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balance mod ([personal profile] balancemod) wrote in [community profile] balance_memes2018-11-01 05:40 pm
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TDM#1: Welcome to Phlan


I'd bring an umbrella and a good pair of waders if I were you.
NAVIGATION




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


You've spent a few hours in Phlan already, and have probably seen the entirety of its less than stellar nightlife; it doesn't take incredibly long to walk from one end to the other. There's only one tavern in the entirety of the place, and asking any locals where the best food or ale around is will either get you a cold shoulder or a heartily responded "The Laughing Goblin, of course!"

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 TOWN


Your 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

Along one of the side streets, you'll notice that there's a dimly lit shop with a stuffed kraken-looking beast dangling from the window. The smell of burnt sage wafts under the main entrance, and you can make out a row of various gemstones and crystals lined up perfectly within the shop itself. For a small fee of 10 silver pieces, you can go in there and meet Filistrom Stromdoodle, a gnomish woman who'll be happy to read your fortune.

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


You've heard that the Black Fist have been fretting about lately over a shipment of goods that they were expecting recently. Remembering the Director's advice here- keeping an ear to the ground, not starting trouble, etc- you may get the hunch that getting to the bottom of the missing cargo might prove to get you some information about what exactly was in that crate that the higher-ups in the police were getting so on edge about.

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.

○ The location that the label directs you towards is a farm just northeast of town. It's seen better days, for sure- but the one thing that stands out is the remains of a recently burnt down barn. The family who owns the farm tells you that there was an accident a few days ago when the kids were playing Hide and Go Boo by candlelight. The children don't say anything about this.

○ Taking a look at the barn itself, you notice there's a similar smell in the air that's reminiscent of the enchanted ink you found within the crate back at the container yard.

○ The family simply doesn't have anything else to say on the matter when questioned. They're still reeling from the loss of their 2 prized family cows, who have won them the Phlan County Fair Blue Ribbon 3 years running. "Best cream on the Moonsea... such a sad loss for us. We'll miss Ben and Jerry so much." The woman of the house will point out the 3 blue ribbons hanging on the wall. It's the only decoration they have in this place.



4. THE BROKEN LIGHTOUSE


Figuring 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.

She relates to you that the lighthouse has been tended to by her beloved nephew, Philip, for the last decade and although she wears the fiercest poker face you've ever seen in your life, you get the sense that she has no idea what's going on over at the Keep. Communication has come to a halt both to and from Thorn Island, just off the coast of the city, ever since the only ferryman in town passed away 2 weeks ago. The lighthouse and the Keep are the only things of note on the island that she's aware of. Black Fist Captain Grim and a team of 6 Black Fist guards are typically stationed there, but attempts at talking to the Black Fist over at their HQ have been fruitless. The excuse seems to be the same; most of the force is out either taking care of a recent surge of bandit activity by the town's local gang, the Welcomers, or are otherwise concerned with finding some missing cargo that never showed up a little while back. She'll allow you to head over there and find out what's going on, provided you don't go and talk to anyone in the Black Fist. House Sokol has a reputation to keep up, after all, and tarnishing that by showing distrust in the militia of the city doesn't bode well for her or her family.

"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

After searching long enough on this abandoned island, you start to notice a few things that don't quite add up. First of all, Philip's room has a number of books on the occult hidden neatly among the academic literature peppered about in his personal library. Although nothing seems to indicate a struggle has occurred anywhere, investigating the ground around the barracks on the outskirts of the manor indicates freshly upturned dirt that looks like it was recently tilled over to cover something up. Perhaps someone was dragged, but it's really hard to figure out who, or what, could've done that.

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


The Bureau of Balance has done pretty much everything they could have for this small port town on the Moonsea. The lighthouse has been restored so commerce once again begins to breathe life into the docks district. Sailors have changed their tune from anxious boredom and nights at the Laughing Goblin to the simple blessing that returning to work provides. That is to say, they've (mostly) sobered up and got back on the straight and narrow for the time being.

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 TEAM


Hello 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
hexbladed: <user name=GalacticJonah site=twitter.com> (Default)

wildcard, idk. lightouse aftermath-ish, sort of.

[personal profile] hexbladed 2018-11-02 03:14 am (UTC)(link)
[The Captain turns on them, possessed and mad and twisted by something reptilian and terrible. They defend themselves, take him down. Restore the light to the lighthouse in the process. And as little grasp as he feels he has on this whole situation...Fjord can't help but be grateful Jester is here with him, for it.

