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TDM#1: Welcome to Phlan
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![]() WELCOME TO PHLAN![]() Click on the map for a full view BACKGROUND. The port city of Phlan, located just north of the Moonsea region, is not an idyllic landscape, filled with images of swashbuckling sailors and brimming commerce. It's a place that's been razed and rebuilt so many times that even the people of this rough and tumble town seem to embody a particular nonchalance to the chaos that exists within it. Entire streets of the city remain either unfinished or abandoned. Farms on the outskirts of town lend prayer to the Goddess of harvest and bounty, and yet, year after year they struggle to make ends meet. The main road leading into town, called the Iron Route, splits at the path just outside the city's gates. To your left, a quiet and somber collection of headstones litter the grounds of the Valhingen Graveyeard. They remind all who venture into this city from the main road of one simple thing: those who are born and raised here rarely make it out. The Director has sent her Reclaimers here, and as the glass bubbles are shot from the Moon Base, they land with thuds against the lining of the Quivering Forest. There are rumors that there's a powerful item hidden deep, somewhere within the confines of towns dotting the landscape of the Moonsea region. Your purpose is simple. Ingratiate yourselves as travelers, offer aid where it's needed, and keep an ear out on the ground for any whispers that might give lead to the location of a Grand Relic. 1. THE WELCOMERS![]() The Laughing Goblin is run by a staff of two; a boisterous human woman who everybody calls Bonnie (although no one actually knows if that's her name or a callback to the sailors who frequent the town during stints in the Moonsea), and a rather rotund man named Mar (who tends the kitchen but has a serious soft spot for cats or juicy gossip). You can almost hear the raucous shouts of vulgarities from just outside the doors of the bar. Even tonight's musical guests, a trio of halfling bards who call themselves the Dandy Warhalls, don't seem to be outpacing the chatter and heated conversations going on within. Opening the doors and making your way into the room gives you more of a sense of what Phlan is really about than any other moment you've spent wandering the streets and being a really unfortunate tourist who decided on the worst vacation spot this side of the Sword Mountains. This place is alive. And in some ways, it's a good welcome to the world of Faerun, as you'll be spending quite a lot of time within these sorts of establishments, attempting to make your way through the inner workings of a possibly unfamiliar world. A. WHAT THE BAR KNOWS. ○ Bonnie is running herself to death trying to keep up with the orders. She can't seem to pour ale quick enough to keep the patron's glasses filled to the brim. She knows that this is a dangerous crowd, but she's tough as nails. A skirmish begins breaking out between two humans at the far end of the bar, disagreeing on the roles of the local law enforcement and how helpful they've been to their beloved town. Bonnie flares up almost immediately. "ENOUGH OF THAT OVER THERE. ONE MORE PUNCH AND I'M CUTTING YOU OFF FOR A WEEK, NIFF." Whoever Niff is, he snaps to immediately and sheepishly scratches the back of his head. You can almost swear you hear a defeated "Yes, ma'am," before Bonnie's attention is drawn elsewhere. She could use a hand, if you're particularly good behind a bar, and won't object to the assistance, even if she's leery at first. She just doesn't trust a whole lot of people. Get to know her a little bit, and she'll even complain about how the lighthouse's lens going out last week has made everyone in town anxious as trade seems to have come to a halt. ○ Reizem, Mof, and Jimbob, the trio performing in the back of the room on instruments and trying to invent the concept of rock and roll, are not exactly being welcomed with the type of applause that they'd like. They'll take a break midway through the set list, and are more than happy to talk to some refined guests of higher culture. Jimbob, who's currently sporting a number of upper cartilage piercings, is happy to talk about how this place is the literal worst. Not just any "worst." The literal worst. He's also a little bit drunk. ○ Mar, the only cook and also the only waiter in the tavern, will be happy to stop at your table and fill you in on "The Happs" in town, much to Bonnie's absolute dismay. A loud voice, even among the patrons that are currently three sheets to the wind, he'll disperse a few gems with the promise that if you know anything, you'll return the favor: ○ The local police, named the Black Fist, have been up in arms over the last few days about a shipment that was supposed to arrive at HQ. No one would bat an eyelash at that, since trade seems to have completely stopped once the lighthouse has gone out, but Mar's friends with a few low ranking guards who play bridge with him on the weekends. Yeah, he plays bridge. They got "real quiet" when he mentioned the missing shipment, covering it up with something about their training supplies getting cut short. Seems fishy, even for a place that reeks of fish pretty constantly. ○ The lighthouse over at Sokol Keep has gone out. "First