BOARDMASTER (
boardmaster) wrote in
pawnstorm2016-04-17 04:27 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
- !war,
- adrasteius anor'thalion (warcraft),
- alice liddell (american mcgee's alice),
- allelujah haptism (mobile suit gundam 00,
- artoria pendragon (fate/),
- asuna yuuki (sword art online),
- bolin (legend of korra),
- caren ortensia (fate/),
- cirno (touhou project),
- doctor thunderland jr (letter bee),
- ema skye (ace attorney),
- general hux (star wars),
- gilbert nightray (pandora hearts),
- gilgamesh (fate/),
- jae-ha (akatsuki no yona),
- kaede (elfen lied),
- kaito kuroba (dcmk),
- kasen kanesada (touken ranbu),
- kija (akatsuki no yona),
- kojirou sasaki (fate/),
- lapis fathalla (original character),
- levi (attack on titan),
- lord light (original character),
- lux crownguard (league of legends),
- minato arisato (persona),
- misaki yata (k),
- natasha romanova (avengers academy),
- nora (nora),
- one (drakengard 3),
- setsuna f. seiei (mobile suit gundam 00),
- shunsui kyouraku (bleach),
- sion astal (lolheroes),
- slaine troyard (aldnoah.zero),
- tieria erde (mobile suit gundam 00),
- vivienne stanbury (bloodborne),
- wukong (league of legends),
- yoon (akatsuki no yona),
- zelos wilder (tales of symphonia)
WAR ♞ BATTLE OF GRAUPERA
16 APRIL (LATHYRA) 2016



It is a dark and stormy night; the rain falls in torrents, except at occasional intervals, when it is checked by a violent gust of wind —
Not exactly. The rain is still light, but the suns are well below the horizon when the Airy leaves Graupera, setting the stage for Blanc and Noir’s first battle in two hundred years. The weatherman says showers will turn into storms later in the evening, but he doesn’t warn for the milky fog that will soon blanket Capablancan seas. The light from your ships, the lighthouse and the fortress walls serve as our Heroes’ only guide...
The same sleeping bat with sugar powdered around the corners of its mouth hangs from one of the ship’s masts until Commander Lisbrand arrives.
Basic info on the war can be found here. All OOC questions about the event may be directed to the thread below.
Not exactly. The rain is still light, but the suns are well below the horizon when the Airy leaves Graupera, setting the stage for Blanc and Noir’s first battle in two hundred years. The weatherman says showers will turn into storms later in the evening, but he doesn’t warn for the milky fog that will soon blanket Capablancan seas. The light from your ships, the lighthouse and the fortress walls serve as our Heroes’ only guide...
The same sleeping bat with sugar powdered around the corners of its mouth hangs from one of the ship’s masts until Commander Lisbrand arrives.
Lisbrand As I’m sure you’re all aware, Noir intends to take us by sea: Capablanca is a key strategic location for launching an attack on the coast. Should Noir capture Graupera, there’s no telling how far they’ll advance with their next move. You will be fighting not just to defend Capablanca, but Caissa as well. I trust you will all perform as well during the battle as you did during preparations. Blanc’s fleet will be standing by to absorb the task force into its ranks; I expect you’ve all completed what naval training was available to you at this point. [ a swift but beady eye is cast over the recruits ] You will need every last bit of it. [ picks up a pen and chucks it with deadly precision at the bat on the ceiling. ] |
|
Verdoni [ immediately casts a wing forward to deflect the dangerous pen on time. then, he drops to the floor and transforms, wiping his mouth with his handkerchief. it’s warm. ] I suppose I need not remind you all of the weather conditions. Noir will enter Blanc territory with the storm, so brace yourselves. I will not lie — Noir has a significant advantage over us in this weather. Expect them to turn the elements in their favor and use lightning, water, and wind magic against you, your crew, and your ship. As most of you here will recall, Noir does not fight fair. They will use every tactic in and out of the book in order to destroy anything that stands in their way. It might do you well to remain alert at all times and to prepare for any scenario. So long as each Hero’s crew focuses on protecting their respective ship, you should be able to hinder their advance. Should the worst come to pass, retreat to the nearest allied ship or make your way to the shoreline to reinforce the last line of defense. |
Basic info on the war can be found here. All OOC questions about the event may be directed to the thread below.
