. Not a lot of pianos in space. But it's a bit like riding a bike, some things you never forget.
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Crap, I never got this notif. Sorry for the delay
it's okay :)
thanks! ♥
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2.0B
He has no idea what this is or how it's played... He places a bet and wins. The next round, he does the same. The one after that, he holds off, no good feelings about whatever the hell they're doing, then he bets again on the next one.
It keeps going on like this until he realizes that he's only ever won or not played. And his stack of... whatever it is that passes for credits here has gotten a little high.
He looks around and locks eyes with one of the casino guards. Or, rather, another Orber. It's one of the new guys, the one that was getting beat up by the new cleaning droid when they met. Finn would really rather not get either of them in trouble...
He places another bet and loses it all. If the family's mad about it, he'll earn the winnings back later.
His eyes flick back up to the other man, making sure that things are all right... ]
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Eventually, Peter notices the patterns of Finn betting when his chances are good and holding back when they aren't because it's too evident, and can't help but frowns for the briefest second. They're all criminals, he doesn't care if Finn robs these people blind, but if he ends with his legs broken at the end of the night, that would be a problem. After their eyes briefly meet and Finn loses everything, Peter's shoulders lose some tension. Finn's loss It's sudden and a bit too obvious, but the winners are too happy with their unexpected earnings to care.
They can't exchange words, so Peter's moves away from the wall he was leaning against and tilts his chin to the side, pointing towards a giant statue of an Atlas at the far end of the casino. His hands are in his pockets as he casually saunters around and eventually takes a few turns that take him out of everyone's view. Come follow him, Finn~ ]
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12.0
That she recalls, anyway. Admittedly, she was practically a toddler at the time, but still.
She walks the room with him, slowly, occasionally side-eyeing him before eventually smiling what some might consider a dangerous smile.]
Petyen’ka, Rybka, your people use such silly names. You know a pumpkin is a squash, right?
[Her tone is light enough, but there’s a hint of sarcasm there. She is playing up the foreign girlfriend angle a bit, and using the most obnoxious diminutive of his name she can think of while also calling him a fish.]
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Keeping this formal charade going on for weeks is nerve-wracking, but he hopes that in the auction they might get some actual intel that could help them advance in the mission. After reaching up towards their joined arms to give her hand a squeeze, Peter steers them towards the edge of the ballroom. From there they can decide where to start and what people seem more likely to be good targets. ]
Well, yes it is. But some pumpkins are really cute. Have you seen what we do with them on Halloween? I guess that's why we use them and endearments. [ Peter pauses after that, green eyes blink for a couple of seconds before they skint in amusement. The corner of his lips turns upward. ] Did you just call me fishie?
[ Yelena used actual Russian, that he can tell, a conscious effort that bypassed the translator of the earpiece they wear. However, the translator chip embed on Peter's neck, the one he had since he was 8 years old, did the translation just fine. ]
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This is set before Nat officially vanished, so she still has hope :')
Understood o/ ...and oh, no :((((((
2.0B like magic
The Darkling has nothing in the ways of magical means to win, but he picks a table in the crowed casino and orders a drink from the smiling woman hovering near his elbow.
What he does have, is experience. Centuries of watching people win, watching them lose and the careful way most people are wholly incapable of lying when the stakes go up. The tiny jerks of a shoulder, the widening of eyes or the woman with the painted lips who keep licking the straw in her glass when she thinks she's close to winning.
The hand he's been dealt is not bad, but the gentleman across from him has better cards.
He sees the other orbers, walking around the room or watching his table. Everyone blending in to the lie they're all selling like they were made for it, but he's seen the faces in winding hallways and across the table reaching for food for weeks.]
I'm out. Thank you for this riveting game. [As he collects his winnings, stumbling and catching himself against Peter.]
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The moment Kirigan bumps into him, Peter's hand shoots up and wraps around the man's forearm, keeping him from moving away. His posture is straighter now, his stance now closer to what one could call defiant. To any onlooker, it looks like he's making sure the Darkling won't be able to reach any possible concealed weapons, not like mages really need physical ones. ]
I'd be more careful if I were you, mage, lest you lose an arm next time. It would make playing cards so much harder. [ Peter's voice is calm but with an edge to it. The small smile curling in his lips doesn't reach his green eyes, which are staring coldly into darker ones.
It's all theatrics, of course, an old game of pretending for the sake of the mission that Peter knows well. He imagines a man as intuitive as the Darkling might understand it. Just in case, he gives his arm a couple of quick squeezes to make it clear. ]
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11.0
Blue's attention had been far and away, but the distant gaze flickers and fades when he realizes the prod of direct attention and turns his head to look up.
while they are dressed as another house, there's an inkling of awareness of something shared - whether that's the station, the dream, or the goal itself is unclear, unless Blue were to pry more.
his eyes flick down to the offered hand for a moment, then back up.]