time since I've been alive, that's happened," actually. He'll explain that one of the few rich families of Phlan (old money, he clears his throat with a sound of detestation in his voice) controls the lighthouse. The Black Fist have been sent over there to investigate but no one knows what the hell is happening. ○ Be careful of the Welcomers, a group of bandits who run around trying to steal anything they can get their hands on. "You'll notice you came across one of 'em on a'count of them missin' a gods forsaken ear." B. EVERY D&D ADVENTURE BEGINS WITH "YOU MEET AT A TAVERN, AND..." And it's a good time to meet your fellow Reclaimers, as well. Some of you might have been paired up during the Test of Initiation into the Bureau of Balance, or maybe you dropped into an apartment room to meet a flatmate you never knew you had (or maybe wanted), but there hasn't been a whole stint of time available to you to really get to know each other. Take a seat, grab some ale, complain about the music. The meal of the day, as it has been every day for the last 2 decades, is cabbage soup. It's kind of delicious. You're going to need to figure out lodging for the night as well. The Laughing Goblin has some rooms, but it's definitely not enough to fit all of the Reclaimers in the upstairs apartments. Lucky for you, your handy-dandy Bureau Issued Adventuring Supplies (BIAS, for short) has a sleeping sack and a tent. Maybe it's time to rough it for the night. C. LIKE TWO SHIPS PASSING IN THE NIGHT On your way out though, should you decide to cut it short and head elsewhere, you should probably stick to the main roads within town. A little ways away from the docks district, you can swear you hear a woman crying. Following the source of the sound leads you into a back alley, and just as you approach, you and your companion find yourself cut off on both ends of the street as the woman stands up, sardonic smile twisting around her lips. "Welcome to Phlan." And wouldn't you know it? She's missing an ear. Let's roll some initiative. 2. AROUND TOWNYour first night in Phlan either went amazingly smooth, filled with nothing but a pleasant experience of pure country bumpkin culture at its finest, or knocking out some thugs in a dark alleyway who were attracted to you by the value of your silver armlet. Either way, don't be discouraged, because it's daytime in Phlan, and time to set out to see what this place is like in the light of day. A. THE MARKET There are various stalls open for trade and business. Several of them seem to be closed up; without fresh fish and meat traded in from the nearby cities, access to certain goods is nearly impossible for any of the residents of Phlan. It's cabbage soup all the way down, it seems. Either way, there's a bit of a crowd coming and going from the center square. It's a great place to meet any number of people, Reclaimers or not. B. WHERE'S MY WRIT? Attempt to enter any of the stores that sell weaponry or armor and the first thing you're going to be asked here is if you've obtained the proper license from the Black Fist in order to purchase weaponry. See, there's a bit of a pay-to-play scheme going on here in Phlan. The merchants are offered protection by the local (mafioso) police in exchange for a highly lucrative bribe system, requiring anyone who wants to purchase anything sharp or potentially stabby to head over to the Black Fist HQ to pick up a "writ." And wouldn't you know it? The old man sitting at the receptionist desk of the Black Fist mansion has a mountain high pile of paperwork to go through. But he supposes he might look the other way if you happen to grease his palms a little bit. Anyone who can distract the earnest, hard-working, underpaid administrator to check that stack of paperwork will notice that there's nothing written on any of the sheets below the top one, which is basically just a diary entry from the man to make it look like official paperwork. While accepting your bribe, he bemoans how hard it is to make it by in Phlan these days. C. THE TELLER OF MISFORTUNES ![]() No matter how bright your prospects may be, she'll alert you that there's some impending doom in your life to come. She's seen a dark figure in your past, an ex-lover, an obsessed stalker. It's never good news with Filistrom. Ever the lover of theatrics and flare, she'll put on quite the show, and offer to cleanse your spirit of dark influences. Although the ritual does work (you're bathed in sage for a solid 5 minutes straight), she charges a hefty 5 gold pieces for it. Refuse, however, and she will absolutely cast a hidden Bestow Curse on you. And your luck from there only gets worse. 