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Usir Mods ([personal profile] usirmods) wrote in [community profile] usir2019-04-23 09:18 am
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The Calm Before the Storm Mini-Event

πŸœ™ Bottomβ€› Navigation
πŸœ™ By the Sea
With the return of life to the bay the waters are once more shimmering, flashing, rippling and splashing with all manner of sea life. Dolphins perform acrobatic leaps and dances out in the deeper waters, fish dart in and out of the waves, following them to the shore and retreating with them. Near the Sunset Gate leading out into the Glass Sea the waving sail fins of small sea serpents or hunting flying fish can be seen breaking the surface before disappearing into or out of the bay.

The docks of Didymos are loud with cheerful songs and shouts as fishermen and merchants work together to load or unload the Didymos fleet of fishing ships, and the sudden influx of fish causes the previously quiet, hungry city to erupt back into vibrant life practically overnight.

As Didymos dives back into renewed daily life, spectators observe the city from the edges of the bay, sneaking closer to shore in the hours of dusk and dawn, studying the people and the boats but not interfering unless specifically engaged.

If those who encounter them react with hostility, the merfolk respond in kind, attacking with water magic, spears, or weighted nets and throwing weapons made of lashed-together shark teeth. If they do not sense hostility, however, they quietly and curiously mimic the actions, facial expressions, and rough sounds of those who make eye contact or try to speak to them.

πŸœ™ Return to Einjar Preparations
After the volunteers have taken the oath, King Sitka introduces a tall, dark-haired elf to the group as Ser Medraut, Expedition Leader and Lead Commander of the Krimnos Knights. Medraut and Sitka explain what happened on the last trip to Einjar and caution that they do not know what to expect with this excursion, only that things have gotten more dangerous in the mountains since the last trip and they need to get to the root of the problem before whatever happened to Einjar happens to Preciposte or Krimnos.

Following the briefing, the volunteers are given rooms in a currently unused inner wall barracks, should they wish to take them. They can temporarily live together in this space and be provided with food, armor, weaponry, clothing, small personal rooms, warm showers, and anything they might request to bring along on the mission, as well as the opportunity to get to know the others who will be with them.

The knights do not remain in the same area, returning to their own barracks on the other side of the gate. Those under oath are able to discuss the mission or anything else freely with each other and can find maps and the plans to the new airships at their disposal.

πŸœ™ The Travelers
On the night of the full moon the moon rises an unsettling pinkish-red in the sky. Normally this offset hue isn't paid much heed but with the call of more werewolves in the air, the color only adds to the general air of unsettled discomfort permeating every corner and cabin in and around the city. Once again Koroc is no where to be seen, and once again the defenders keep the unified pack of attacking werewolves at bay.

In the days following the full moon, the surrounding wildlands and the city streets are disturbingly quiet. Many residents of the city forego their day to day activities in favor of hiding in their homes and the Defenders seem to be the only ones patrolling the streets. Until a few days after the full moon when a large caravan of boats arrives from the North floating down the river into the canal streets. The boats are covered in colorful canopies and the people who emerge from them are a mixture mainly of humans, beastfolk, arboreons, satyrs, and tieflings with a few dwarves and kobolds tagging along. They wouldn't normally be an unusual sight, their garb giving off the familiar impression of the traveling merchants, except that the city is meant to be closed off to anyone entering during this crisis and the traveling merchants don't usually arrive for spring trading until May.

The Defenders seem confused by their sudden appearance. Their attempts to bar the strangers from entering the city are met with passive responses as towering arboreons lift them up to set them aside or dwarves duck under their arms and weapons to continue on without breaking step or their current conversations. They speak with thick mountain accents and wear brightly colored clothing. The unusual group makes their way toward the still standing fixture of the Immortal Duke carrying large barrels and casks they proudly proclaim to be wines or ale. Gifts from the North.

As they pass through the streets windows and doors open and the eyes of the city follow their paths. The boats in the canals are left tied and unguarded and curious winged cats quickly overtake the colorful playgrounds. They are soon joined by inquisitive children and brave city dwellers wanting to learn more about the guests who seem so unperturbed by the city's unwelcoming display.

During the night a large, central section of the warcamp is set on fire by a volley of arrows from outside the city and the resultant spread and destruction of fire through the warcamp absorbs much of the Defenders' forces and attention.

During the resulting chaos the Duke's front doors are flung open and the sound of raucous laughter and merriment spill out of the old building's creaking doors and windows, drawing in even more spectators and curious folk. A smaller group of Defenders rally to seemingly storm the Duke armed with torches and weapons, but despite shouted demands for them to set the building alight for harboring the rebellion they make no move to attack it, enchanted by magic older than the rebuilt city that prevents those with intent to kill the patrons or destroy the Duke from lifting a hand or claw against the once favored drinking grounds of King IoanrΓ­. Eventually, Dervish arrives and orders the Defenders back to the warcamp to help with the fires

Inside the Immortal Duke the casks and barrels are nowhere to be seen but it seems Lorna is footing the bill for any and all drinks, food, or beds claimed by any patrons of the old tavernkeep for the evening. She can be seen having a cheerful conversation with a dwarf woman at one of the upper-level tables, but neither move to join the festivities below. An unusual satyr with striped legs carrying an unfamiliar instrument and an avian beastfolk with very colorful plumage sing unfamiliar songs by the fire. The strangers seem eager to talk to anyone willing to listen. If asked where they come from their response is vague but forthcoming:
Either Over the mountains. or Far, Far Away
πŸœ™ Topβ€› Navigation
cryptsleeper: (i have an idea it's kind of a dick move)

[personal profile] cryptsleeper 2019-05-20 02:37 am (UTC)(link)
I'd presume that they're in private hands of the companies that were involved in manufacturing the earliest models and now produce the ships as they are. Since they're barely a century old, there's probably concern about designs and improvements being stolen, which would double down on private ownership but also severely restrict access.

[Leave it to a curator to be making these sorts of guesses that revolve around archival documents and overprotective owners. Also leave it to the curator to have his face sour immediately at the mention of war.

He glosses over it though, quickly as possible.]


It may have been a little of column A and a little of column B. With the mountains being not as well explored and accessible, perhaps the designs were in the works already, represented more specialized versions of the standard models.

What do you think the original designers intended then, if not this particular purpose?
apilot: (You can't surround a lion)

[personal profile] apilot 2019-05-21 08:02 pm (UTC)(link)
My hope is just faster, maybe more weather durable airships.

[His suspicions, both as a former knight and after the way Krimnos responded to the attack from the undead: ready to go up in arms against the other city, are grimmer than his hopes.]

These airships look armored but I haven't seen any sign of weaponry, and I haven't ridden the others enough to know how often they have to deal with creature attacks. I would say exploration, maybe to wilder lands than the normal routes traverse.
cryptsleeper: (Default)

[personal profile] cryptsleeper 2019-05-21 10:17 pm (UTC)(link)
That requires far more experimentation and development, I suspect. Climate control spells as well, in order to deal with the struggles of keeping the ships themselves warm during the winter months.

[Air service was all but dead when Alucard had reawakened. They'll be well stuck in the winter if such things aven't changed.]

Creature attacks would be easy enough to look into, if only by asking a captain of one of the ships along the normal routes. That'd probably reveal something about the development of the thing we're aboard now.