It may not be safe for you.
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Now, I'm sure my toes will survive. The dance doesn't need to be perfect, just fun.
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7.0 fight club
Only that no one knows here what a Hannya is— not like it matters all that much.
He gets on a winning streak, but it's still far cry from finishing the entire tournament. Three fights in a row, and suddenly being given a break? Hell, he's gonna use it. Rest a bit, get a shower, hydrate, and all that jazz. But when he notices a face of an Orber, that's become almost too familiar around here, he can't help but let the curiosity get the best of him. So he grabs another water bottle and approaches Peter. ]
Yo. [ He throws the bottle at him ] Ya scoutin' for bets, or because ya wanna finally join the fun?
[ For a shirtless guy, with cuts and bruises on his frame (though many are lost under the extensive back tattoo), Majima sure is radiating with unbridled energy ]
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His focus seems to be on the ongoing fight, a distant loud noise from his current position, but when someone calls him and throws a water bottle towards his direction, Peter catches it in his hand without looking. ]
Thanks, man. [ For the water, Peter means, turning to Goro and smiling after recognizing another of the orbers, even if it's not one from his assigned family. Normally, they have to pretend to hate each other guts, but the Coliseums have different rules. Peter also remebers him from previous fights, and it would be a lie to say he hasn't seen fairly impressed by what he's seen. ]
I'm considering joining in a bit to blow some steam, but not just yet. [ He wants to get his hands on one of the black tokens but now that another orber is here, maybe they can catch up on information or just get to know each other better. ] I've seen you in the arena, you're a natural. Nice tats too.
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4.0
And so when Hermann is suddenly being solicited for advice from the gentleman who is clearly not from the Lionetta family, he doesn’t put that much thought into the options put forth in front of him.]
The necklace on the right appears to be adequate.
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Peter flashes Hermann a smile, then goes to give the golden and black necklace another look. He usually favors red, it's the color he wears more often, but if he chose that one, it would not stand out with the rest of his outfit. Once he is able to ditch the three-piece suit he's wearing and go back to his usual, that's it.]
That one, then. I like to keep mementos of the planets I visit, but I couldn't decide for the life of me. [ He makes it sound as if traveling to different planets it's a common occurrence for him. Which is the truth. ] A man of quick answers, I see, mister...?
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4.0
it's curiosity, mostly, that leads her into it one day — and maybe just a small splash of dread over her personal mission. it's fine, really. something that should be no greater deal than the shameful guilt still burdening her from the last mission, carrying the knowledge of what she had done with her. something ... lighter, that doesn't come with the consequence of wondering if any shred of her is as tainted by greed as the darkling.
that doesn't lessen the embarrassment already clenching in her chest, though. her artistic skills begin and end with a brush on canvas or a pencil on paper, and even the former is a relatively new experience with a learning curve. she's halfway to leaving the shop to return another day, with more of an idea of what she's searching for, after aimlessly circling around instruments — when peter's playing rings through the room, different from any arrangement she had ever heard during her brief stint in os alta.
she has the sense to wait patiently, awkwardly hovering off to the side, as she waits for him to finish. once he does, she carefully picks at the long feathered scarf around her neck, making sure it remains in place when she shuffles up to the side of the piano. ]
What song was that? [ oh. hm. maybe she's interrupting. alina's smile turns immediately apologetic. ] Sorry, I've just never heard anything like it.
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Hello, no need to apologize. I wasn't expecting an audience, so I'm glad you liked it enough to ask about it. That was Only the Good Die Young, one of the best songs by Billy Joel. He's a singer from my homeworld. Do you play anything?
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12
When they find themselves briefly alone in the crowd, Sam approaches Peter with a small grin, keeping his voice low enough not to be overheard by other people. ]
Sugah? I can't wait to hear her completely roast you, honestly.
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She also enjoys being called pumpkin. [ The blond flashes Sam a shameless smile. Yelena and he get along surprisingly well, and she teases him right back by calling him Russian pet names...that the implant in Peter's neck still manages to translate. It's been fun. ] I'd let you know that we are very in love, and I'm considering proposing in front of the most memorable fountain of this city. You know, the one where the crown jewel was found in the Alonetti mine, half a block away from the main mine and where the Lionetta HQ stands.
[ Peter can be sassy back and share the new information he's gathered in one go. One of his skills is being a seemingly harmless fool while actually getting some results. ]
You're looking really snazzy, man. Are you having a good night?