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Entry tags:
- !event,
- !npc,
- alicent hightower; the tower,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- cirilla of cintra; the devil,
- claude von riegan; the wheel of fortune,
- dante; the devil,
- dean winchester; the lovers,
- diana prince; the empress,
- eddie munson; the devil,
- elrond; temperance,
- geralt of rivia; the hanged man,
- gideon nav; strength,
- hilda goneril; the lovers,
- himeka sui; the fool,
- inej ghafa; the hierophant,
- istredd; the high priestess,
- jack skellington; the fool,
- jack townsend; the moon,
- jaskier; the sun,
- jayce talis; the magician,
- jerry pascal; the sun,
- jesper fahey; the wheel of fortune,
- jon snow; the emperor,
- joseph kavinsky; the devil,
- julie lawry; the wheel of fortune,
- kai parker; the fool,
- kell maresh; the magician,
- kol mikaelson; the hanged man,
- kyle; the hanged man,
- lucifer; the devil,
- mat cauthon; the wheel of fortune,
- matt murdock; the tower,
- michael; the emperor,
- nadine cross; the world,
- natasha romanoff; the lovers,
- nero (dmc); the chariot,
- petra macneary; strength,
- prince wilhelm; the tower,
- rhaenyra targaryen; the emperor,
- rhy maresh; the lovers,
- steve rogers; the hierophant,
- sylvain gautier; the sun,
- thancred waters; strength,
- urianger augurelt; death,
- viktor; death,
- wanda maximoff; the hanged man
EVENT #11: MEDIATION - IC POST
Event #11 - Mediation
go to the OOC event info & plotting post
As the Dimming draws near, the people of Thorne, the Free Cities, and Solvunn begin to prepare their celebrations similar to the previous year. The Summoned, though, will be having a much different experience.
A week before the event, you'll each receive invitations to an important diplomatic event held in Luna. Unlike the opening of Oleuni Square, these invitations are from nation officials themselves - sealed and marked with the faction's emblem, alongside Luna's. Notably, any mention of Ikorr is absent. This appears to involve the werewolves and Luna in particular.
The invitation will specify that a resolution of conflict is under negotiation and that it's of utmost importance that all of the Summoned of each nation is present. That means you. Due to the clash that occurred last year and the fact that the Summoned's powers and magic are unaffected by the Singularity's waning, any Summoned unaccounted for will be considered a high security risk that could greatly damage negotiations. Therefore, those who wish to remain behind must submit a formal appeal to officials and will be assigned a neutral third party from Nocwich to be watched throughout the event's duration.
Everyone else is required to attend. Officials will be offering full accommodations, a generous daily spending allowance, and even personal guards should anyone be concerned about the attacks in August. They'll stress you should be further reassured, as the Dimming means magic in the native population is severely weakened. Magical attacks and other risks of that nature are thus unlikely. Most people will be conserving their strength throughout this period.
A week before the event, you'll each receive invitations to an important diplomatic event held in Luna. Unlike the opening of Oleuni Square, these invitations are from nation officials themselves - sealed and marked with the faction's emblem, alongside Luna's. Notably, any mention of Ikorr is absent. This appears to involve the werewolves and Luna in particular.
The invitation will specify that a resolution of conflict is under negotiation and that it's of utmost importance that all of the Summoned of each nation is present. That means you. Due to the clash that occurred last year and the fact that the Summoned's powers and magic are unaffected by the Singularity's waning, any Summoned unaccounted for will be considered a high security risk that could greatly damage negotiations. Therefore, those who wish to remain behind must submit a formal appeal to officials and will be assigned a neutral third party from Nocwich to be watched throughout the event's duration.
Everyone else is required to attend. Officials will be offering full accommodations, a generous daily spending allowance, and even personal guards should anyone be concerned about the attacks in August. They'll stress you should be further reassured, as the Dimming means magic in the native population is severely weakened. Magical attacks and other risks of that nature are thus unlikely. Most people will be conserving their strength throughout this period.
◎ For all submissions, players will have until December 28. This is a soft deadline, as we understand the holidays are a busy time, but we do ask players do their best to make their requests early in so we can respond in a timely manner and determine the contents of the wrap-up post.
◎ Since characters will be in close proximity during this event, especially while on the island and the ship, we've posted a CURRENT EVENTS thread where players can comment with notable occurrences that are happening in their threads for other players to take notice if they wish. These can include: escaping out windows, commotion with the geese, minor altercations or arguments at the inns or on the ship, and falling overboard. We may also post our own current event updates depending on what happens.
◎ We'll be updating the list of Information Revealed through eavesdropping as details are uncovered.
◎ Since characters will be in close proximity during this event, especially while on the island and the ship, we've posted a CURRENT EVENTS thread where players can comment with notable occurrences that are happening in their threads for other players to take notice if they wish. These can include: escaping out windows, commotion with the geese, minor altercations or arguments at the inns or on the ship, and falling overboard. We may also post our own current event updates depending on what happens.
◎ We'll be updating the list of Information Revealed through eavesdropping as details are uncovered.
Luna
The deep forests of the upper peninsula eventually give way to the widening settlement of Luna. The city sprawls up onto hills and between thick groves of trees, following the natural lay of the land. Buildings in the open areas are never more than three stories tall, dwarfed by trees along the outskirts. The air is frosty, but not biting. In winter, a thick layer of snow blankets Luna.
For more details, see the section on Luna on the Nocwich Setting page.
The Summoned will be arriving in ornate black carriages pulled by ghostly steeds. Each carriage is identical except for an emblem of one of the three factions (Thorne, Free Cities, and Solvunn) temporarily inlaid on the doors - indicating where each guest must go. When all passengers have boarded, the carriages move forward without command, providing a quiet and scenic ride through the hills and forests that lead to the sprawling settlement of Luna.
The carriages begin as a singular caravan before eventually spliting off as they bring each group to their designated inn.
For more details, see the section on Luna on the Nocwich Setting page.
The Summoned will be arriving in ornate black carriages pulled by ghostly steeds. Each carriage is identical except for an emblem of one of the three factions (Thorne, Free Cities, and Solvunn) temporarily inlaid on the doors - indicating where each guest must go. When all passengers have boarded, the carriages move forward without command, providing a quiet and scenic ride through the hills and forests that lead to the sprawling settlement of Luna.
The carriages begin as a singular caravan before eventually spliting off as they bring each group to their designated inn.
Designated Inns
You'll need to stay at the assigned inn for your nation of residence. It will not be possible to switch inns, though if you're discreet, you can get away with an overnight visit. You won't get in trouble for breaking the rules, but chances are you'll be sent back to your inn with all your things if you make an attempt to move, and the lone carriage ride through the city with all your belongings might be a bit embarrassing.
◎ THORNE
◎ FREE CITIES
◎ SOLVUNN
◎ THORNE
Those coming from Thorne are led around the corner of the main square towards one of the older streets of Luna. They'll be taken to The Teallaigh, Luna's most popular inn. While not the grandest, its reputation lies in the warmth of its hearth. The Ward family have run the inn for three centuries. The rooms are cozy and clean, providing the comforts of home, according to the Lunae. This includes soft bedding, a hearty morning breakfast, and hot evening baths. The streets outside can be rowdy during the busiest hours of the day and night, but the thick windows and mulled wine offered on the house help balance out the noise. The Ward family and townsfolk are happy to discuss the inn's history. Rumors are that the founder was something of a magician himself.