3. MISSING CARGO![]() There's a few options in front of you to begin your search. ○ Look around the docks. There's a container yard that holds crates waiting to be shipped to and from the city of Phlan. With the lighthouse out, they can't be loaded onto ships and sent across the Moonsea. The waters are just too dangerous to go without a guiding light. You see a number of crates with city seal of Neverwinter on them. Little weird, since anyone that's spent time getting to know Faerun at the library back on the Moon Base knows that Neverwinter is on the other side of the continent. Searching inside any one of the crates (don't get caught!) you'll mostly find grain and agricultural wares meant for trade along the sea route. But one crate in particular has a subtle acrimonious smell to it. Open it up inside and you'll see it's filled to the brim with statues of Tyr. Tyr is a very well respected and beloved God within Faerun, denoting justice and law. Smash open any of these idols and you'll notice enchanted ink dust. Weird. The shipping label points to an appointed spot outside of town. 4. THE BROKEN LIGHTOUSEFiguring out that the lighthouse being out is a huge source of financial ruin for the town, you eventually make your way over the Sokol Manor. The administrative head of the house sits at her desk, one Leela Sokol, pure white hair tidied neatly with a combover part and bright red lipstick on. She taps her fingers on the desk, looking bored and disinterested in your offer for help, but the second you mention that you're not affiliated at all with the local law enforcement, the very edges of her lips perk upward. "Oh, I do love some adventurers just gallivanting about upon our private property." Thinking it over, she rolls her eyes upward to the ceiling, but she guesses this will just have to do. Those of you from Earth may notice two things: she's wearing a bright red pair of heels and happens to look incredibly similar to Meryl Streep. Anyone who mentions that to her will be met with a confused stare and a request for clarification, mentioning that the Streep family over in Melvaunt, a neighboring town on the Moonsea, has no ties to House Sokol. Whoosh. ![]() "Oh, and should you get there in one piece, please do remember not to steal anything. I'll know." Time to get a group of fellow Reclaimers together to find out just what went down over on Thorn Island. A. ARRIVAL AT SOKOL KEEP The Keep is on Thorn Island, surrounded by water in all directions. It's a rough swim, as the Moonsea isn't exactly a calm body of water. Maybe you can scope out a rowboat to help you get there. Either way, coming ashore at the massive mansion will be rather quiet and uneventful. There are no butlers to greet you. No Black Fist standing watch at the gate. Maybe Philip was just that reclusive, or maybe there's another reason that this place feels abandoned. There are 5 main structures on Thorn Island- the Sokol Keep itself, the lighthouse, an eastern tower, a western tower, and the barracks, used to house the guards that come and go from the mainland during their stay here. The stone mansion itself has two floors, and up until recently, looks like it was incredibly well maintained. Funny, since you didn't see any attendants on the island to greet you. Not a speck of dust, anywhere. The banquet hall looks filled as if an evening meal was being served just a few hours ago. Unfortunately, whoever was served this delicious looking feast didn't have time to finish it. It looks like it's been sitting out for days, and the smell of rotting meat is more than just a little pervasive to your senses. B. LOOKING AROUND ![]() Your examination of the lighthouse itself shows a crystal at the top of the structure encased in glass that's been warded off and reinforced through magical means. There's no indication that someone had come here to snuff out the light or steal the lens from which the lighthouse operates. It just simply... won't glow. Ransacking the eastern tower reveals a place that doesn't look like it's been touched in ages, aside from a chair that's been moved, uncovering a trail of clean floor in the midst of dust literally everywhere. The dust seems to be everywhere, and spending a particularly long amount of time in here makes your lungs hurt and your eyes water. You do, however, find a small Holy Symbol, a rosary of beads with a small coin on it, the image of a Faerunian god etched into the metal. You're starting to get the sense that this island has been dealing with some below-board stuff lately. Cults, religious symbols. And did you just hear that chair begin to creak? Why do those empty bookshelves up against the wall look like they're vibrating? Time to get the hell out of dodge on this one. Investigating the western tower, however, reveals a bare floor that's been broken into via a pickax. Move some of the earth away and you'll find a hatch. Wouldn't you know it? It's unlocked. C. THE CATACOMBS If you didn't get the chills from the seemingly haunted eastern tower, dropping down through the hatch reveals a damp, dark passageway after a drop of roughly 10 feet below. The catacombs smell damp, have a particularly unsettling feeling about them, and touching the walls reveals an ungodly amount of mud that never seems to quite settle. Prestidigitation that off, if you will. Going deeper, you realize that you're descending below sea level. Eventually, you hit a snag- in the form of a whirlpool that seems to block your way through to the other side. It moves concentrically, and trying to cross it without a plan will end up getting you sucked right into it. At the bottom? You're tossed around like a gnome being fired out of a canon, and hitting the bottom of that pool of water reveals sharpened bones. Most likely human in nature. Better move fast, you can almost feel something reaching out to touch you. Provided you don't drown to a group of skeletons sitting at the basin of the whirlpool, you'll come to a wide open room with an altar towards the back of the cave structure, emanating a sickly violet light. On a