ONE ♙ Preparation
Only fools rush into battle! In preparing for war, the first step should always be protecting yourself. As such, Heroes will need to mount barrier generators that convert distilled water into large spherical barriers of pure mana on all ships. They will also need to calibrate the ones installed at Fort Graupera. Be sure to stock water by the barrel. When the enemy’s artillery fire hits these mana barriers, the blows as well as any shrapnel will be dispersed and dissipate in the air. Use them wisely; while the barrier is active, the ship will be unable to move and nothing can enter or leave the barrier. The ships also need to be stocked with ammunition, healing supplies such as potions, spare parts and other materials for repairs on the water. No one wants a leaky ship, right?
Once that’s done, get to know your teammates! Meet up with them at your assigned ship and use this time to get acquainted with each other's strengths and weaknesses, discuss plans, and figure out the roles assigned to you. The knowledge might come in handy in the coming hours…
All Heroes assigned to a crew are required to fight on the deck. The soldiers won’t be pleased to discover someone hiding in the ship’s hold. You can be a cabin boy or girl and run supplies, but they'll expect them by the truckload! Nobody gets to slack off in war! If you are not assigned to a crew, discuss your battle plans with your allies to tighten the shoreline defense. Those participating in the naval battle will need your assistance to secure Graupera!
TWO ♙ Sailing Into the Storm
A ♙ As predicted by Secretary Verdoni, by the time Noir’s fleet is in range, the weather has changed. Heavy fog reduces visiblity to near-zero, and rushing without stumbling is a feat for the brave thanks the mixture of rain and seawater washing over every deck. Thunder rolls in the distance, a messenger of the double-pronged storm advancing on Blanc. Roaring gusts of wind rip and tear at clothes, Carriers, and you! Watch out! Lightweights and those not exercising caution are likely to be blown right overboard.
Especially once Noir starts firing. Wind and lightning whip through the fog and both Coxswains and Heroes on Graupera proper will need to aim and time their barriers just right. Call it too soon and you waste precious resources; miscalculate and the ship and/or the fortress may take damage! If the barrier generator runs out of power, Quartermasters will need to replenish its water supply! But if the machine takes direct damage, it has a chance of exploding in a shower of fire and dangerous ricocheting parts, drastically decreasing your ship’s defense and maybe even knocking holes in the hull! Protect your ship to protect the fortress; the Blanc army can only put out so many fires. Should your ship take a hit, it’s also the Quartermaster's duty to respond accordingly lest the craft turn into a flaming monstrosity. Gunner’s Mates, return enemy fire with cannons and other long-range weapons available in your ship’s arsenal! The mana cannons in particular deal heavy damage, but they drain equally large amounts of mana. There’s no time to wait for your mana to replenish in the middle of a storm, so grab the nearest Hero for some up close and personal refueling!
If you don’t, Noir mages will take this opportunity to gather mana and send spells of tidal waves. And if your barrier’s down by then? Say goodbye to your ship and pray that you remember those swimming lessons. Your allies on land should be able to assist you once you reach the shore. Go ahead and join the shoreline defense; your shipwreck has probably left them with a few more holes in their defense and a few more fires to put out, anyway.
B ♟ The two forces clash! The noise is deafening as shouts from both sides mix with howling of the wind and the crashing of waves. Now that the armies are going head to head, Noir soldiers make use of their landing bridges to board Blanc’s ships! Noir mages simply use water magic to surf or wind magic to jump and do the same. But boarding is when Noir soldiers are vulnerable; make use of your resources and home turf advantage to take them down! They’re not the only ones who can take advantage of nature’s blessings.