◎ FREE CITIES
Those coming from the Free Cities are led towards a section of Luna known for its high hills and winding pathways. Connected to the rest of the city by a stone bridge, the Morwyn Siglo is Luna's oldest inn. Though the boards creak and lights occasionally flicker, the building has stood above most of the neighborhood since the city expanded to these hills centuries ago. Much effort has been put into retaining the inn's classical aesthetic while ensuring it has the modern comforts needed. Morwyn Siglo is often used as a landmark for directions in this part of town. That trees and other plants grow up and into the very building itself are considered signs of good fortune to the locals. The rooms are dim, yet warm. Signs of encroachment are noticeable in the nooks and crannies. The nights are peaceful. Despite its appearance, the Morwyn Siglo is the only inn that uses fully automated magic-powered crystalline lights rather than oil or flame lamps. The food served here is considered the best in the city.
◎ SOLVUNN
Those coming from the Solvunn are taken to the New Quarter, near the recently renovated Town Hall. A few blocks from the main square is the newly opened Realta Inn and Tavern. Meant to help promote tourism in Luna, this etablishment offers more of the modern aesthetics and standards expected in other cities across Abraxas. The rooms are tidy and finely decorated without being garish. Unlike the other inns in Luna, the Realta is not run by a single family but by a collective of enthusiastic entrepreneurs and local business owners who want to see Luna's doors opened up to the rest of the world. Eager to make a good impression, the staff is hospitable and tries to show reverence to Solvunn traditions while the Summoned are their guests. The Lunae and Solvunn share close ties, after all. Goat cheese is served at the complimentary breakfast, but for a touch of something new, they also serve fine cheeses and butter from the local livestock.
The Winter Solstice
The Winter Solstice, held around the Dimming, is a month-long celebration throughout Luna. It bears many similarities to Solvunn's Winter Solstice. Indeed, some werewolves with ancestral ties to Solvunn will visit Solvunn during the Winter Solstice to observe the commune's festivities. Anyone in Solvunn during last year's Winter Solstice might even recognize a few familiar faces in Nocwich.
Around Luna, you can find the following as people prepare for the Solstice:
Around Luna, you can find the following as people prepare for the Solstice:
◎ Bonfires
Though all of Nocwich is engulfed in an eternal night, large bonfires are lit in the would-be evening in the most popular gathering places: the large promenade by the edge of the forest, the busiest market center, and the central town square. Volunteers selected from the local youth - rarer these days among the Lunae - are honored with the "first light" where they stand in a line with flaming arrows and shoot them into the wooden pile, setting it ablaze to a chorus of excited cheers.
Mishaps have been known to happen in the past, but when questioned, most of the Lunae laugh off stories about how Old Man Tomlee had to frantically put out his window dressings when a wayward arrow found his storefront instead of the fire. It's all part of the tradition!
The bonfires signal the start of festivities. Wood is continuously added to the fire to keep it burning until the Winter Solstice concludes. Passersby, including you, are encouraged to contribute logs to the blaze. It's also customary to write out something you want want to let go of and toss it into the fire. This can be ill health, unwanted thoughts or feelings, misfortune - even people. Advertising you've burned someone's name is in poor taste, but it's common knowledge this happens more often than anyone will admit. It's said that if your parchment ignites a blue flame, then it is assured to come true. But if it burns white, then you won't be free of it yet.
◎ Glow Logs
The forest is home to many different types of evergreen trees. A small group of elm, spruce, and yew trees are cultivated specifically for the growth of the seasonal glow logs. They're cut to sizes of one to six feet to fit inside personal homes, with the largest on display in front of public buildings and businesses.
As a guest, you're invited to decorate a log of your own, which you can display in your inn rooms and later take home with you. Supplies will be provided for you to paint and carve the logs. Examples of traditional designs are available, but everyone's free to express themselves how they want. Symbols and scenes of fertility are common and welcome, of both the harvest and mammalian variety. The Lunae don't share the same sensibilities typical to some parts of Abraxas. These images are drawn quite seriously and artfully to bring forth bountiful luck in the spring. The final touches always include glowing flowers which light up the streets and homes, making the Winter Solstice the brightest time of the year in Luna.
◎ Spiced Wine Cauldron
Not far from the ceremonial glow log, you'll find a series of stalls for seasonal snacks and treats. In the middle is the most popular feature: a large cauldron kept gently simmering for several days on end. Inside is a flavorful spiced wine, which anyone can freely ladle themselves a cup from - though you'll have to bring your own mug. Deep red wine, brandy, cinnamon, and ginger are the strongest flavors, with hints of white wine and clove as an aftertaste. Additional sugar cubes and cinnamon sticks are available on the side if more sweetness is desired.
The cauldron itself never seems to get low, but there's no magic involved here. The Lunae all do their part to keep the cauldron full, adding their own bottles of wine and spices from home throughout the Solstice. This does make the flavor and strength of the wine inconsistent, but that's part of the cauldron's charm. More than the alcohol, the cauldron serves as a warm gathering place for chatter, meeting old friends, and spending quality time together.
The Sacred Geese
Geese have held an important status in Luna since its founding. The black-necked goose is by far the most common variety. They reside on farms and homesteads, as well as roam the city. Not all of the geese are wild. Domesticated geese will have a beaded band on their feet. Their eggs are a rich part of many meals.
During the Winter Solstice week, seven domesticated geese will be selected as that year's Sacred Geese. One notable goose is Daryll, the prized young bird of a local lumberjack. A ceremony is held in the town square where Daryll and his companions are presented for all to see and marvel at his plumage and feisty waddling. There, the ceremony host will hang a strange token featuring an eye around each of the seven geese's necks. The red-ribboned tokens indicate that the powers who watch over Luna have granted favor upon these geese. After the ceremony, the geese may be doted upon and gifted food as offerings...which mostly consists of people trying to fatten up the geese to slow them down for the next part.
When the ceremonial horn has sounded seven times, the geese are let loose into the city. The square erupts with the sounds of shouting and honking, feathers flying in the air as the geese take off and the townsfolk follow in pursuit. "Blind the goose!" becomes a chorus as the crowds rush past. To retrieve one of these tokens is the name of the game - effectively removing the eye and "blinding" the goose. Those successful may return to the square with the token in hand in exchange for a few decorated stone "goose eggs" that can be placed in a fire, then used to keep your hands warm. They retain heat for several hours.
Be careful: these are no simple geese. Known for their aggressive biting and powerful kicks, many local werewolves have earned scars from the ritual. They are also inexplicably immune to magic and spells, which makes them ideal for a custom held during the Dimming, a time when magic wanes. Considering the small prize, the winnings are not the point. Rather, the true purpose of this festivity is the bragging rights that come with having gone head-to-head with one of Luna's most fearsome birds. Teaming up is common. Community spirit is the most important thing in Luna, and one token can be exchanged for several prizes if multiple people were involved in a capture.
Do not harm the geese. The geese are very sturdy, so rough handling while capturing them is acceptable. However, deliberate attempts to harm or kill them will have you swiftly removed by the Lunae. You'll be served with a hefty fine, as well as shunned by the natives who will henceforth turn you away from taverns and shops. These geese belong to the townspeople, so harming any of the geese is the equivalent of harming someone's beloved pet and will be treated as such.
During the Winter Solstice week, seven domesticated geese will be selected as that year's Sacred Geese. One notable goose is Daryll, the prized young bird of a local lumberjack. A ceremony is held in the town square where Daryll and his companions are presented for all to see and marvel at his plumage and feisty waddling. There, the ceremony host will hang a strange token featuring an eye around each of the seven geese's necks. The red-ribboned tokens indicate that the powers who watch over Luna have granted favor upon these geese. After the ceremony, the geese may be doted upon and gifted food as offerings...which mostly consists of people trying to fatten up the geese to slow them down for the next part.
