MISSION: GOLD SAILS, RED SKIES
● ● ● M I S S I O N 1 6 . 1

As the day draws to a close, the Orbers will hear the tell-tale ping of their earpieces, alerting them to a new mission file — just a few days after their arrival back on the station, just as Viveca and Degar promised.
With the relatively short time frame to familiarize yourself with the available information and gather all supplies you need, a suitable set of clothing included, the night may prove a little bit harried for you… or perhaps you’re one of those who makes it a regular habit of having everything ready to and can thus have a decent night’s rest regardless.
Whatever the case may be, as soon as the morning arrives you’ll be expected to join your fellow crewmates at the teleportation platform. And when you get there, Viveca and Degar will be standing by already, the latter handing out humanoid potions for those needing them.
The hum of the platform will finally grow almost too loud enough to make out the last of Degar’s words but they sound optimistic at least. Soon enough you’ll feel a familiar tug at the pit of your stomach and be whisked away from the station and towards your destination. But for a moment that seems to take no time at all while also seeming to stretch out into the forever, you hear it: whispers, echoes, voices that speak to you in several tenors at once, all providing you with a goal in exchange for their help.
Before you have a chance to answer, your surroundings clear and you notice that perhaps someone who had been standing next to you on the platform isn’t there anymore. Whichever of the three ships you’ve been sent to … that’s where you’ll be.
Welcome to Hhial.

You find yourself instantly land-bound, on your way to boarding one of the three ships — The Blue Dawn, The Hawking or The Silent Plunder. The first mate of the ship never pauses in their explanation of what you ought to expect from life as a pirate; indeed, it seems as if some magic is at play, and they will treat you as if you had always been there about to join the crew. Maybe it’s best not to ask too many questions though, to avoid giving anyone a bad impression right off the bat.
1.0 On The Blue Dawn, Jilleh Rahtar seems like more of a force of nature than a woman in her thirties; the crew’s feelings towards her range from gratitude to admiration, as all of the women on board have her to thank for their current favourable change in life circumstances. Among the crew, asking someone what they used to do or who they used to be is taboo — “let your old life die and your new one start” is a phrase often heard from the captain’s mouth, or echoed by her first mate, Lai. Everyone on the crew receives equal treatment, and no one is mocked if they don’t know how to do something. Jilleh herself is frequently seen showing the ropes to the newer arrivals.
Meanwhile, Bess and Bowin run The Hawking with a firm yet gentle hand: those on the crew all share a love for knowledge, history, and what they all call “the truth”: searching for whatever exists in history that the current world may be trying to hide. It seems as though the twins have ended up with a career in piracy less because of a love for working outside the law, and more because what they are searching for seems to be easiest to obtain while working as a pirate; this is reflected in the crew members that they choose, and strategy games and philosophical discussions are a more common form of entertainment over drinking and dancing during the evenings. This isn’t to say that Bess hasn’t been known to play a sparkling tune on her violin every now and then, with Bowin’s deep singing voice accompanying her, but it isn’t a frequent event.
If life on The Hawking is nearly free of violence and attacks on other crews, that hardly seems to be the case on The Silent Plunder. Greybeard is an imposing figure and an unforgiving captain, but he inspires confidence in his crew, and often leads them through successful attacks on other ships, pirate and merchant alike. The crew often enjoys the spoils of these skirmishes, wine and fresh food and gold for everyone to share. Pulling your weight has its merits, too, as you often receive more, the more work you put in.
2.0 Once you’ve been indoctrinated onto the ship Viveca has assigned you to, you’ll be shown the ropes as it were: where to eat, where to sleep, the rooms in which you have no access to (the captain’s private quarters, for one), as well the rooms that you do. You’ll be given clean water to drink and stale bread and dried fruit to eat, and you’ll be set to work almost immediately. This may include: ship maintenance, scrubbing the decks, hoisting the sails, preparing meals, and tending to the washing. After all, no matter what ship you find yourself on, every person on the crew is vital in keeping the craft running.
But there is some downtime too. When the wind picks up and fills the sails of your ship, there are moments in which you can rest and admire the scenery that moves past you. The cloud cover is cool and a little wet and refreshing; you can make out the very tops of the tallest towers and darkest lakes. The tops of the trees if you sail over a forest are deep green and lush and feel impossibly small from where you stand. The days are predictable and filled with hard work and laborious tasks, but the sunsets are unspeakably beautiful, and depending on which ship you’re on, the nights are often filled with drinking and singing and maybe a little dancing.
This is your home for the next little while, and you may find that even during the times when your ship has docked on land for a job, you’re welcome to spend the days in the city and return to the ship at night – it’s completely up to you. The only caveat they will reiterate here is that you’ll be sworn to secrecy on the exact docking place of the ship as their way of life is and must remain separate from that of the regular land-loving folk.

Once you settle into daily life onboard the ship and crew you’ve been assigned to, you’ll be immediately whisked into the world of what makes each ship and crew tick. Whether you’re on the hunt for new artifacts and tidbits of history, or more riches to share amongst your crew in the midst of your captain’s ultimate goal to look for Dracness, eventually your travels will take you in and through the three countries of Hhial. You might look forward to the destination, but the journey to get there makes up a large portion of the adventure and it’s best to embrace the routine and the travel.