Enemy soldiers who successfully board will begin to destroy anything they see. Should the ship be successfully hijacked, Blanc’s soldiers and the Heroes may have no choice but to jump into dangerous waters. Chance of survival is slim: waters are rough and ships are constantly rocking. It’s more than likely you'll be crushed between them or beneath them, Noir soldiers and mages will be taking potshots at you, and the strong currents are sure drag everyone into the depths. Once you’re in the water, you’re as good as dead. You are going to need some help.
Noir’s bridges were a good idea, but ideas are meant to be stolen. Use them to move to an ally’s ship if your fellow Heroes and soldiers are in need of support, especially if Heroes have been knocked out or hurled off. The injured can be transported to safety on the backup ship, but beware of Noir soldiers chasing you down! They're as persistent as a rash.
THREE ♙ Crashing Against the Shores
To those who remained on the island or returned from sea, the battle is nothing but alarming lights and frightening shouts in the distance. But that doesn’t mean you can relax. Enemy projectiles that fly past the ships will shake parts of the fortress, and any Noir magic that gets past the naval defense will set any kind of material on fire or blow out chunks of wall, armaments, and you. Use water to make short work of any fires, and remember to reinforce damaged areas, or the fortress will suffer.
Distressed cries fill the air; those watching the naval battle closely will notice crewmembers who have fallen into the ocean. Neither Hero nor Blanc soldier is safe. While they have managed to get away from the main battle, they are now weak, disoriented, and require assistance. Row out in rescue boats to collect and heal the soldiers and your fellow Heroes before they turn into casualties. You may need their help later!
Allies aren’t the only ones reaching the shoreline. Some Noir ships will break through Blanc’s naval formation. If the fortress’ weapons don't take them down, then it’s up to you to take care of the rest. Noir soldiers will disembark and fight Heroes on the shore. Defeat them, destroy their weapons and seize their ships before they lay siege to the fortress! Blanc will thank you for these finely captured contributions to the war effort.
FOUR ♙ Triumph Over the Seas
The thunder of the storm and the blasts of cannons filled the air with deep, resounding booms throughout the battle, but what cuts through the noise is the eruption of roaring cheers from the army that seems to shake the world of Enprise — Blanc has won its first official victory over Noir. The world will know of their triumph. Capablanca celebrates once news reaches the shore; as our Heroes look toward the resort city, they see an entirely different sort of sea — the lights of the city pushing back the night. First in little specks, then in a brilliant flood of color that paints an aurora in the sky: warm, real and bright.
It’s time to go home, Heroes! Or at the very least, back to Capablanca. Dock your ships and then put those sea legs back on dry land. You will be greeted with much enthusiasm from the citizens of the city. Hugs, cheek kisses, more hugs, hand kisses; some even brought pen and paper and are earnestly asking for your autograph. A few forego the paper and make you sign something else entirely. Children swarm in, tugging on uniforms for attention.
The recognition doesn’t end there. As a reward, hotel and resort owners start inviting heroes to stay at their establishments for a few days. For free. Continental breakfast included. Don’t abuse their hospitality or your reputation might suffer. And the freebies don't stop there. Locals also seem to have taken their hero worship to the next level. Small gifts will be given to their favorites. They contain things like pasta, pastries, good luck charms, potions, and even jewelry for Heroes they really like. Someone might even get a “special coupon” for La Coniglietta, a cabaret renowned for its racy shows and voluptuous wererabbit performers and staff.
If you prefer to spend your nights in well-deserved peace and quiet, then you’re always welcome to your new room at the completed Fort Graupera. Time to rest on your laurels, Heroes.

Once that’s done, get to know your teammates! Meet up with them at your assigned ship and use this time to get acquainted with each other's strengths and weaknesses, discuss plans, and figure out the roles assigned to you. The knowledge might come in handy in the coming hours…
All Heroes assigned to a crew are required to fight on the deck. The soldiers won’t be pleased to discover someone hiding in the ship’s hold. You can be a cabin boy or girl and run supplies, but they'll expect them by the truckload! Nobody gets to slack off in war! If you are not assigned to a crew, discuss your battle plans with your allies to tighten the shoreline defense. Those participating in the naval battle will need your assistance to secure Graupera!