When the ceremonial horn has sounded seven times, the geese are let loose into the city. The square erupts with the sounds of shouting and honking, feathers flying in the air as the geese take off and the townsfolk follow in pursuit. "Blind the goose!" becomes a chorus as the crowds rush past. To retrieve one of these tokens is the name of the game - effectively removing the eye and "blinding" the goose. Those successful may return to the square with the token in hand in exchange for a few decorated stone "goose eggs" that can be placed in a fire, then used to keep your hands warm. They retain heat for several hours.
Be careful: these are no simple geese. Known for their aggressive biting and powerful kicks, many local werewolves have earned scars from the ritual. They are also inexplicably immune to magic and spells, which makes them ideal for a custom held during the Dimming, a time when magic wanes. Considering the small prize, the winnings are not the point. Rather, the true purpose of this festivity is the bragging rights that come with having gone head-to-head with one of Luna's most fearsome birds. Teaming up is common. Community spirit is the most important thing in Luna, and one token can be exchanged for several prizes if multiple people were involved in a capture.
Do not harm the geese. The geese are very sturdy, so rough handling while capturing them is acceptable. However, deliberate attempts to harm or kill them will have you swiftly removed by the Lunae. You'll be served with a hefty fine, as well as shunned by the natives who will henceforth turn you away from taverns and shops. These geese belong to the townspeople, so harming any of the geese is the equivalent of harming someone's beloved pet and will be treated as such.
Anyone can participate! To see how successful your character is at obtaining a goose, comment here and we will perform a roll for your results.
If multiple characters are working together to catch a goose, only the person doing the active catching needs to submit for the roll.
If multiple characters are working together to catch a goose, only the person doing the active catching needs to submit for the roll.
Sylvcres Island
Originally known as Silver Crescent Island, Sylvcres Island sits off the coast of Nocwich in Luna's territory. This is where Luna mines its unique ore from under the surrounding waters. Miners and fishers make up the majority of the population. Across the bridge sits a stone building where negotiations will take place. You'll be arriving by ship on the evening of December 20th, which will dock next to the island for the full three days until December 23rd.
Because of the island's insular nature, it has no accommodations for guests. You'll have to return to the ship to rest and to seek entertainment. Nevertheless, for those who want to indulge in natural beauty, Sylvcrest Island has much to offer.
For more details, see the section on Luna and Sylvcres Island on the Nocwich Setting page.
Because of the island's insular nature, it has no accommodations for guests. You'll have to return to the ship to rest and to seek entertainment. Nevertheless, for those who want to indulge in natural beauty, Sylvcrest Island has much to offer.
For more details, see the section on Luna and Sylvcres Island on the Nocwich Setting page.
The Ship and Ocean Journey
Welcome aboard The Arcanis! This "cruise liner" is considered the height of luxury and the pride of Luna. Its massive form cuts through the water smoothly, and its large sails are embroidered with thread dipped in sap that offers a brilliant glow under the moonlight. Instead of the defensive cannons or pikes one might find on a merchant ship, there are neat rows of small rowboats on either side - just in case.
The decks are spacious and could be mistaken for a grand opera house. Pillars decorated in onyx filigree and platinum fill the ship's interior. Curved staircases lined with candles allow access to all the floors, as well as the main deck. Are you wondering if this ship is conceivably bigger on the inside? You can ask the staff, but you'll only be met with surprise. Locals will tell you that it looks as expected - there's nothing unusual to it.
High-ranking officials will be traveling in a smaller, but equally luxurious ship, separate from The Arcanis. It'll be possible to see said officials from the upper decks as the two vessels sail alongside, and they will be docking at the island nearby.
The decks are spacious and could be mistaken for a grand opera house. Pillars decorated in onyx filigree and platinum fill the ship's interior. Curved staircases lined with candles allow access to all the floors, as well as the main deck. Are you wondering if this ship is conceivably bigger on the inside? You can ask the staff, but you'll only be met with surprise. Locals will tell you that it looks as expected - there's nothing unusual to it.
High-ranking officials will be traveling in a smaller, but equally luxurious ship, separate from The Arcanis. It'll be possible to see said officials from the upper decks as the two vessels sail alongside, and they will be docking at the island nearby.
Skyline Sea
Upon arrival at Sylvcres Island, you'll be notified of a wondrous event that will take place within the next few hours. Once a year, during the Dimming, creatures of the deep sea take to the skies. Legend has it these creatures never used to reside in the water, but the Singularity's growing strength forced them to migrate deep under the ocean due to the interference with song frequencies.
Most of the marine life are whales and sea jellies, but following behind them is the fearsome golden serpent and its friendlier but no less gigantic companion the rainbow carp. These creatures will not attack. Instead, they will simply migrate across the sky and vanish into the stars.
You can watch this incredible phenomenon on the deck of The Arcanis or on the shores. You'll get a thick fur blanket to protect you from the cold. Mulled cider will warm your hands, and tasty spiced nuts make for a great snack during the viewing.
Those watching are encouraged to make a wish and then share that wish with one other person. The Lunae believe sharing a wish with another will help it come true.
Most of the marine life are whales and sea jellies, but following behind them is the fearsome golden serpent and its friendlier but no less gigantic companion the rainbow carp. These creatures will not attack. Instead, they will simply migrate across the sky and vanish into the stars.
You can watch this incredible phenomenon on the deck of The Arcanis or on the shores. You'll get a thick fur blanket to protect you from the cold. Mulled cider will warm your hands, and tasty spiced nuts make for a great snack during the viewing.
Those watching are encouraged to make a wish and then share that wish with one other person. The Lunae believe sharing a wish with another will help it come true.
Accommodations
◎ Cabins
Cabins are below the deck, spread out between three separate floors. Each room is numbered in an elegant, swirling script. Sconces line each wall in even intervals and a long, plush carpet in deep burgundy runs along the center of the hallway. All rooms will host 2-4 guests based on demand. Each stateroom is roughly the same style and layout, containing:
◎ Tavern & Eatery
- 1-2 queen-sized beds draped in silk sheets and velvet duvets
- 2 couches stuffed with decorative pillows
- 1 black marble fireplace that always has enough kindling
- 1 table and 4 chairs for afternoon tea
- 1 window covered in thick curtains and lots of floor pillows nearby
- 1 vanity and bench
- 1 small closet for luggage and hanging wardrobes
Meals can be taken in the eatery, laid out like a banquet hall. If you have special dietary needs, you can talk to the head chef, a large and intimidating werewolf who is - when you speak to her - extremely friendly and cheerful. Food is served in the style common to Luna, meaning meals are hearty and filling. Bread, cheese, and ale often accompany each selection. While the factions have covered expenses, including dining, extra silver pieces will let you have someone bring a meal directly to your cabin.
Between mealtimes, you're welcome to visit the small tavern and lounge that offers a small variety of spirits and snacks. Offerings include wine, dessert, savory pastries, fresh bread, cheese, and pickled fish. The tavern is dimly lit, smells of spice and iron, and can grow crowded at peak hours. There are also comfortable couches and tables for chatter, reading, and relaxation.
◎ Spas & Baths
The communal baths and the wellness spa are the highly sought-after amenities aboard the ship. The spa boasts a variety of treatments and pools to aid common ailments. Guests are wrapped in fine silk robes and guided to relax to their fullest. Possible relaxation packages include:
◎ Art Expression
- an herb therapy sauna meant to ease stress, tension, and anxiety. Works great for congestion.
- a seaweed wrap meant to rejuvenate and revitalize energy. Also good for dry skin.
- a mud mask made from clay from the island, said to release toxins from the skin and the spirit. Pairs well with champagne.
Claimed to be one of the most popular activities, guests will be able to unleash their inner artist with the stroke of a brush onto canvas. Everyone is free to use any medium. Art supplies are provided. For the beginner class, the prompt is to depict something or someone meaningful from home. Share your creations with your fellow Summoned and discuss your art! With permission, you can have your piece displayed in a temporary gallery until the end of the island trip.