3.0 Your captain may send you to Kellir on the hunt for a specific treasure, a clue that may have ties to a source with knowledge of Dracness or a direct lead to the mythical island in the sky. Either way, you’ve been assigned a task and allowed to leave the ship with some of your fellow crewmates, you will enter Kellir and be allowed to explore the country as part of your job. But before you leave the ship, you’ll be warned by some of the captain’s crew that you’ll need to exercise discretion and to keep your role quiet. Revealing the exact whereabouts of the ship will get you into some real trouble with the captain, or get you banned from the ship. There is no point in asking ‘why’ but you’ll quickly learn that Kellir has an especially unfavourable opinion on pirates and may even find ways to arrest you simply because you’re a pirate.
For centuries, Kellir has evolved its identity into a country of creative freedom and innovation, with its population largely made up of artists and writers, scientists and engineers in the arts and sciences. It begins with the architecture and the planning of the city: everything here is beautiful and intentional, each street and planter and building cohesively tied into the cityscape to lead its citizens and tourists in and out past its doors. The dead-ends have purpose; all roads lead somewhere. There are small parks and well-manicured trees and flowers that offer a picturesque snapshot of the building behind it. The fashionable are encouraged to look their best here with Couture Houses that encourage creativity and pushing limits in design made from all manner of fabrics available: from cotton and linen to chiffon and netting, leather and lace, and silk. Kellir’s regent, Lady Catryn Spiertower, is a large supporter of the fashion houses across the country and is always up to date on the latest trends.
There are advanced technological ‘factories’, and laboratories where the most intelligent minds are praised and celebrated, each sponsored by patrons that encourage them to run with their ideas to invent new technologies, and to enhance the lives of Kellirans on a day to day basis. These buildings are often situated near the schools and libraries (where the entire cataloguing system runs on steam-power and electricity, and the retrieval of a book itself becomes something of a performance) for easier access to resource material. Seeking knowledge, after all, is a thing to be celebrated and is accessible to all citizens of Kellir without restriction.
Some say that the best culinary experts get their education from Kellir before they move on to other parts of Hhial. Here you may find an abundance of test kitchens and eager chefs trying to work their latest dish on the locals. Try your luck with the latest spice, or sit down and dine on the latest fine wine. This is a country that bursts with innovation and redefining itself on a near constant basis.
4.0 Past the warm sands and the temperate country of Kellir, the clean whites and golds of the buildings barely visible through the fluffy cloud cover, your captain may steer you and their crew further towards the north where the weather is a little more brisk.The reason for this becomes immediately clear when you spot the looming snow-capped mountain range just behind the country of Muchter, where the colour of the cities is darker and heavier, more stone and lumber and warm glowing lights greet you before you land. Much like its regent, Lord Barrett Caron, Muchter is a country with a strong work ethic, and the abundance of natural, raw resources which allows the people to really put their determination and endurance to the test. While the people here seem a little rougher around the edges, they are wealthy and want for nothing and their disciplined manner means that they know full well that they reap what they sow.
Muchter isn’t all work and no play, however, and there are numerous venues across the cities to spend one’s hard-earned coin. While not as delicate and even intricate in its design, Muchterites have cultivated a pastime in whittling wood and stone into statues and carvings of various sizes. They love to drink in Muchter (but do so responsibly), and have alehouses established almost as frequently as they do factories and lumber yards, and the clothing here is thicker and made from simpler fabrics: there is more use of cotton and wool and leather.
In Muchter, the people don’t care either way for the pirates that often visit, preferring to maintain a distance from their dealings and to avoid them when they can. They may not be open to letting a loud-and-proud pirate into their place of business but they will not turn someone affiliated with a pirate away so long as they remain respectful.
5.0 Unlike Kellir and Muchter, Zefindam almost appears to be a country whose only purpose is seeking personal pleasure. As any local might tell you, Zefindam (before it was called Zefindam) was believed to have once been the glorious, and affluent capital of Hhial when it had been united as one kingdom under the High Queen. The nobles and their families made their homes here and while most of the architecture has been built on and replaced, new buildings sitting on the structure of the old ones hacked away, there are numerous traces of its complicated origins in the bones of the infrastructure.
Old, crumbled statues of noblemen and women fill the corners and crevices of several buildings that are badly in need of repair, some that may seem familiar to those who have rifled through the history books and studied the portraits depicting Kalain-like features. That said, its tumultuous history as a network for the most powerful politicians has been smudged away into the indulgent lifestyle of the country’s present-day citizens and is a sure escapist paradise for those who want to forget about their responsibilities for a day or two … or three. Zefindam’s regent, Lord Orwen Deeplake, only has a mild hand in the political affairs of the country, preferring that his citizens live with as much freedom as they desire.
Zefindam is truly the city that never sleeps with a myriad of activities to indulge oneself in. Much of its economy relies on its restaurants and pubs, serving some of the absolute heavenly foods and alcohols; but the backbone of Zefindam’s rocky wealth sits on the gambling parlours, substance dens, and brothels. The establishments here have mild opinions on pirates and piracy and so long as there is coin to be made, most will turn a blind eye on one’s affairs. The same can be said of anyone with magical abilities, of which the judgments seem to be lax here for more reason than the easy-going nature of the people who live here. While those with magic are not encouraged to flaunt their powers, they may be seen just a little more frequently in the streets of Zefindam’s cities. People may offer you a knowing glance or offer congratulations for ‘surviving death’ and ‘coming out of it the other end’ – whatever that means.