TWO ♙ Sailing Into the Storm
![]() |
Heh, blind as a bat and wet as a rat — that’s them. Wait, what do you mean the Airy's gone already? I bet Lei ran off because he needed to wax his chest. Fine! I got time to spare, so I’m going to kill the rest of you. I can’t wait to see the looks on your faces when I plunge right in... |
A ♙ As predicted by Secretary Verdoni, by the time Noir’s fleet is in range, the weather has changed. Heavy fog reduces visiblity to near-zero, and rushing without stumbling is a feat for the brave thanks the mixture of rain and seawater washing over every deck. Thunder rolls in the distance, a messenger of the double-pronged storm advancing on Blanc. Roaring gusts of wind rip and tear at clothes, Carriers, and you! Watch out! Lightweights and those not exercising caution are likely to be blown right overboard.
Especially once Noir starts firing. Wind and lightning whip through the fog and both Coxswains and Heroes on Graupera proper will need to aim and time their barriers just right. Call it too soon and you waste precious resources; miscalculate and the ship and/or the fortress may take damage! If the barrier generator runs out of power, Quartermasters will need to replenish its water supply! But if the machine takes direct damage, it has a chance of exploding in a shower of fire and dangerous ricocheting parts, drastically decreasing your ship’s defense and maybe even knocking holes in the hull! Protect your ship to protect the fortress; the Blanc army can only put out so many fires. Should your ship take a hit, it’s also the Quartermaster's duty to respond accordingly lest the craft turn into a flaming monstrosity. Gunner’s Mates, return enemy fire with cannons and other long-range weapons available in your ship’s arsenal! The mana cannons in particular deal heavy damage, but they drain equally large amounts of mana. There’s no time to wait for your mana to replenish in the middle of a storm, so grab the nearest Hero for some up close and personal refueling!
If you don’t, Noir mages will take this opportunity to gather mana and send spells of tidal waves. And if your barrier’s down by then? Say goodbye to your ship and pray that you remember those swimming lessons. Your allies on land should be able to assist you once you reach the shore. Go ahead and join the shoreline defense; your shipwreck has probably left them with a few more holes in their defense and a few more fires to put out, anyway.
B ♟ The two forces clash! The noise is deafening as shouts from both sides mix with howling of the wind and the crashing of waves. Now that the armies are going head to head, Noir soldiers make use of their landing bridges to board Blanc’s ships! Noir mages simply use water magic to surf or wind magic to jump and do the same. But boarding is when Noir soldiers are vulnerable; make use of your resources and home turf advantage to take them down! They’re not the only ones who can take advantage of nature’s blessings.
Enemy soldiers who successfully board will begin to destroy anything they see. Should the ship be successfully hijacked, Blanc’s soldiers and the Heroes may have no choice but to jump into dangerous waters. Chance of survival is slim: waters are rough and ships are constantly rocking. It’s more than likely you'll be crushed between them or beneath them, Noir soldiers and mages will be taking potshots at you, and the strong currents are sure drag everyone into the depths. Once you’re in the water, you’re as good as dead. You are going to need some help.
ENEMY ♟ Noir Soldier | ||
Weak against None |
Strong against Lightning |
Immune to None |
![]() During battle, you will hear these mages utter other spells you might want to keep in mind: “VELES” is a support spell that summons streams of water. Whoever drinks it will receive a vodka-flavored MAGICAL BOOST! Soldiers like to make a game out of it at parties. “VELESIA” is an offensive water spell that INEBRIATES ITS TARGETS UPON CONTACT. The water it summons possesses a faint alcoholic aroma. It also tastes like vodka. “STRIBOG” is a wind spell that summons a powerful wyvern-shaped whirlwind that can hurl people overboard, destroy ship structures, and even send ships off course! |
Noir’s bridges were a good idea, but ideas are meant to be stolen. Use them to move to an ally’s ship if your fellow Heroes and soldiers are in need of support, especially if Heroes have been knocked out or hurled off. The injured can be transported to safety on the backup ship, but beware of Noir soldiers chasing you down! They're as persistent as a rash.