It's not that he'd expected her to have bothered, much. (Technically.) Not even for his sake. But...Fjord's got some hard-to-shake investment in seeing the lighthouse come back to functioning. Just on principle. He doesn't know this place, or these people, but he knows, intimately, the importance of such things for those who rely on them. He wouldn't have wanted to be on the other side of this problem, back on the Lucidian Ocean.

(The snake people, as it turns out, are just the cherry on the fuckin' top of this uncomfortably familiar sundae.)

But...it's over, eventually. The Captain collapses. They scale back to the safer grounds at the top of the lighthouse and see that the light has flickered into life. And he exhales, leaning back against the stone wall of the tower and presses a hand against the sluggish bleeding in his side. (He'd gotten so used to his magic, as of late, as a way to solve his problems. And now, all of a sudden, he finds it truncated, limited. And he has to adjust to that all over again.)
]

Why— [Wry, airless, lightheaded. Apropos of absolutely nothing, as he slumps down among the scattered mess of the lighthouse, the glowing crystal casting harsh shadows back at them where they stand. As if it should mean much of anything—] Why'd it have to be snakes?

[As far away as they are... He is very, very tired, all of a sudden. If anyone, Jester ought to be the one to appreciate it.]
Edited (I hate lore.) 2018-11-02 03:30 (UTC)
sketchery: all of these are made by ambi - please ask before taking! (Default)

[personal profile] sketchery 2018-11-02 05:59 pm (UTC)(link)
[ As exciting and fun and novel the unfamiliar is, Jester's grateful for the familiar bits by her side.

Because this? This is — a lot, a little. Not to far removed from her concept of reality like the weird moon base they were in until they ... weren't, but still strange enough where no one has heard of the Empire or Nicodrana or — the worst of all — the Ruby of the Sea. The cabbage soup is kind of gross, the people aren't quite friendly enough for Jester to constantly pester. She briefly wonders what would have happened if Fjord weren't here.

Maybe it would have been a little lonelier. Maybe it wouldn't have.

Either way, the point is — it's kind of like when they first met, when they started traveling together. The port city, the people in need, them getting into something a little over their heads for a bit of coin, a bit of lodging. Jester, being the easily distracted individual she is, agrees easily when Fjord suggests that the lighthouse might be a good place to start. She's missing most of the spells she had, but — well, she could be missing all of it, technically.

Thankfully, most of it isn't hard. Until it is, because there's more snake people and the Captain's neck twists a weird angle and — it may have been no problem for the 7 of them, but for just the two?

Jester collapses on to the ground when the battle is over, breathing heavily as she stares up at the ceiling. Her muscles ache, her head spins. The physical exertion is ... refreshing, in some ways, now that it's over, but she's also pretty sure she could curl up right now and sleep for at least half a day. Fortunately, she still finds it in herself to laugh when Fjord's words cut through the silence. Absentminded and distracted at first, until— ]


Oh! It's like— [ She snaps her head upright again, turning to Fjord, eyes wide. She crawls over to him to peer into his face. ] It's super like the temple, huh? [ Don't ask her how she hadn't made the connection until just now. ] Except I guess it's a lighthouse and not... a temple. But the snake people are pretty similar. [ Jester's helping. ]
hexbladed: <user name=GalacticJonah site=twitter.com> (Default)

[personal profile] hexbladed 2018-11-03 03:33 am (UTC)(link)
[He has just enough time to regret the statement before she latches onto it and follows it down the same scaly rabbit hole he had. His mouth twists in a chagrined sort of way, once Jester's made it over toward him, and he holds a hand up in a "slow down a little" sort of way, dropping his voice down sotto voce.]

Lets maybe not...say that part too loud. [Nevermind that they've ostensibly cleared this place out, and that he'd been the one to call back to it to start. But— well. Hard not to draw the comparisons, as fresh a memory and as frustrating a gap it had left him in his understanding to have been taken away. Still, something about it feels like tempting fate. It's too different a situation (a city, a world, a plane) to assume it's connected, to think they can know what's going on. (Did they ever?) ...And yet, too similar not to wonder. He's not all that sure he wants to talk about it.

So...he makes a gentle attempt at changing the subject.
]

How're you holding up over there? Still [He mimes casting a spell with his good hand, which mostly just means vaguely waggling his fingers at her.] got some juice in you?
sketchery: (007)

[personal profile] sketchery 2018-11-03 08:32 pm (UTC)(link)
[ There's nothing wrong with talking about how the lighthouse is kind of like a temple, Fjord!!! It's not like anyone's really around anyway, it's not like she's divulging your biggest secrets, kind of.