The place that you’ll find your crew looking forward to the most, however, lies beyond the continent of Hhial — and perhaps you do, too, for that is where you will find it the easiest to rendez-vous with your friends from other crews.
6.0 When a hard day’s piracy is at an end, your captain may direct the ship towards the Golden Haven, an island just past the southernmost shores of Hhial. It’s the sight of the single dormant volcano that marks its presence before you note the lush, hilly landscape that surrounds it. Each ship will land by air, or if your captain has decided to sail across the ocean, it will dock by way of the water and then you’ll be welcomed to roam the island until your next assignment. Walking along the path of wood planks elevated over swampy trenches and deceptively deep swales, you’re led into the main town where there are several low-storey structures that surround an open square. Here there are temporary residences for pirate-folk just like you, and trading posts for those leftover trinkets you may have managed to pilfer along the way. At the centre of all things are the drinking holes serving up all manner of cheap alcohol that’ll do nothing more than get the job done, and surprisingly fresh, clean water. And if you have a little bit of excess treasure, you can always join a group of other like-minded pirates in the gambling dens to boost your fortune – or lose it all in one poorly timed hand.
The Golden Haven is generally a little more quiet during the day, but at night it feels like an all-hours party. There is dancing and singing and copious amounts of drinking. Down by the beach you may come across bonfires, with lit torches stuck into the sand to light your way while also welcoming any pirates arriving late.
There is an assumed agreement, the moment you step onto the sands of the Haven, that so long as you’re here you abide by the pirate’s code: you respect everyone else here, you keep to yourself, and under no circumstances do you sell anyone else out. There is no killing in the city (duels can be had on the beach), and there are no discussions on Hhialian politics; every pirate here is seen as an equal and your wealth is what you bring with you, and is yours to do with as you please. Anyone caught breaking a rule will meet a violent (and bloody) end to serve as both punishment for a betrayal and an example of the seriousness of these codes.
7.0 Though discussion of politics is forbidden, you will find that pirates love a good story, and there is one story above the rest: the story of the Kalain line, the High Queens who used to rule over the once-unified continent of Hhial. If you show your ignorance, you will find an abundance of people willing to regale you with the tale.
Whether you believe the story or not … it seems that if nothing else, your captains do.
F Y I
• If you have questions about any of the prompts or the mission in general, please direct them HERE.
• To explore a specific location or speak to any of the NPCs, please submit your search request HERE.
• And finally, your soundtrack for this log: ♪ ♪ ♪

QUESTIONS.
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Just doing a vibe check before I dive in
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and what are some of the other pirate ships like/how many are out there? are any as notorious as the big three? or are they all just too mid?
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for example, i'd written a starter for her on the ship post defection, plus trying to figure out how/where to share what she can publicly, etc
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SEARCH REQUESTS.
To limit the mods' workload, each character has one (1) search request. Please remember that multiple characters can combine their search requests and form a mini-team to be able to search areas or speak to people that one character would not be able to. For those doing a search in a group of 4+ characters: in case that the search will yield no results from the start, you will be given a chance to re-do the search.
Note that not every search request will necessarily yield a point of plot relevance, and some of these search requests will wind up with dead ends. Despite this, the mods take care to try and give everyone something to work with. In the event of a search request yielding no further results, the mods will clearly explain this during the search request exchange.
More info on search requests can be found HERE.
Search requests will remain open till AUGUST 17, 6PM GMT.
yennefer & the captain;
Naturally, she’ll be seeking information on the orb’s whereabouts, but she’ll start by making gentler inquiries — how long Jilleh has been captain, when she began commanding her own ship, that sort of thing. Nothing that pries too deeply into past lives, as that seems to be off-limits, but nothing that rouses suspicion about a deeper motive as of yet. Beyond seeking information, though, Yennefer will actually hold Jilleh in deep personal regard due to the respect the rest of the crew displays for her and the role she seems to have played in freeing them from previous circumstances, especially any less than desirable ones — so that will inform her genuine approach overall. The more frequently she can get some face time in with the captain (potentially even with a few rounds of ale to help loosen lips), the better — although if one thing happens to lead to another eventually, that wouldn’t be so terrible either…
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Minimus & the Twin Captains
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natasha & yelena
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Chishiya, Mal & Vash do some gambling
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joric and daisy also gambling
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dante and lady catryn.
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Sabriel, Alucard, Clarke, Ciri
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Thistle attempts to impress Kellir tastemakers with fashion
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Finn & Zefindam
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dog criminal & the poor unsuspecting citizens of zefindam
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Zefindam
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andromache & defection
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Newt the Builder and the Lovely Twin Captains! AKA an accidental search request.
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Kellir's artists
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team meiji, making Choices
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stephen strange & a(n attempted) audience.
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Golden Haven + RED SOLO CUP, I FILL YOU UP or whatever the song is
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Natasha Romanoff | MCU | OTA + Closed
PART I.SINK OR SOAR - Open
[Natasha isn't one to openly play favorites about missions, but she'd be hard pressed not to admit she likes The Blue Dawn's atmosphere immediately. Maybe it's because it hardly seems like it could be a better fit for her cover. Her plan to start with was to be as vague about her backstory as possible—she and Yelena are sisters getting away from their past, and that's all anyone needs to know. It just so happens that's all anyone is inclined to ask, too.