For the artist with a keener eye, an evening figure drawing class is available. This class will have volunteer models who will be seated nude in a variety of poses - but guests are encouraged to pose, as well, if they wish! Bottomless wine and dessert will be provided to aid creativity.
◎ Music & Gambling Lounge
For those who wish to leave their luck up to chance, The Lucksmith's Guild is a good bet. Patrons can gamble in a number of games, all the while listening to the local bard on center stage. While typical activities such as cards, dice, darts, and even arm wrestling are available, Luna also has two games that are popular when the ale is flowing strong.
- Dragon Egg. A small pebble or "dragon egg" is used to bounce or toss into a mug of ale in the center of a round table. Each player stands around the table in a circle. If you miss, the egg "hatches" and you must appease the hatchling by putting silver or gold into the "pot" or by "running away" (forfeiting the game). The last player remaining takes the winnings.
- The Long Embrace. Two participants cup their hands with one another with a live needle slug inside. The first to remove their hand is the loser. If the winner still holds the slug after the opponent pulls away, they double their winnings. While the slug is not poisonous, its sting - which occurs when the frightened slug "puffs up" to reveal its needles - can leave an intense burning itch that can be soothed by even more ale. Fortunately, the itch only lasts a few minutes and fades completely afterwards.
Charlie the Turtle
Beyond the size of the ship, The Arcanis has a peculiar resident. Charlie, affectionately referred to as Admiral Chuck by the captain, is an ancient turtle that's resided on the ship since its first voyage. He's often seen lumbering through the upper and lower decks at an average turtle pace. However, staff will claim that they've seen him speed by out of the corner of their eye, but none have proof.
Legend has it that Chuck may have witnessed the Sinking of Tornis or perhaps even once was a resident creature of the now-vanished city of Tornis. No proof of this exists, either, but turtles are extraordinarily long-lived so he may have been there.
Those gifted in animal speech can have a conversation with Chuck. If you want to attempt to converse with the ancient turtle, just reply to the Question thread with what you'll say to it, and an answer of some sort may come. Keep in mind that he is, in the end, just a regular turtle, so his insight may be limited.
Legend has it that Chuck may have witnessed the Sinking of Tornis or perhaps even once was a resident creature of the now-vanished city of Tornis. No proof of this exists, either, but turtles are extraordinarily long-lived so he may have been there.
Those gifted in animal speech can have a conversation with Chuck. If you want to attempt to converse with the ancient turtle, just reply to the Question thread with what you'll say to it, and an answer of some sort may come. Keep in mind that he is, in the end, just a regular turtle, so his insight may be limited.
Negotiations
Negotiations will have been ongoing for some time, but formally, the heads of the major nations will gather in the secluded building on the island between December 21st - 23rd. A 3-day banquet will be held in the surrounding areas. Officials who are not attending the meeting will be present at the banquet. During the day, less formal meals will continue to be provided on the ship.
The purpose of the dinners, as has been the entire week, is to keep all those of importance together in one place so that everyone who holds the ability to shatter tenuous goals of peace can be accounted for. If you feel somewhat held hostage as a Summoned, you'll get the sense some of these officials are in the same situation as you are. Perhaps that's one of the subjects that can be overheard?
Officials attending are as follows:
The purpose of the dinners, as has been the entire week, is to keep all those of importance together in one place so that everyone who holds the ability to shatter tenuous goals of peace can be accounted for. If you feel somewhat held hostage as a Summoned, you'll get the sense some of these officials are in the same situation as you are. Perhaps that's one of the subjects that can be overheard?
Officials attending are as follows:
◎ THORNE: Queen Ellya Galdwin, King Brydan Galdwin IIIA general overview of how the talks will progress is detailed below for each day. Anyone present will be able to openly learn this information. Just approach any Nocwich official organizing the event and ask. Otherwise, said officials may also approach you and your table on their own to keep attendees apprised.
◎ FREE CITIES: Marlo Reiner, Fallon Marsh
◎ SOLVUNN: Winifred Bordeaux, Rowan March
December 21
The Dimming and the talks begin.
◎ THORNE is requesting further provisional aid from Solvunn through its harsh winters, with a promise of no disruption from the Free Cities. They also want a formal apology from the Free Cities for the assassination of Grigory Jannus.
◎ The FREE CITIES is asking Thorne to cede the Badlands to them, arguing that it's a wasteland of no value to Thorne (...beyond preventing the Free Cities from pressing up against Thorne's borders, of course). They also want a formal apology from Thorne for the fire meteor attack on Libertas and Thorne to withdraw its accusations over the death of Grigory Jannus.
◎ SOLVUNN wants assurance that the Singularity will remain untouched and undisturbed, something they believe is the correct way of the world. This means no feeding of any caskets to the Singularity henceforth, and no movement to try to destroy it from the Free Cities.
December 22
The Dimming ends, and the Singularity will steadily begin to regain its strength over a week or so.
◎ THORNE will apologize for its excessive use of force, but will not withdraw its accusations or request for an apology over the death of Grigory Jannus. If the Free Cities will acknowledge its role in this unprovoked attack, Thorne may consider ceding a portion of the Badlands to them. They will not back down on feeding the Singularity its casket, but promise the events last year where multiple caskets were fed will not happen again.
◎ The FREE CITIES is considering allowing Thorne to receive its provisions (grain harvests only) from Solvunn without disruption in exchange for Thorne's apology for destroying Libertas. They will also promise not to make any aggressive acts towards the Singularity if Thorne gives assurances it will not try to siphon the Singularity's power for its usage. They will not give up their current claim on the entirety of the Badlands.
◎ SOLVUNN continues to push for its reassurances regarding the Singularity, but appears amenable to Thorne offering its singular annual casket to the Singularity, agreeing that it's been done for hundreds of years without noticeable harm. Solvunn has also put forth a claim to the Badlands, suggesting that Thorne and the Free Cities can prevent conflict by yielding it to a (supposedly) neutral party. It should not go unnoticed that Solvunn is the furthest from the Singularity, and that having a claim to the Badlands will put its territory closer to the Singularity's crater.
December 23
The final day of the talks. How discussions proceed may depend on messages received from characters. The outcome will be detailed in the wrap-up post.
The Banquet
While events in Nocwich were previously about displaying its culture, this time it's noticeably different. The touch of werewolf culture is minimal. Luna's message is clear: its only role is to serve as host and mediator. The negotiations and any related events are largely from the three factions.
Banquets take place on the island itself inside a warmly lit hall, but food is prepared on and arrives from the kitchen staff on The Arcanis. Seating is assigned. You'll also be able to communicate with officials in your faction at the negotiation table if you choose. Only one message can be delivered per person, so choose your words wisely!
Banquets take place on the island itself inside a warmly lit hall, but food is prepared on and arrives from the kitchen staff on The Arcanis. Seating is assigned. You'll also be able to communicate with officials in your faction at the negotiation table if you choose. Only one message can be delivered per person, so choose your words wisely!
Seating Arrangements
So that everyone involved can be assured they're receiving the same treatment and information, seating has been assigned for the formal evening dinners, with a roughly even mix between each nation. Each table seats 6-8 people. Seating will change each day. You'll have to find your name to find your seat, although assistants will be there to help if you're lost...or to redirect you back to your proper seat if you're seen wandering too much.
OOCly, players can plan their seating any way they like. With 3 evenings of dinners total, characters will find themselves at a different table each day. This means chances are high you'll be able to have your character sit and meet with everyone you want to thread with!
This feature is not meant to be restrictive. Its main purpose is to allow players to seat characters together who might not otherwise interact or be at the same table if given the choice. Don't worry too much about organizing or adhering to any strict seating arrangements. Feel free to have characters end up next to their friends by happenstance if that's your preference.