( It's the easiest way to deal with it — just keep bringing out to the light and mention it candidly until it ... doesn't feel so gut-wrenching, anymore. )

But she drops the subject when he leans away from it. Instead settles down a few feet away, wiggling her fingers the same way that he does in order to get an answer for him. There's a vague shimmer, magical energy that never gets channeled into a proper spell, but— ]


Yeah! Well— [ ... ] Technically, my magic might not be the same, technically. I'm not — I don't really know, but it doesn't seem like I have a lot of spells?

Are you hurt? 'Cause I can still heal you, if you need it.
hexbladed: caemidraws.tumblr.com (19)

[personal profile] hexbladed 2018-11-03 09:47 pm (UTC)(link)
[Counterpoint—they could just not talk about it and maybe it won't bite them in the ass later. That's looking pretty attractive right now, against what ought to be his better judgment. Jester seems fine, which is a relief. As for himself—]

I'm— [He stretches out his side experimentally and winces. Verdict—] Yeah, I'm fine. Great. Just, uh. Y'know. Keeping an eye on morale.

[He lays his accent on think in the last sentence to punctuate how fine he is. (Yeah, okay.) But given the circumstances, given how gunshy he's been feeling about all this...it's fine enough that he figures she ought to wait on it if she's feeling tapped compared to usual. Until they know they're out of the woods. He'll be okay if they just take a breather before they get on with things. So he leans back and breathes a moment. Hesitates a beat, but then, cautiously—]

So you, uh. You felt that too, huh?

[That things are...not the same.]
sketchery: (008)

[personal profile] sketchery 2018-11-04 02:32 am (UTC)(link)
[ It's gonna bite them in the ass anyway??

Anyway she wouldn't be a cleric with her highest score in wis if she didn't catch his wince. She narrows his eyes, skips over the entire point about keeping up morale ( it's literally just Jester, Fjord, she's not going to have any trouble keeping her morale high. ) ]
Are you sure? 'Cause I don't really wanna heal anyone else.

[ And the truth comes out.

But again, Fjord swaps the topic on her— and she's happy to follow along with it. She's not particularly married to one topic or another, at least for now. ]
Yeah! Yeah. Like I can still bring my lollipop and stuff, but that's ... kind of it. Well, I guess I can still heal people. Oh! And I have that one spell I had to make people tell the truth, remember?

[ What's keeping cards close to your chest, anyway?? ] What about you, Fjord? Do you still have— [ A grunt that suspiciously sounds like the grunt she uses to talk about sex, except she does the finger wiggle. Magic. ]
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[personal profile] hexbladed 2018-11-04 05:54 pm (UTC)(link)
[Not if the world stays all deus ex destroyed and all it might not!!! You don't know. Anyway I sure didn't work out this path stuff at all yet but this isn't game canon so I can pretend for now, ig.

She takes the bait and they move on over before she can blow the last of her energy on him. Mock sex-noises or not, he listens closely, seriously, like he's been counting on her perspective on all this. Magic is new to him, has never been an academic thing for him, and it has never been a matter of faith. More like a puzzle he suddenly realizes the answer to. A flash of inspiration, reflex, reaction.

To answer her question, he reaches out, and his falchion materializes faithfully back in his grasp. (Strangely, the inset eye in the center of the hilt is closed. As if asleep, or—)
]

I can still— [A pause. He raises his free hand to do the stupid finger waggle back at her again. Y'know. Magic. This is happening, now, I guess.] But it's...

Like you said. [A beat.] Different. [Another beat, this one a little charged as he seems to grasp for the right words for it before settling, finally, at a loss, on—] Less.

[Like reaching for something and finding it gone. (Like getting used to the filed-down shape of his damned teeth, the first time. You keep prodding at it, expecting to find one thing, but there is just the aching foundations of it.) And for a man who'd only started to understand where his magic came from at all a few days before things went to shit, it's deeply disorienting to have to reorient himself around it all at once.]
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[personal profile] sketchery 2018-11-05 02:16 am (UTC)(link)
[ At this point we are well versed in the art of yolo ( and then regretting every decision after ).

The joke here is that realistically, she knows very little — all of her knowledges is a word-for-word parroting of the Traveler's teachings. She trusts him implicitly, unconditionally, and that's what brings her the power she is — in some ways, she's more dependent than Fjord is. She's just — she's just confident about making it her's.

( Maybe that's where the difference lies ). ]


Yeah! Yeah. Yeah, exactly. [ Her eyebrows furrow, fingers wiggling one more time for posterity before she drops it entirely. ] Less.

It's dumb. [ A sigh. ] I had so many cool spells I could have used, you know? [ She reaches into her pouch, pulls out a pastry ( it's stale. Days old. From the dining hall ). ]

Want one?