While she's not without her suspicions, the crew's unspoken mission statement, providing a fresh start for women who might not have many other options, resonates with her too.
She sort of hopes they won't have to betray Captain Rahtar before this is over.
As she and the other new crewmembers, orbers and otherwise, board the ship, Natasha nudges a familiar elbow and flashes a smile:]
Should be fun, huh?
[There's a little bit of a feral twinkle in her eye as she says it. It's not an entirely honest expression. Natasha figures their time on the continent is going to throw them some surprises. They always do.
Still, as starts go, they've had worse.]
2.0
[Both at work and at rest, Natasha makes herself at home up high, in the rigging or the Blue Dawn's crow's nest. Natasha's never been bothered by heights, which is a good thing because they're up very, very high.]
Hell of a view.
[She comments, wedged against the mast, her legs wrapped around one of the spars as she watches the clouds and the treetops as they sail past. She pulls out a bag of something that might be strips of dried mango, or some similar fruit. Natasha can't taste much of it, so she might be forgiven for not being entirely sure.
Either way, it's chewy and sweet, and the color is similar to the sky where the sun is starting to sink into the mist.]
Want to stay up here a little longer before we go back down?
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1.0
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PART III.TRIM YOUR SAILS - Open
Closed | Yelena
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joric | original character
4.0
5.0
PART 3
6.0
WILDCARD
anytime, anywhere
misc.
Bonfire
Enjoying the music?
[She asks as she takes a seat next to him, clearly happy to see him in person after what feels like far too long.]
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4.0
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4.0
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alucard | castlevania
( ib. the silent plunder — is not for me )
( ii. golden haven — drinks and bonfires )
( iii. wildcard )
ia + b combo
On the one hand: he wasn't. On the other, losing out on treasure because said recruit was not only unwilling to kill but indeed prepared to actively defend their target's life is not exactly the kind of thing that puts a pirate captain in a good mood. When Alucard speaks up, some crewmate growls: letting you idiots onto this crew was the mistake, before the door opens and another blond man is all but shoved through, and he has to brace himself against the ground before he tumbles right into Alucard.
Once he's on his feet again, he smiles a little sheepishly, rubbing the back of his neck with his prosthetic arm.]
Guess we're cellmates, huh?
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ib
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ib - tiny wildcard element
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nikolai lantsov — grishaverse (all open prompts)
— THE SILENT PLUNDER — darkness.
cw for suicidal ideation.
— THE SILENT PLUNDER — captain’s quarters.
— THE SILENT PLUNDER — skirmish.
cw for blood & death.
— ZEFINDAM — substance den.
cw for drugs and very dubious consent????
— GOLDEN HAVEN — gambling den.
— WILDCARD.
captain's quarters
I wouldn't mind. But maybe we shouldn't...enjoy the fruits of our--investigation--in the same place we...ah, investigated them?
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Substance den
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( darkness )
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Zefindam
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Skirmish
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zefindam uwu
sobbing
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Shuntaro Chishiya | Alice in Borderland
—OPEN
Fun and Games
Pirate Party
fun & games
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Fun and Games
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pirate party
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Pirate party
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Daisy Johnson | OTA
Let’s get this show on the road
[After being shown where everything is, they’re immediately given tasks to do. The one Daisy is left to do with others is hoist the sails.]
They make this look way easier in movies.
[Daisy says in passing to one of the Orbers as she pulls at the ropes, having to stop for a second to shake out her hands. She’s definitely going to get rope burn from this.]
Unwinding
[Daisy sits around with others, eating her dried fruit after finishing her stale bread. Which she had dipped into some water to make it at least a little easier to chew.]
That was beautiful. What’s the name of that song?
[She compliments after one of her crew mates finishes their song.
People gather around one side of the ship and Daisy follows, taken aback by the sunset.]
That might just be the most beautiful sunset I’ve ever seen.
Bedtime
[It’s well into the evening before Daisy finds she’s tired enough to actually go to bed now, and follows the last few stragglers back to the crew’s sleeping quarters. Only to find that there’s only one bed left.]
…So, big spoon or little spoon?
[Daisy asks jokingly, but it’s also not a joke at all?]
GOLDEN HAVEN
Drinking Hole
[Daisy has been nursing on a drink for a little while, eavesdropping on others conversations to see if she hears anything interesting. She perks up when a fellow orber comes in and waves them down.]
Can I buy you a drink?
Bonfire
[Sitting by the fire, Daisy scoots over when she spots an orber.]
Sit down.
[She offers by patting the spot next to her in the sand. Her eyes wander towards the volcano.]
Think we’ll have a repeat of the last time we were on an island with a volcano?
[It’s murmured quietly, so no one who might be eavesdropping can be heard.]
WILDCARD
[Have something else in mind? Feel free to write it below or send me a PM/message on
Bedtime
[Natasha asks, unbuckling her belt as she disarms for bed. The look she gives Daisy is playful, almost teasing, like she's challenging Daisy to argue.]
Big spoon.
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Drinking Hole
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bonfire;
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andromache | the old guard | ota
2.0 🗡 THE SILENT PLUNDER
cw some stabbing and violence
PART II. ALL HANDS ON DECK
5.0 🗡 ZEFINDAM
cw minor drug use
PART III. TRIM YOUR SAILS
6.0 🗡 GOLDEN HAVEN
8.0 🗡 THE BLUE DAWN
PART IV. YO HO HO
0.0 🗡 AND A BOTTLE OF RUM
GOLDEN HAVEN
[Natasha smiles at Andy as she pushes off of a barstool, her head cocked to one side.]