This feature is not meant to be restrictive. Its main purpose is to allow players to seat characters together who might not otherwise interact or be at the same table if given the choice. Don't worry too much about organizing or adhering to any strict seating arrangements. Feel free to have characters end up next to their friends by happenstance if that's your preference.
Delivering a Message
As one of the Summoned, you'll have the opportunity to communicate with your faction at the negotiation tables. During your time on the island, you can send a message or a short letter and have it delivered. This letter can be anything you want, within reason. Messages should be pertinent to events unfolding and can include topics such as:
◎ Your support and/or disapproval of a certain initiative being proposed as part of the negotiations. Do you disagree that the Badlands is as important as the Free Cities believes? Do you feel Thorne should relent on seeking an apology in favor of something better? Let them know.
◎ Additional proposals that you feel will aid the factions, but possibly your interests, as well. If you want to harness the Singularity's power yourself, you might consider encouraging the Free Cities to agree not to destroy it.
◎ Information you have that you believe can alter the course of the discussion.
To submit a message, reply here using the form provided under your corresponding faction heading.
Note that characters can only deliver a message to their own state officials. They will not be able to communicate with a foreign nation sitting at the negotiations. You can choose to address a specific individual, but both sitting at the table will be able to read it.
While we can't promise that every message will be actionable, we'll take a look to see overall how characters may sway the proceedings.
Note that characters can only deliver a message to their own state officials. They will not be able to communicate with a foreign nation sitting at the negotiations. You can choose to address a specific individual, but both sitting at the table will be able to read it.
While we can't promise that every message will be actionable, we'll take a look to see overall how characters may sway the proceedings.
Obtaining Information
Be sure to pay attention and make the right moves - you'll find several avenues to gather information across all three days. Those of greater influence can use their reputation to speak to people in high places, while those who are lesser known can take advantage of their status to get close to someone without being noticed.
Eavesdropping (Rank 4 or Below)
As with any gathering, chatter is common. If you haven't made too much of a name for yourself among the natives (rank 4 or below), you'll have the chance to listen in on a conversation or two. This includes brand-new arrivals.
There are a few places where you can (somewhat) safely eavesdrop:
There are a few places where you can (somewhat) safely eavesdrop:
◎ The wine bar at the evening dinners, where attendants and organizers are seen conversing and coordinating around the corner nearby.
◎ The ship's lounge, where lower-ranked officials tend to gossip. "Sleeping" on one of the comfy couches from too much wine isn't unusual.
◎ The island's shores, where guards patroling the perimeter can be overheard as they pass by. High cliffs and loud ocean waves can help obscure you.
◎ The banquet tables. If you find yourself a bit "lost" by the wrong table while searching for your assigned seat, that's perfectly understandable.
To have your character listen in, reply here using the form provided.
Characters can eavesdrop on any faction they choose, including their own. OOC, players can choose the location and faction their character is attempting to seek information on. However, in-game, it's up to you whether your character will deliberately attempt to listen in and if they've sought a faction or person in particular. If you prefer, this act can be entirely accidental so characters who might not be the type to try and spy can still have the opportunity to participate.
Players can submit to listen in once per character, but you can also have a bonus opportunity for a second piece of information if you link a thread which describes your character in one of the specified areas above.
Characters can eavesdrop on any faction they choose, including their own. OOC, players can choose the location and faction their character is attempting to seek information on. However, in-game, it's up to you whether your character will deliberately attempt to listen in and if they've sought a faction or person in particular. If you prefer, this act can be entirely accidental so characters who might not be the type to try and spy can still have the opportunity to participate.
Players can submit to listen in once per character, but you can also have a bonus opportunity for a second piece of information if you link a thread which describes your character in one of the specified areas above.
Meet & Greet (Rank 5 or Above)
A rare opportunity has presented itself where high-ranking officials can be found in one location. The nature of diplomacy means that if you've made enough of a name for yourself (rank 5 or above), chances are a foreign official will grant you a courtesy greeting and entertain a brief chat.
You'll have the chance to ask a couple of questions from the following officials you might not otherwise get to see face to face:
You'll have the chance to ask a couple of questions from the following officials you might not otherwise get to see face to face:
◎ THORNE: Anastasia Rhett, Lyle Vela, Jolene Sybell
◎ FREE CITIES: Quilleth Kaur, Aleksander Klingel
◎ SOLVUNN: Isar Hart, Josselyn Creed
To have your character ask a question, reply here using the form provided.
Players are welcome to have their character ask a question from someone of their own faction, as well! However, keep in mind characters will have plenty of opportunities to interact with NPCs from their own factions outside of this event.
Players can submit one question at a time per character for up to two questions total. You can spend both questions on one NPC or you can use them on two separate NPCs.
Players are welcome to have their character ask a question from someone of their own faction, as well! However, keep in mind characters will have plenty of opportunities to interact with NPCs from their own factions outside of this event.
Players can submit one question at a time per character for up to two questions total. You can spend both questions on one NPC or you can use them on two separate NPCs.
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It's no secret that Hilda didn't want to willfully put herself in any situation that would cause her discomfort. After all, she had already recovered from her seasickness. Puking over the side of the boat and having someone there to witness it had been bad enough. The last thing she wanted that evening - or even the rest of the trip really - was itchy hands and some slimy gloves.
But Dragon Egg - there was a thought. She's quick to leap up from her seat, eyes sparkling mercilessly at the drinking game that she had quickly become acquainted with. Drinking wasn't one of her favourite past times, but she enjoyed it every once in a while when the mood struck. ]
Oh, that sounds much more fun than a stinging slug. Have you played already?
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Still, he does mean it about abandoning the slug pretense for now with the bonus of giving both of their arms a break from any potential competitors thinking they'll win. As such Claude quickly tilts his head back to drain what's left in his wine glass since it seems counterintuitive to go play a drinking game with a drink already in hand. Even if - if he's not tempting fate here as has been his trend since arriving in Abraxas with wagers and bets - he's not planning on drinking anything in Dragon Egg either. ]
I have, have you? Reminds me a bit of a drinking game I once decided to play with Raphael and Caspar down at one of the taverns back home. 'Once' being the operative word in that sentence as I quickly learned my lesson in challenging Raphael to anything involving drinking.
[ Setting his now empty glass aside with other abandoned drinkware from other patrons, Claude holds out a hand to gesture for Hilda to head in the direction they need to go for their next destinations. The first couple tables seem to be full and delightfully rowdy with the games in full swing, but the next one only needs a couple more participants to begin. Wonderfully timed with their arrival, and Claude nods to Hilda as they approach. ]
Ladies first.
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Why would I have played a drinking game?
[ Her voice is all mock innocence as she bats her eyelashes at him as if a thought would never – could never – occur to her. It’s all a farce of course but anyone else who overhears it wouldn’t be any wiser to it. Hilda had played more than her fair share of drinking games despite experiencing some reluctance from some of her classmates and soldiers knowing that she was Holst’s younger sister. It never failed to both amuse and exasperate her that his mere name seemed to be a looming presence that scared people away from harmless fun.
Thankfully that wasn’t a problem she had to worry about here and had had a chance to play a little bit of Dragon Egg before meeting up with Claude. Gracefully she floats up beside him, grinning at the burly officer across the table at her who seems to think that he’s gotten off easy. ]
I’m not sure I’m very good at this. [ With a brief scrutinization of the cup in front of her, she launches the cup in a perfect arc. The ball bounces off the table once before landing perfectly in one of the cups. An easy grin flickers to her face as she looks at the officer who grumbles, plucking the ball out of the cup and drinking it before she turns to Claude. ] That's what they call beginners luck, right?