raised platform, the body of Leela's beloved nephew, Philip, lies sacrificed. There's a trail of blood that leads from the dais to the pool of water surrounding this statue. Looking closer, you notice that the statue itself depicts something with the body of a woman and 6 slithery heads of a snake, crested with jade jewels for eyes. A hollow laughter fills out from the room as a figure moves forward from the statue. Where the hell did that come from? "Stay for dinner, we've got the early bird special prepared, just for you." Of course, it's Captain Grim. Did you ever think that a dude named Grim wouldn't be evil? He's sacrificed the poor boy and is now currently possessed by some unrepentant six-headed snake beast. His tongue slides out of his mouth, licking his bottom lip. Yep, that's more snake than human too. Make sure you kill this guy. D. THE AFTERMATH Killing, or otherwise subduing Captain Grim (what's your alignment, again?) is enough to make the lighthouse mysteriously come back to life. Whatever desecration was going on in the catacombs below seems to be lifted. Too bad you can't be treated like heroes upon your return to Phlan proper. Leela has made absolutely sure to spread a rumor at the Laughing Goblin about how efficient the Black Fist were at resolving the issue on Thorn Island. Oh well, you weren't doing this for fame and accolades, right? 5. CALL TO ARMS (DEXTROUS): THE SCROLL THIEF![]() But it doesn't end here, not quite yet. There's the sound of a parade of footsteps emanating out from the direction of the Black Fist headquarters. The entire guard has begun to give chase, and the city is quickly mobilized to a state of apprehension that you haven't seen at all during your stay here. Wherever you are, you're stopped nearly dead in your tracks as a man, not much older than 20, knocks you or one of your party members over on a beeline straight to the ships. You see, tucked neatly under his arm, an ornate looking piece of parchment paper that's been rolled up tightly. The man smiles at you, apologizing, just as a battalion of Black Fist agents begin to approach off from the distance. The youngster who has just collided with you turns his head to look upon this scene and groans. "Typical lugheads. Just what I was expecting outta this shit hole." And he takes off for the docks. He needs to get out of Phlan, and quick. What do you do? ![]() OOC: A LETTER FROM YOUR MOD TEAMHello everyone and welcome to the first TDM for Balance, an experimental DWRP game that looks to combine light elements of time-honored and classic strategy games like FFT, Octopath Traveler, Tactics Ogre, and the wonderful worldbuilding experience of D&D. Our setting and concept is heavily based on the McElroy Brothers' popular D&D podcast, The Adventure Zone. If you're here, there's a good chance that you have interest in some, or all, of the components listed above. First off, this TDM is a little bit different than the TDM's that will come in the future app cycles. This one is structured like a mission mod log and assumes your character has already come to the Bureau, passed the Test of Initiation, and have been deployed on your first foray out into the world of Faerun. The reason we've done this is two-fold: to avoid any possible duplication with the introduction log (as you'll have the opportunity to thread out your arrivals), and we wanted to give everyone a sense of what the real core of the game will be like. So, for the purposes of this specific TDM, and only this one, you cannot take events that occur here as canon upon apping into Balance. Future ones will be more aligned with the Moon Base cycle and can potentially account for CR to transfer into the game. What we're aiming to do with Balance is a little different from your typical DWRP game. In a typical setting, the mods set up some NPCs that have limited contact with you, the player, under a very structured set of conditions. For example, The Director is one of those NPC types, as are her two counterparts (Davenport and Garfield). However, in Balance, we'd like to take a moment to instill something early on as we run through the first TDM of the game. We've listed a few NPC's up there to give you a flavor of their personality and what their look and feel constitutes. Those NPCs are completely pilotable by any of you, at any time. What we're looking to do is give you all a structure for adventure and seeing where you all can take it. It's part of our core value and how we'd like to see things move along. Be amazing- not just in the sense of being amazing to each other and to your characters, but also with your character choices in-game. The world is completely malleable and up to you to meld, mend, repair, or bust. In a nutshell, what we're saying is... go wild. It's okay not to ask permission for something cool you'd like to do. We've given you some outlines of events, but the story that you create as you thread these out is entirely yours. And we, as a mod team, can't wait to see what you bring to the table. blurb code by photosynthesis |
Chiron | Fate/Apocrypha; CRAU from Agoge | Ranger
Is it a wonder that Chiron cannot help but indulge when it comes to having a fortune read? He is skilled in the art of divination himself, and to be in another world and time and place entirely means that it is wise to investigate what local practices entail.