Just logistically, it's probably more fun to dance with your hands free.
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2.0
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6.0
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8.0 Blue Dawn
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2.0
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vash the stampede | ota
[A crew that's made its reputation attacking other ships for their treasures is, of course, eventually going to be on the receiving end of one of those raids -- either from other pirates seeking to even a score, or ones seeking to make a name for themselves by targeting one of the more dangerous crews. Either way, the main deck appears to be largely deserted this particular morning, most of the crew still sleeping off another night of copious drinking and dancing, when the other pirates begin to board the vessel. They'd had it planned well in advance, assuredly, but they didn't happen to count on someone being awake and doing some minor maintenance with the mainsail.
Maybe the sounds of a commotion wake you up, or perhaps you were heading up to begin your daily tasks around now anyway, but either way, Vash's voice can be distinctly heard as you come toward the stairs:]
I would really, really appreciate it if you'd be willing to leave. It's a little early in the morning for fighting, isn't it? Come on, let's be reasonable about this. We can all go back to bed and pretend this never happened.
[This does not go nearly as well as Vash hoped, clearly, because the pirates laugh right in his face with sharp hyena cackles.]
...Please, you're only going to get hurt if you do this. It's not worth it, I promise.
[No dice. The laughing continues, followed by the click-action of someone's rifle, and Vash sighs.]
Sorry about this. I can't have you waking up Greybeard.
[Maybe you'll want to hustle to support your crewmate ASAP, but by the time you've reached the top of the stairs, it's over. About ten adult men lay unconscious on the ground, as Vash begins to bind them at their wrists and ankles. He'll give a cheerful little wave when he meets your eyes, as though this is all perfectly normal.]
Oh, good morning! Do you happen to have any extra rope on hand? I'm not sure if I have enough...I'll really owe you one!
⚓ dead men tell no tales ( kellir port; cw: blood, death )
[He can't protect every other pirate from the rest of the crew, though. The battles happen, and there's only so much he can interfere. It's an ever-present ache, more corpses to add to the mountain he's already carried upon his back for the last century and a half, a pile that grows larger and heavier every day. Some days he wonders if he will eventually find his shoulders ground down to nothing.
It makes the assignments on land feel like something of a relief. He doesn't have to pretend to be a part of the violence when they're docked and he can escape to the city during the day, and he can eat and drink and gamble and tell stories like things are normal and fine. He's so eager to leave the Plunder behind he nearly trips on some driftwood on the beach in his haste -- except it's not driftwood at all, it's a body; a living one, still breathing shallowly despite the bullet wound soaking through his side, the trail of reddish-brown leading back to the ship behind him clearly marking his involvement in one of the crew's recent skirmishes.
Vash kneels by him immediately, both hands pressed against his wound in an attempt to staunch it, as though he doesn't already know it's too late.]
It'll be okay, [he soothes, all the same, not even sure if the pirate can hear him as his life spills out over Vash's hands, staining his nails and cuticles crimson.] Just stay with me, alright? Don't go to sleep. Please try to...
[It's too late. The faint choking gurgle in the man's throat fades. It's over, but Vash doesn't release the wound for another few minutes, denial taking over good sense for a time until he caves to reality and reaches up to close unseeing eyes forever. Vash won't cry; he doesn't have the right. Yet he can't bring himself to get up and walk away either, and he sits bowed over the corpse on this beach until someone else interrupts him.]
I know they don't like pirates here, but there has to be something we can do, right? To find where he came from, at least...
🌊 soon may the wellerman come ( golden haven )
[Back in No Man's Land, the terrain made impromptu graves an unfeasible venture. If the ground wasn't steady enough under your feet to dig into, a marker would simply sink into the endless sand, to be lost forever alongside the corpse it meant to signify. And so Vash does what he has always done, tucking this little moment of tragedy in with all the others, into the corner of his heart where he keeps over a century of these little unmarked graves, to never forget those who had nobody left to remember them.
He buries them in a plot there with his grief and his guilt and digs up his smile to make room, before he takes it out to the warmth of the campfires and camaraderie, and laughs at the tall tales brightly enough that most could never tell the difference. He doesn't miss a beat when it's his turn, either. He lowers his voice almost conspiratorially, speaking with a theatrical hush:]
It's not quite a giant whale, but I was swallowed by a sandworm, once!
give no quarter
She is there in time for some light bondage though, apparently.]
Unfortunately, I don't have any rope on me.
[She usually uses vines for her immobilization needs.]
We're on a boat, though, right? I'm sure we can find some.
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dead men tell no tales
golden haven.
{ dead men tell no tales }
Dead men tell no tales
Phoenix Wright // Ace Attorney // OTA
[ Phoenix can't deny that the concept of this adventure is an exciting one. Dressing like a pirate, but without all that plunder and violence, and travelling the world in search of secrets and history. It's exciting enough that he hasn't thought much about the fact that the ships are flying ships. Not until they've all got their introductions and they've spent some time up in the sky. That's when he walks too close to the edge of the ship, drawn by the view, and finds himself looking down--
And he suddenly feels sick, stumbling back with his face looking a tad green. ]
Oh no. Oh no. How-- How long are we gonna be up here? How far up are we? What happens if we get in a fight and-- What happens if we fall?