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[ One entirely of his own doing considering he could've stopped at any point, but a little thing called pride got in the way (well, that and the alcohol) and didn't allow him to quit. Part of a trend, really. Especially considering said trend is still ongoing but in different ways than being drank under the table by classmates.
Such as: the possibility of that happening again right here and now as they study the Dragon Egg setup. The others around the table look pleased about their chances of winning which is doubly unfortunate since Claude knows he's not the only one determined to win something when putting a mind to it. Yet another reason Hilda's comment about not being very good at this gets merely an eyebrow raise from Claude - he knows well that Hilda can do anything she puts her mind to and generally won't hesitate to remind her of that. But doing so now would ruin the suspense of waiting for her to take her shot, wouldn't it?
The shot, of course, goes right in like it was effortless and as the officer grouses about luck Claude immediately grins as he looks to Hilda in the same instant she turns to him. ]
Totally beginner's luck. Which just means that we have to keep it doing, right? Can't let that lucky streak run out before it's time.
[ Bad news for the rest of the table, since when Claude picks up a ball he takes only a second to scrutinize before launching it. Maybe it's all that archery practice, maybe it's confidence, or both, but it also lands in the cup without even a rattle and he nudges Hilda with an elbow following it. ]
See, it's contagious. Now you're a good luck charm.
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There’s a whisper of a scolding to her tone, but it’s more like a dare presented to Claude like a game within a game that they were playing. ]
Are you implying that I’ve never been a good luck charm? On the other hand, that’s a lot of pressure and I’m not sure I can handle that. I could miss this next one for all I know.
[ With her body turned towards Claude it doesn’t look like she’s paying much attention to their opponents who are downing their cups and getting ready to throw. But from the corner of her eyes she watches; she’s not looking for anything in particular. This isn’t some battle or training exercise where she has to read her opponent – it’s a drinking game. Old habits died hard though.
It’s only when the ball is launched that she fully turns to look and it’s just in time to watch it bounce off the rim of several cups before finding its mark. A pout forms on her lips as she plucks the ball out of the cup. ]
Or that could happen. But I’m sure our friends over there don’t need luck — they’re really skilled. [ She motions briefly towards him with her cup, the pout disappearing behind the rim, eyes alight as she looks up towards Claude. ] We might be in trouble.
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[ Whatever asinine remark was about to come out of his mouth trails off into nothingness as their opponent sizes up his shot. Normally, this would be the perfect time for Claude to continue running his mouth what with that whole plan of distraction being one he always has at the ready. But there's something about the stance made right before the throw which clues him in that - as Hilda says mere moments later - they're definitely in trouble.
Nothing which will keep him from giving Hilda a bright smile and a wink as she looks up at him with her cup in hand. ]
Oh c'mon, we're only getting started here. How am I supposed to carry on if even my good luck charm gives up hope?
[ Hope will dim a little further as another shot's taken and sinks in with less rattling around this time in a way which suggests maybe they're not playing against a novice. Novice wasn't a fair assessment anyway considering the two of them are the beginners here, so Claude picks up this up to drain it in stride. Nothing to it. It's early yet. Totally not a potentially bad sign. ]
See, now I'm really counting on your beginner's luck continuing on for this next turn.
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[ She drains her cup in one swift motion, pulling a face slightly as the liquor hits the back of her throat. This definitely isn’t as nice as the wine that they had been serving at dinner earlier. This game would have been a lot more enjoyable if the nice stuff was in here but all the more reason to get through the rest of this as quickly as possible while drinking as little as possible. They’d be fine.
Rolling her shoulders back she palms the ball in her hand, trying to draw on the archery practice that she often skipped out on during training sessions. She isn’t meant to be a sharpshooter like Claude or Ignatz although if given the choice she would have preferred it. They weren’t completely off the battlefield but they weren’t exactly in the thick of things. All of that is to say that archery would have been much more useful here than knowing how to swing an axe around.
Inhaling, she releases the ball and watches with baited breath as it sails through the air. This time there’s no contact with the table. Instead the ball bounces across the rim of the cup, teetering anxiously on the edge before dropping onto the table. Letting out a disappointed sigh she looks a little glumly towards Claude, digging out a gold piece as a little mechanical dragon emerges from the egg, opening its mouth wide for her offered money. ]
Oops. Guess there was a good reason to attend archery practice, huh?
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Missing one isn't ideal, but it's only one turn of who knows how many yet to come and they have that money to spare thanks to all the arm wrestling matches. Much better to laugh since Hilda's lament is one that genuinely entertains him when it's made. ]
Oh, so you're saying I get to drag you out to the desert for archery lessons now? I've been working on training out there lately so I could show you all the best cacti to use as targets.
[ The targets being less of a joke than he makes them sound considering there's only so many times shooting the far and few between trees is entertaining, let alone using the ground as an option before he'd wandered out farther. (It hadn't been ideal.)
Still, enough stalling as it's his turn again and Claude rolls the ball back and forth between a couple fingertips for a couple seconds in thought. Definitely not to mildly annoy their competitors for when it'll be their turn shortly, of course not; it backfires when he launches the ball. Said ball doesn't even have the grace to teeter like Hilda's did - it just outright bounces off the cup's rim back towards him and he catches it sheepishly while fishing out his own coin to toss into the pot. ]
Maybe both of us should've taken more dagger throwing lessons from Shamir.
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Don’t think I forgot about that little scorpion encounter you and Sylvan had. It won’t just be sun, sand, and cacti if I’m with you.
[ That and she hadn’t picked up a bow in Goddess knew how long. Her idea of a good time didn't include standing in the hot sun practicing archery. She does her best not to grimace as Claude misses his shot, but their opponents have no problem showing their sheer delight. ]
I’m sure it’s the lack of dagger throwing and has nothing to do with the wine we had earlier, right?
[ Their opponents turn quickly passes with some varying results: one of them misses and tosses a coin gruffly into the pot while his partner succeeds. Soon enough it’s their turn again. And Hilda steps up with her ball. ]
If I make this next shot I’m not coming into the desert with you.
[ Funnily enough Shamir’s voice echoes in her mind and Hilda can practically see the woman nudging her legs a little further apart to ground her stance before telling her that she needs to relax. Surely Dragon Egg has a similar principle, right? As Hilda exhales, she releases the ball watching it curve through the air before finding its mark, spinning neatly into the cup. ]
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Once more he holds a respectful silence during her turn, tempting as it is to attempt making her miss so that there's only certainty prevailing about a desert excursion, but the shot sinks in. Nothing to do then but groan like he's one of the opponents across the table. The man in question takes his shot and then promptly loses out with nothing else to toss in, so he has a legitimate reason to complain unlike Claude. Claude's still going to look entirely put out in his usual dramatic flair and to hopefully make Hilda smile. ]
Fine, I suppose fate's spared you this time around. That's unfortunate since there's some pretty cute sandcats out there I think you might like seeing from afar.
[ Very afar considering he's heard tales of how aggressive they can be, but the goggles Viktor created for them take care of making sure they can be seen with the same magnifying effect as regular binoculars. That'd also require the weapons he and Sylvain have commissioned to be ready first, so that's something for the future regardless to make sure no one's unarmed.
Claude picks up another ball and spends a second feigning lining up a shot even if he's not wagering anything but the coins in his pocket while too casually posing his next question hidden as a statement of, ] I suppose I haven't asked for your thoughts on living in the desert yet, either. Bit of a change from Alliance lands, if you ask me.
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You mean like that one cat that you swore was really friendly and then ended up scratching me?
[ Hilda has no problem slightly jostling him with her hip as he lines up his shot for the slight that had long since occurred and been healed. The week it happened she had toyed with the idea of telling Holst about it in one of her letters, but then had promptly decided against it. The last thing she wanted was Holst appearing at the gates of Garreg Mach to patch her up himself (and with a quick visit to Manuela had cleaned it right up).