The prediction of impending doom is not actually a surprise. It's a truth Chiron knows well, and as he walks out (the price is far too high in his opinion, but he's also no fool), he can't help but shake his head. Once out in the sunlight again, he'll nod to anyone who looks like they may be heading towards Filistrom's little place.
"If you wish to save money, know she sees some portend of ill will for you."
4.C Catacombs
[Chiron's feet do not echo as he walks through the catacombs, his eyes keen and looking around in every direction. He is armed, as he has managed to procure a bow and arrow, and as the catacombs go deeper, he grows tenser and tenser and tenser and...
..and then good good captain introduces himself, and he only has one reaction: to start shooting arrows. It's impossible to know how Captain Grim will react, but Chiron's voice rings clear:]
Stay behind me unless you feel confident in your dodging skills!
4C
Do whatever you want, your little arrows aren’t nearly enough to hurt me!
[This would be a pretty wild claim even with normal arrows, let alone the magic, almost laser-like projectiles that come out of Chiron’s bow. Still, he seems pretty confident so maybe it’s fine? Maybe he’s just really intent on cutting this snake monster up with his sword.]
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[Chiron is not surprised to see individuals that are capable of either dealing with sudden arrows in their backs or those that can shrug them off easily. He's a Heroic Spirit, and with that comes the skill of ages and mysteries where such a feat isn't possible, but totally expected.
Out of respect though, he makes sure to aim over or around Kenpachi. The man's confidence is admirable. The skill probably worth a boast. But there is always room for error.]
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As for the Captain, being possessed by a snake monster doesn't really prevent him from getting cut up real bad by a sword and a bunch of arrows. With Kenpachi drawing altogether too much of his aggro, it's frankly not that suprising that he doesn't see the arrow shot directly at his head before it's too late.
Barring any surprise final boss transformations, that puts him down for the count, leaving Kenpachi standing there bleeding and looking vaguely annoyed.]
That's it? You're done!?
[Yeah he does seem to be addressing the dead/dying man on the floor as if in this act Grim has wronged him in some way.]
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I wouldn't...
[No. He's not going to waste his breath. This snake thing, it probably isn't dead. It's taking a moment to regain strength and then it will be attacking again.]
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With two other terrible snake heads ready to murder him, any normal person would be scared or at least concerned. But Kenpachi isn't normal. And he's ecstatic, laughing exuberantly. Like some sort of madman.]
Yes! That's more like it! Now you're taking this fight seriously!
[Kinda makes you wonder who the real dangerous element is here, doesn't it.]
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There are no arrows from Chiron's bow. He holds it steady and yells:]
You have to cauterize any head wound you cause!
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That said, being told this now doesn't help that much because he is quite honestly just a dude with a sword and no other tools or skills. And then the snake head jerks around, dislodging his sword and biting down on his arm. It last for all of a second before Kenpachi's kicking the monster away and cutting the offending head off.]
I don't have the time to waste on shit like that!
[A bad call, since yeah, two more heads are starting to sproud out from the one he cut off. He doesn't seem slowed down at all by this, which can only mean more heads in the near future if something isn't done about it.]
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[That was the best way to get this man to listen, as far as Chiron could guess. Present a simple fact like loss and hope that the other came to their senses.