[ Definitely panicking.
Doesn't matter if he's fallen through a burning bridge into a deadly river in the past. Heights still suck. ]
5.0 - Exploring Zefindam
[ This city is pretty weird. He's been in many very old cities, especially in Europe, and a lot of Zefindam reminds him of those. There has just been seemingly little to no effort to preserve it as it is, which he has to admit hurts the artist in his heart. But he sees the remains of the old architecture easily, and he sees several familiar statues.
The story about the High Queen sure sounds suspiciously orb-related, if it's real at all. If he's understood the job right, though, myths and legends like that are a pretty good place to start.
As he walks the streets, he perks up when he notices anyone from the Ximilia crew, and smiles and waves regardless if they've spoken before or not. ]
Hey! Fancy seeing you here!
6.0 - Gambling in Golden Haven
[ Although travelling with the Hawking's crew means you don't make as many riches as many other pirates seem to, he still has some riches to spend. After all, searching for artifacts and history still requires funds, and crew still needs to be paid. He's also been missing his regular poker games now that he's got his badge back and spent the month or so here, so he's eager to see if his luck will hold here too.
He doesn't leap in immediately, though. The games seem eerily similar to the ones he's used to, but he wants to make sure there's nothing he misses. Finally, though, he sits down, and pretty easily makes quick work of a few tables.
By the time he calls it a night, he's increased his earnings, and plasters on a grin as he gathers up his coin. ]
Thank you very much, my friends! I'll be sleeping like a baby tonight.
[ Still got it, even without Trucy. At least for one night.
He can also tell that he's gathering less than friendly attention, so it's time to take his leave. ]
Wildcard
[ Not really looking to play out any gambling in detail, but if you do want to gamble with Phoenix, be my guest! Provided we're a little vague about it, haha. I'm also down to clown with just about anything. ]
5.0
The greeting from Phoenix stirs Laurel from her thoughts as she looks in his direction. ]
Uh, hi. [ Laurel offers him a small smile in return, lifting her hand in a wave. She's pretty sure that they have never met before, but she's not going to be rude. ]
Sorry, I don't really know anyone yet. My name is Laurel. Laurel Lance. It's nice to meet you.
[ Her smile becomes warmer as she offers a hand out to him. ]
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dante | limbus company | ota
[Dante flatly is exhausted, the toil of the work on the ship none too kind to someone who isn't used to enough physical labor. they hurt in a bone deep way, and if they could manage it, they'd sleep for a full day. but even so, while dragging their body back to quarters at any given point, the sights still leave them in awe. it's a human instinct, that moves their path into walking to the edge, gazing over at the land below - the scenery dazzling when one's used to city walls and being earthbound. sagging a little over the side, their tiredness is clear, but it doesn't take away from the glory of the view. trees carpeting some areas of land, the clouds and mist, the steady movement, the humbling radiance of a sunset seen almost in panorama.
hearing someone else's footsteps, they don't turn, but Dante ticks out a greeting all the same.]
< It's the kind of thing that makes a person poetic, isn't it. >
[not that they have any talent there, but an artist would probably be overwhelmed by it.]
3.0 - kellir.
[it's in this city where Dante starts to perk up a little. part of that may be that instead of being viewed as an eccentric, in this place their unusual appearance becomes an immediate asset. fashion on the cutting edge as it is, there are a few deeply inspired to have something brand new walk by. the "mask" they wear becomes an object of fascination, and there's a group of those that truly wish to be the trendsetters who latch onto them in this place. not that they mind having new friends, but sometimes the strain of dealing with them, of having to maintain their cover, starts getting to them. and then, the face of a fellow orber, and a message shot off to them with a thought.]
If you can get me out of here, I'll owe you one.
[or maybe they're in one of the libraries, perusing the stacks, softly ticking as they go. they're intent on this mission, not caring if they never get to return these books, but they want to read some new titles. that said, they're going to be forming quite the pile to put on a table to be able to really figure out what they want to bring back with them. swipe a book from the stack at your leisure, or try and nab what you have your eye on before they bring it under their consideration. the choice is yours.]
5.0 - zefindam.
[the city would be easy to get lost in, really. in a way, Dante does, letting day blur into night when they briefly take shore leave. while the statues are entrancing, they do get swept away into the heartbeat of the place, and for someone unused to it, they get almost overwhelmed. but it's not a bad thing, when you're chasing rumor. and once they adjust, there's something almost too familiar about the gambling parlors.
briefly, they wish that Rodya was there to take the bets, but they try to keep her advice in mind. confidence. it's how they wind up at one of the tables, learning a version of roulette with strange symbols and calls, looking at the coin that's exchanging hands. seeing another orber, if they look interested, Dante sends them a message with a purpose behind it.]
How rigged do you think the table is?
[else, they can be glimpsed in other places - going in the substance dens to pretend and listen in for more rumors, letting the atmosphere exist around them, or at least once slipping away from a house of less than stellar repute. information can be found anywhere, after all.]
6.0 - golden haven.