Before answering his question Hilda gives their fallen compatriot a quick wave and a smile. Better lucky next time she supposed. ]
I don’t dislike it, especially since it means I can wear more hats than I did before. [ Any excuse for a new fashion accessory was a good one in her eyes. Her gaze flits to Claude. ] What about you? You seem really comfortable in it.
[ And for someone that supposedly grew up in the same Alliance lands it’s more than just a passing comment from Hilda. But maybe that has to do with the fact that he's been here six months and is less of a whiny baby about it than Sylvain. Maybe. ]
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[ Right, time to take this shot rather than get lost in the mysteries of Garreg Mach's feline population though a fond smile does cross his face at the memory despite Hilda's injury and his own from the wrath of several paw swipes. Luck's on Claude's side this time around as it clinks neatly into the mug, and he takes a sip of the drink still in his other hand conveniently timed with when Hilda glances his way after that question. Perfect distraction. ]
Hm, it's not so bad. Imagine if we'd been dumped into somewhere like the far north of Faerghus instead. I think you and I would be miserable then. [ There's a flash of a grin sent Hilda's way to go with that. ] Though now that I think about it, I think that means you'd have even more hat options then to keep from turning into an icicle.
[ And maybe it's the mention of Faerghus, or the recent blizzard he'd (sort of) experienced, or the weather, or any combination of the above but while Claude watches yet another opponent miss a shot and search for a coin while grumbling, he also adds, ] When the Horizon was acting up and the monastery was on fire... it also sent us to some strange places. I ended up on a mountain that definitely wasn't the one in our race and that was more than enough snow for me.
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Claude's shot finding it's mark brings another proud little smile to her face. The phantom shiver up her spine as Claude's suggestion but she there's still a hint of her smile at his suggestion. ] I have plenty of hat options here. And so do the rest of you. [ It's not a so subtle hint about the hats that her friends have in store for them in their futures. ]
Couldn't you [ A part of her registers that Claude is openly mentioning the fire in the monastery, but she pauses, mind catching on finding the right word for what she's trying express. The wine from the evening seemed to be muddling her brain and tongue. ] magicked? Thought? Yourself to a different place? Or conjured up clothing to keep you warm?
[ Because that's how the Horizon worked, right? That had been her experience so far after all. Meanwhile their remaining opponent seems determined to win - but by Hilda's calculations there isn't even that much gold in the centre. She takes the ball, lines it up - and misses. ] Maybe we shouldn't have had that last glass of wine earlier.
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Instead Claude watches Hilda from the corner of his eye as she readies her shot and when it isn't made, pastes on a temporary smile. ]
Maybe you're onto something there considering we've both said as much about the wine. That's the downside of being politely offered a never ending supply when we were enjoying it.
[ As if Claude had no part in making sure they'd both had glasses in the spirit of things, like it'd be burned off in arm wrestling or some other logic that'd sounded better several glasses ago. And said glasses just might be impairing his reasoning in offering Hilda more truth, even if it'll have to be said and sooner is better than (too much) later. ]
I tried, you know. Both options, but creating warm clothing meant the Horizon gifted me clothing from Faerghus and that's not what I asked for. [ He doesn't specify, but 'clothing from Faerghus' is a better way of saying clothing from people we once knew in his mind when he's trying to avoid the who in there. ] It also... wouldn't let me leave. Once I was there it kept me there, so I guess the clothing worked out after all.
[ There's more, but that might take longer - or more wine, or both - to drag out of him. Claude picks up the ball and takes a shot after only a second of concentration this time and mercifully, it falls into the cup. ]
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[ There's a double meaning to her words. Part of it is referring not just to the wine but to the abundance of it all. The other part of her is referring to the fact that they're surrounded by so many of the Summoned, Abraxas natives and their politicians. She might be focused on the former, but she's fully aware that Claude's interests probably lie in the latter.
She's had more wine than she might of, certainly. But it doesn't stop her from noticing that what Claude said is significant in some way. ]
And speaking of not being rude - [ There's a brief respite in their shots as their final opponent lines up his shot. A waiter passes by with a tray full of glasses and Hilda cheerfully swaps their empty ones for another set of full ones. ] more liquid courage.
[ She watches him over the rim of her new cup subtly not taking a sip of any of the wine just yet. ]
Clothing from Faerghus isn't necessarily a bad thing though. Unless it was someone we know?
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Maybe it's another sign of heading towards too much to drink that he takes a sip without bothering to look to see if she's actually doing the same. ]
Oh, it was everyone we knew.
[ Wait. Past tense was not what he meant to say there, not with that intentional keeping of the the bleaker parts of his present and what will be Hilda's future. How does he walk that back when maybe Hilda's not seen the Kingdom's forces yet from when they stormed into what they thought would be only a showdown with the Empire? Maybe he can play it off as 'knew' from the Academy days if asked. Maybe he'd better hold onto this glass for a minute and do nothing but hold it. Now he doesn't look her way. ]
I thought of warm clothes and that's what appeared. Bits and pieces all woven together to create something that kept me warm at the expense of remembering where each one came from. I will say, though, based on that? Faerghans know what they're doing when they need to survive the winter. I would've been sweating to death wearing that in what the Alliance calls cold by comparison.
[ He's trying to joke, but. Is it actually working? Not really. ]
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[ At first her brows meet as she attempts to conjure an image of a well-put together but clearly not cohesive design of all the Blue Lions' outfits. For many reasons she falls short; for one they didn't wear many different outfits apart from their Academy uniforms, and then because of their abrupt end they had scattered to the winds. The only time she thinks she'd be able to see them now is across a foggy battlefield splattered and smeared with grime and blood. It's Claude's accidental slip of the tongue however that really stops her in her tracks.
Her eyes narrow, but there's an undeniable sense of worry now radiating from her gaze even more pointed when he doesn't meet hers.
As she takes the smallest sip of her drink she wonders if she should press. But when her cup lowers, she drops the subject. As she takes the ball since their turn has come around once again, she wryly speaks. ]
You're really selling the Horizon as a fun place. [ The game is less her focus now - it's hard to when Claude spoke in the past tense - but she still goes through the motions of lining up her shot and throwing the ball into the cup where it surprisingly lands. ] I'd like to visit Faerghus some day.
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He doesn't have a good way to sweep this back under the rug where he'd prefer it would be, thanks to once again practically letting it all out into the open like he had when avoiding the subject with Sylvain and then Petra not long after. Which, really - that should've been a good enough indicator that it wasn't going to go well a third time, and especially not with someone who knows him so well. So it's while knowing that taking a giant drink from his glass will absolutely tell on his state of mind to Hilda that he does it anyway and fumbles around for something to change the topic.
Until, mercifully, Hilda does it for him. All of this is a sign he should set the wine down rather than adding to it fraying his iron grip on all those details. Claude puts it onto the table where it's not likely to interfere with anyone's shots but their own if they bounce. ]
Nah, the Horizon's useful. Nocwich wasn't even open to us until after I'd been here for a couple of months, and there's people who've been here for almost a year already. That's a long time to go without seeing anything but Cadens.
[ Not to mention all the information sharing which goes on there, but - despite being the one to bring it up, Claude's not had too much wine yet to forget that there's only so much it should likely be talked about in the Horizon. He takes a shot, intentionally poorly to distract anyone who might've been listening, then tosses in a coin without a second thought to let the game keep going on. ]
I'm sure we could get Judith to show us around Galatea sometime since she's right next door. At least that way we'd avoid most of the snow that falls in the northern parts.
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Whether or not Hilda's own death was included in that tally still had yet to be seen - and she still wasn't sure that she wanted to know.