His eyes flick around, temporarily leaving Kenpachi and the captain. There had to be some source of fire here. If not, then he'd need to get creative.]
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2. hope this is cool o/
When he is addressed, he pauses in his stride and his lips twist ruefully.
"Yes, what need have I of a seer's arts when already I know what fate intends for me? It was decided the moment my long-shadowed spear laid low murderous Hector - his death knell was mine too."
More than fine hope you don't mind your horsedad being an anime Achilles.
In this case, the reaction is a slowly raised eyebrow at both the man's words and the poetry of them. Now there's something familiar, and he has no shame in wishing to confirm that this is who he suspects it to be.
"Achilles?"
he's so smooth and shiny
"It is indeed the son of Peleus whom you address, stranger, but what clue has given me away? And how came you to know my name, as far as we are from the shores of my native Phthia, or even the windy plains of Troy?"
As he looks over the stranger, whose features spark not the flame of his memories, he nevertheless feels a burgeoning sense of familiarity.
and very much not a horse alas
Oh, now this just sounded over dramatic. With a shake of his head, Chiron dashed that nonsense away. "It's Chiron, albeit with a form and face less familiar to you."
horsedad did you lose weight :|9
"Chiron! You who are like a father to me, second only to Peleus. It is little wonder I could not recognize you, changed as you are from my memories. And how long ago such memories were! When last I saw you, I was not yet a man."
There is little to do but throw his strong arms about Chiron, glad as he is for this familiar rock in a foreign land.
nah just got some great shapewear
"There are reasons for those changes, but they're for far stranger reasons than any of our fellow Greeks could concieve of."
Far stranger and even more convulted than the matters of Troy. Something that Chiron feels no ounce of shame in calling a hot mess all around.
"There are also far better places for a reunion than out in the streets, I suspect. I saw a few rather empty places to sit and drink en route here."
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"Yes, let us find someplace to drink sweet wine. Although, in this country the laws of hospitality are sorely neglected and guests are given little unless we first pay gold," he laments. (You can take the Greek out of Greece, but...) "While we sit, will you tell me of what has passed since I left Mount Pelion all those years ago? And I in turn will tell you of my own tales."
So speaking, he begins to walk again.
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The words were not a joke exactly, just a truth wrapped up in true warmth and delight at the sight of Achilles. Being what he was, Chiron could guess at the broad strokes of what might come from Achilles, but the perspective mattered. This was not the Heroic Spirit of Achilles, the summation of all variations of the man. This was the man as he was, and he may yet to have live through all of Troy.
"But before we begin those tales, I do need to know one thing so that I can begin correctly. What was the last you heard of my disposition among the Greeks?"
Was I still alive, or did Heracles' mistake happen?
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2.C
But. The fortune teller was a Fixture, here. She needed to know about that.
So she pauses at Chiron's warning, and blinks for a moment, processing that. "How do you know that?"
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"I believe that this woman's focus is simply to highlight disaster," he says plainly. "I've some skill in divination, and there were other elements she left out entirely, favoring only the ill."
The rest was an educated guess, but Chiron did not believe that much needed to be spelled out.
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She could gather it from the context, yeah, but this sort of test tends to give her more information than going along with it, depending on the information she wanted.
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"It is an art, reliant wholly upon the skill and personality of diviner. Even if the skill is a gift from the gods."
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Then her world ended and she'd been brought here, seen a giant jellyfish, had a silver cuff slapped on her wrist, and - oh - she can walk again. So.
"So like... another sense, or something?"
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Chiron pauses, thinking carefully before he explains any further. It's clear he disagrees with the matter, but the question of how to articulate it takes a moment more.
"I think it is a similar skill to working the land. Those who farm for a living know how to read certain parts of the earth that are not obvious to anyone else. It is a practice learned, and if you sit on the outside looking in, one can see a sort of magic to it. So it goes with this matter. You learn the patterns and apply them until they are second nature."
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"So... something a little more than reading tea leaves." She glances toward the door. "Do you think she was wrong? Or just making stuff up?"
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He knew the art, after all. But he is far more invested in seeing that the comparison landed and landed well. It seems to have done it's job.
"Just biased."
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sorry - I thought I'd answered!
You're fine. I think we can try and wrap this.
sounds good!