[it's not the freedom that the station would bring, being able to be open about their mission, but it's still a relief to not have to hide the piracy aspect. one lie at a time, to balance the weight of it all. and so it is that Dante can be found mostly in the evening hours at the bonfires, finding one to stare into or just watching the stars above, mostly quiet save for that faint ticking, drowned out by the crackle of the fire or the crash of the waves.
occasionally, they might be standing in the water, just on the edge where they have their shoes in hand and waves around their ankles. it's peaceful. soothing. gives them room to think about everything that's happened - all the new memories that felt injected into their case, to settle in the gears and be processed. and the light of their own fire is like a small beacon atop their head, a peculiar enough sight.
that said, it's not all brooding - there are times they're going to be passing through one of the drinking holes or looking to trade with what they managed to get from their travels. they're doing their best to fit in this world, even if it's a strange one.]
wildcard.
[ooc: have an idea for anything else? i'm up for it! message me, or hit me up on the plotting meme to talk about it. happy to write action or prose!]
2.0 the Hawking
Mmm. You're right about that. Though I'm not sure any poet or artist could do it justice. [He's certainly tried his hand at capturing the views in a sketch and found everything falling short.]
Are you? A poet?
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the hawking
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5.0
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6.0
Finn Mertens | Adventure Time
II. THE HAWKING (OPEN TO CREW)
III. GOLDEN HAVEN (OTA)
IV. ZEFINDAM: The First Rule (OTA)
I
So, of course, when Finn suggests the spitting competition, he's ... really not sure about that. Seriously, how can anyone just hang over the railing like that? He shivers just thinking about it.
Rather than say anything about that, though, he's going to be snarky. ]
How would we even be able to tell?
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'I' as well! (cw: descriptions of acrophobia)
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The First Rule: A
ii.
IV, A
ciri | the witcher (netflix)
for thistle | muchter, the heights
Her glance to Thistle is with squinting eyes against the wind and flakes of snow not so much falling as being blown down mountain. )
I can take point.
( And she's making her way over to the thin, dark ledge marking the beginning of the narrow pathway out to the Order of the Molting Shrew. Puzzling over the word, muttering: )
I still think molting's just for birds...
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for andy | golden haven, nature never waits
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for yzak | kellir, we two painters of great renown
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for finn | muchter, the bridge that wasn't there
for jake | moral greyhounding
Yuri Egin | Blue Exorcist | OTA
[Yuri is everywhere on board The Blue Dawn, hard at work with washing and mending at first (her assigned chores, done with a smile and friendly chatter), then moving on to helping everyone else. She'll wash pots and pans, scrub the deck, haul ropes, help with any tasks that need assistance. She's very cheerful, chatty, helpful, but she's also the sort of person who doesn't know how to take a break.]
3. kellir
[While she isn't really much for fashion, Yuri can appreciate some kinds of art. She lingers by potter's studios and peers in at the doors of ceramics workshops, offering friendly compliments. But if you're watching her, it's pretty clear that she's looking for someone or something as she moves through the shops and in and out of bookstores and libraries.]
5. golden haven
Over here! [Yuri says, waving at a stranger.] Come on over, throw some coins in the pot!
[As short as she is, she's commanding this table, a mug of cheap beer in one hand as she offers a pair of dice to the newcomer with the other. The various pirates at the table scoot over to make room. Whatever the game is, it's fairly low stakes and cheerful.]
text | un: Tamer
[It's early, just after sunrise, right as most people should be waking up and getting ready for their day. There's a text gently pinging into the minds of the other Orbers.]
Hello! Is anyone else here a summoner of some kind? I had a quick question about powers.
wildcard
[[ooc: just hit me up at
text. un: Aleksander
Ask your question.
private
private
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Sorry this is late.
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text; un: skywalker
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Yelena Belova | MCU | ota
Going Shopping
The Spice is Flowing
[If none of these appeal, feel free to hit me up with a wildcard option! You can reach me via PM or at
{ going shopping }
I'll pass. I don't need to stand out any more.
[ Seeing how he usually towers over everyone else. ]
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shopping.
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The Blue Dawn
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Going Shopping
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the blue dawn
Re: the blue dawn
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jake the pirate | adventure time
closed; this is a stick up (zefindam)
That goes double for certain dogs-turned-pirates, looking down on the busy streets from one of the higher rooftops. It was quiet up here, easier to think and much easier to see. The brightly lit main streets cut through the city like glowing arteries, their light dimming outward with each connecting intersection. From his high vantage point, Jake was in prime position to watch people peeling off down those darker side streets. Some of them stumbled, some looked hurried, others simply looked like they didn't want to be there. You could tell a lot about a person from watching them, even when they were just a far off smear disappearing into darkness.
Granted, one of the things you couldn't tell was what they looked like, or if they had a headset in their ear, or if their entire vibe screamed Orber. But that mattered way less to Jake than it probably should have. ]
closed to thistle;
closed to gamora;
closed to iris;
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the dice are responsible for this
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The Darkling / Aleksander Morozova | Shadow and Bone. ota
2.0 The Silent Plunder. clear skies
Part 2
5.0 Zefindam. all pleasure, no play
Part 3.
6.0 Golden Heaven. sunset
6.0
Some days find him better primed for it, but today as he trudges up the beach it's with the air of a man who has set the date of his own execution and must now walk himself politely to the gallows— and it's enough to make even this familiar face seem like welcome salvation.