In that way, the talk of seeing parts of Fodlan she had never ventured to before was comforting, holding up the illusion that she was alive in her lifetime (or was it timeline?) to do so. It's a kindness to the both of them and not entirely altruistic or merciful in nature. Suddenly she regrets plying wine on Claude in an underhanded way to learn some sort of truth. An urge to take it from him is thankfully stifled when he choose to put it down out of his own accord. Maybe she'd find them some food or water after this. ]
I'm glad I landed where I did with the rest of you. I don't think I could have fended on my own in Solvuun or Thorne. [ Hilda sometimes wore her genuine heart on her sleeve and this was one of those times. And then her tone changes, a lightness there at the thought of the Hero of Daphnel. ] But I'd go on any tour held by Judith. I feel like she'd give an interesting tour with all of those stuffy facts left out.
[ She looks so casual, barely keeping her eye on Claude, as if her whole attention is on the person taking their turn. People continue to miss their shots, and soon enough there's only three left standing at their table. She takes the ball - misses - and sighs as she places another coin in the cup. ]
Did you ever spend any time in Faerghus?
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No, can't say I've ever been aside from the Church sending us to settle their skirmishes while we were at the Academy. [ Is there disdain laced through that? There totally is. ] That didn't really provide the best impression of it, so it'd be worth seeing sometime. Maybe after things are more settled.
[ He takes the shot while once again not thinking about it too carefully, and this time it rattles along the mug's rim before falling in. A relief; even if they have plenty of coin to spare it still helps to not give up one more of them. Claude's still turning over Hilda's words even under the illusion of watching their opponent contemplate their shot. It's taking a while and is one of apparently great importance now that the number of who's left standing has been reduced considerably from the number at the start. ]
Here I would've thought you'd want to take over Thorne and Solvunn if only given the chance. [ Back to teasing as he feigns deep thought, like he's picturing such a reality where this might be instead of her being in Cadens - where he much prefers her to be as well. ] I have a feeling they would've gotten more than they bargained for with you and you would've had them doing what you wanted in mere days.
[ Maybe a slight smirk goes with him elbowing her nearest arm. For good measure. ]
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With her not caring too strongly for it, Hilda focused on what she did care about: talking about future plans. She grins brightly at the talk of more settled times, forgetting for a moment when she's been plucked from. As if she's forgotten what Petra had told her back in front of the bonfire. ] We'll go together, right? [ And then she remembers this over version of her and remembers that Claude, for all his side stepping and dodging still has yet to tell her what's really happened in their shared version of events. Her expression falters just for a moment and hopes that Claude doesn't notice because he's concentrating on his shot and not her.
She almost misses what he says as she struggles to shake off the familiar bone-chilling cold she had felt before. Thankfully her mask is back in its place by the time Claude jostles her. ]
What is that supposed to mean? [ As dismissive as she is about his statement, she can't help but bite back a smile. ] I'm not that ruthless, Claude. I've met some pretty stubborn people here and that's saying something.
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[ This much he can offer, even if - in the reality of what returning home will mean for Claude, in more ways than one - that trip to the areas formerly known as Faerghus might be in a much different context than Hilda means now. He says it firmly though, with no lack of conviction to it, because that much? That much they can do. Judith surely will provide them with an itinerary of where to go when he - well, returns to Fodlan beyond merely no longer being in Abraxas. Someday. It'll be enough.
He cracks a grin at her query about what the taking over's supposed to mean since that's (in some ways) simpler than anything else they're circling around since he'd caught a flicker of something unidentifiable there and gone in a flash. No time for that now, though. ]
I didn't say you were ruthless. I just meant... [ Trailing off, he's going to make a show of thinking about this Deeply like he really has to reach for how to put it. ] I think Ignatz might have some input on you getting people to do what you want, right? And maybe there's a list of our other friends too you might've, let's say, convinced to do some things in there.
Or - [ because he's never going to tire of teasing her, ] maybe I should add the times you tried to get me to do most of your work on sky watch. Don't think I didn't know what all that praise was for! Anyway, there's enough reasons so they count for how easily you could take over a nation if you wanted to.
[ And their game, outside of this one: he takes a shot and makes it, so back around the circle they go once more. ]
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I'm going to be really upset if we don't.
[ Claude's flattering also seems to land its mark and she can't help but laugh, a little, "Aw shucks" look appearing on her face. Despite that she's quick to deny it. She always will; whether it's because she's too humble to admit it, or because she genuinely doesn't believe it would be hard for most people to guess. Claude is probably one of the few who can tell she doesn't think convincing a stubborn force to do something she wants is anywhere near the same thing as taking over a nation. ]
That all sounds like a lot of work to be honest. [ She watches Claude's ball sink into the cup, and one of the few souls remaining around the table steps up next before missing their shot leaving just her and Claude as the winners. Her cheer is exuberant and she reaches out to give him a hug. ] I think that shot just proves that I should leave all the take overs to you, don't you think?
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[ Not that he needs to tell Hilda this; she's seen it in action enough over the years. Lots of times. Lots of years, too, since every now and then he realizes how long they've known each other, and that's something that comes to mind with all of those things he's not telling her now. There's a flicker of guilt over that he brushes aside for some unknown point in the future to deal with then, since it's too easy to smile at her mention of something being a lot of work in a familiar refrain. ]
I still say you could do it in no time at all and probably in less work than you think. [ Now he's just teasing her because he can and since it'd be a considerable amount of work to take over three separate countries. But it's interrupted by their celebration of triumphing over Dragon Egg, and Claude immediately hugs her right back without question. ] But if you're really that set on not doing it, I suppose I can keep it on my own to-do list.
[ Maybe it's sentimentality, maybe it's the thought of those clothes from Faerghus, maybe it's everything he's learned so far with the sense there's still more yet to be known since there's no way the five of them have told each other everything about Fodlan: perhaps all those reasons combined make it a little more difficult to let go of Hilda when he should. Or rather would normally with not always being the fondest of someone being in his personal space, but - Hilda's an exception, like always.
Maybe he's just had too much to drink and it's catching up with him, and that finally makes Claude straighten back up with a smile set in place and maybe only a little bit of mischief in mind now. ]
In the meantime, I hear there's a spa somewhere on board for us to enjoy and I've been threatening Petra with a manicure. What do you say we go check it out for one if it's open?
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[ It isn't often that Hilda plays the Lorenz card but it's one that she learned early on to play when she was feeling particularly petty or devious. There was only so much of a Lecturing Lorenz that either of them could stomach, although Hilda knew their tolerance for it had grown over the years. Now, more than anything, it was a joke from bygone days of innocence.
She doesn't usually react when someone returns one of her hugs - or rather, it isn't anything more profound than happiness at it being returned. Tactile touch has always been something that felt right to her; it was a way of showing people she cared (and occasionally serving as a tactic to get what she wanted). Hugging Claude is something she tries not to do too often; she knows he prefers his personal space, but she hopes that they had gotten to the point where it didn't matter quite as much if it was coming from her or one of their friends. Raphael always wrapped them all up in bear hugs no matter how much protesting or groaning came with it.
But this time, something else stirs when Claude returns her hug. He holds on a beat longer than he normally would just like the night they had been reunited at the Sarstina. Since that day she's been piecing together the story of her friend's lives in Abraxas, and maybe understands a little better as to why he had reacted the way he did then. She doesn't know the cause now, but if it has anything to do with what she knows thanks to Petra - she holds him tighter, face pressed into the fabric of his shirt and waits for him to let go first.
When he does, she hopes her eyes aren't misty and if they are that he mistakes it for the glimmer of excitement in her eyes. ]
Threatening? You clearly just haven't asked her nicely enough. Who doesn't want to be pampered? Come on. [ He doesn't have to tell her twice. Collects their spoils, she hands it to him before leading him by the other hand to find Petra and after that, the spa. ]