With the sun almost set at his back it's mostly by accident that he approaches Aleksander unrecognised until he's close enough to earn a firm warning, and with it Stephen raises both hands in the universal gesture of peace. Over-dramatized, paired with a wry quirk of a smile. ]
Easy, sailor.
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Sabriel | OTA
[Sabriel's task is is to dress and present herself as she normally wouldn't. And do so for a week.
So when their ship first docks in Kellir, Sabriel takes her money and goes shopping- with clothing the first thing on her list.
Maybe she's with one of the Blue Dawn's crew. Or perhaps she's simply run into another of the Ximillia's crew. But in either case, Sabriel holds up an article of clothing- something that is some combination of skimpy, pastel, ruffly, floral-printed, or dyed some eye-searingly bright hue- and asks for input with a nervous smile.]
This isn't my style at all, is it?
[Later on, Sabriel can be found in a ruffled, pastel-pink dress... with a straw hat festooned with pastel silk flowers shading her face as she looks over the books. Sabriel spends several days in the library, immersing herself in this world's history and folktales, and trying to learn what she can about this world's magic.]
Blue Dawn | Windsong
[Sabriel settles in easily to the rhythms of pirate life. She helps in the galley preparing food, she sings and plays the lute in the evenings to help pass the time, she helps out in any boarding actions against merchant ships and rival crews, and she spends much of her time on deck, working the weather.
It's not her specialty, but she's getting a lot of practice- calling up the winds to blow them towards a merchant ship, or whatever luckless pirate crew is Jilleh's latest target. And not just manipulating the wind- sometimes the captain has her raise fog to conceal the ship's movements, or clear away clouds when it seems a storm is coming in.
It's exhausting at first, using magic she's mostly studied as theory, but it gets easier with time, to reach into the Charter for the marks she needs and whistle them out. And there's a satisfaction in seeing the effects of her magic, and being useful, in a way that isn't fighting or healing.]
New orders from the captain? Or did you just want to enjoy the view?
[Sabriel's perched in the crow's nest, the sound of her whistling still echoing in the wind. For all that weather magic may be useful, it's not at all subtle.]
Zefindam
[Sabriel might not be completely comfortable with all of the indulgence on display, but the acceptance of magic is nice, and the architecture speaks of a long history. So she spends much of her shore leave following up on leads for Jilleh, poking around crumbling buildings and chatting with contacts, trying to find... something. Some hint of the orb's power perhaps, or something else that doesn't quite fit. Occasionally, she'll stop in at one of the restaurants, savoring a meal and a glass of good wine before going on her way.]
Wildcard
[None of these work? Feel free to write your own, or hit me up on plurk or discord for a custom starter!]
leonard mccoy
the silent plunder - cw for emeto, blood, grief, drunkenness, etc
( mccoy isn't having a good time.
before anyone thinks that that's just his regular vibe, what's the difference, they need only look for the doctor on the deck. is he scowling hatefully at the horizon, standing tall and defiant against his fate?
no.
actually he's groaning pitifully as he clings to the rail up near the bow, his tan complexion gone sickly green, only uncurling from his white-knuckled hold when it's time to heave into a bucket. despite the physiological impossibility, leonard is faintly sure he's purged everything he had to eat from last week. the only thing he seems immune to, perhaps, is the running commentary from a few of the crew, who drift here and there out of his orbit to levy critique both severe and smarmy on the doctor, with the occasional Comradely Back Slap™ for good measure. )
Don't say it, ( he actually whines to the latest pair of boots he spies out of the corner of his eye. bones wipes a thin stream of drool from his chin and hugs the bucket to his chest, miserable and glassy-eyed. )
I don't care. It isn't worth it. Just kill me already.
2.0 - A.
( remarkable how a fistful of anti-nausea meds, a few shots of whatever gut-rot a sailor's offered to him, and the full weight of a fucking stupidly neurotic workaholic nature can cure sea-sickness. air-sickness. whatever. leonard has turned a corner on feeling like a sad piece of shit, which means he's now gonna inflict himself on everyone else.
as he knows fuckall about rigging, about the ins and outs of sailing a tall ship, and his skills as a navigator are rustier than he'd like to admit, he leans into what he's good at: doctoring. or, well, hygiene practices for now.
crew can find him in the galley after meals, having bullied the cook out of his own space in order to set water boiling and soap spilling and scrub the fuck out of every goddamn thing he can get his hands on. turn around, before he sees you– )
Hey!
( too late. the air has the sharp tang of carbolic soap to it, as he looks up from his meticulous washing of a glass-bottomed tankard, up to his elbows in foamy bubbles. a stack of cleanly-rinsed dishes rest on the counter behind him, beads of water dripping from its edge in time with the faint roll of the ship. )
You busy? Come here and dry these.
B.
( the aftermath of a battle is familiar ground in a way he wishes it weren't, the stillness following the heart-in-throat rush as he trailed various members of the crew– not to maim or injure their enemies, but to curtail harm where he could, to administer aid to the fallen. mccoy is exhausted, stinks of smoke and other men's blood, and nurses a few vicious aches.
he's also cooling his heels in the brig.
turns out, exploding into a profanity-laden tirade at the boatswain over his tending to the other ship's wounded was a step too far. whoops.
he laces his sticky fingers across his chest, and keeps his gaze fixed on the ceiling. someone's there, and his pride's dinged, so he's gonna be childish about it. )
Somethin' on your mind, Nosy Parker?