THREE ♙ Crashing Against the Shores
To those who remained on the island or returned from sea, the battle is nothing but alarming lights and frightening shouts in the distance. But that doesn’t mean you can relax. Enemy projectiles that fly past the ships will shake parts of the fortress, and any Noir magic that gets past the naval defense will set any kind of material on fire or blow out chunks of wall, armaments, and you. Use water to make short work of any fires, and remember to reinforce damaged areas, or the fortress will suffer.
Distressed cries fill the air; those watching the naval battle closely will notice crewmembers who have fallen into the ocean. Neither Hero nor Blanc soldier is safe. While they have managed to get away from the main battle, they are now weak, disoriented, and require assistance. Row out in rescue boats to collect and heal the soldiers and your fellow Heroes before they turn into casualties. You may need their help later!
Allies aren’t the only ones reaching the shoreline. Some Noir ships will break through Blanc’s naval formation. If the fortress’ weapons don't take them down, then it’s up to you to take care of the rest. Noir soldiers will disembark and fight Heroes on the shore. Defeat them, destroy their weapons and seize their ships before they lay siege to the fortress! Blanc will thank you for these finely captured contributions to the war effort.
![]() |
Noir General...? Huh! I just let you rats win! If I didn’t, there’d be no way to find Lei and punch him in the chest later! Give him my kind regards! AND TELL HIM I HIT ON HIS HOT GIRLFRIEND. I think they’re still dating. My intel said they were — [ his voice fades out as the Noir fleet retreats ] |
FOUR ♙ Triumph Over the Seas
The thunder of the storm and the blasts of cannons filled the air with deep, resounding booms throughout the battle, but what cuts through the noise is the eruption of roaring cheers from the army that seems to shake the world of Enprise — Blanc has won its first official victory over Noir. The world will know of their triumph. Capablanca celebrates once news reaches the shore; as our Heroes look toward the resort city, they see an entirely different sort of sea — the lights of the city pushing back the night. First in little specks, then in a brilliant flood of color that paints an aurora in the sky: warm, real and bright.
It’s time to go home, Heroes! Or at the very least, back to Capablanca. Dock your ships and then put those sea legs back on dry land. You will be greeted with much enthusiasm from the citizens of the city. Hugs, cheek kisses, more hugs, hand kisses; some even brought pen and paper and are earnestly asking for your autograph. A few forego the paper and make you sign something else entirely. Children swarm in, tugging on uniforms for attention.
The recognition doesn’t end there. As a reward, hotel and resort owners start inviting heroes to stay at their establishments for a few days. For free. Continental breakfast included. Don’t abuse their hospitality or your reputation might suffer. And the freebies don't stop there. Locals also seem to have taken their hero worship to the next level. Small gifts will be given to their favorites. They contain things like pasta, pastries, good luck charms, potions, and even jewelry for Heroes they really like. Someone might even get a “special coupon” for La Coniglietta, a cabaret renowned for its racy shows and voluptuous wererabbit performers and staff.
If you prefer to spend your nights in well-deserved peace and quiet, then you’re always welcome to your new room at the completed Fort Graupera. Time to rest on your laurels, Heroes.
Part One: The Prep
no subject
But war is never so easy. War is chaotic, and often times what plans are made quickly fall apart.
For now, though, the blonde casts crimson eyes over the ship's equipment. ]
no subject
But here she was, with soldiers, sailors, and...heroes. The title still stuck in her throat, in her mouth, like a piece of food stuck in a tooth. She didn't like it. But it seemed she had little choice in the matter, just like it came to those she had to work with. One, and Alice. At least she knew of One's fighting prowess. Alice was a complete unknown.
Caren sighed inaudibly before speaking.]
Have either of you fought like this before?
[Sea was different from land battles. She knew that but...that was all she knew. They had their equipment, and she knew how they were supposed to be used, in theory. But they were unknowns. She felt certain they were being sent out to their deaths.
Ah well.]
no subject
She heard Caren, she didn't respond right away. Alice was standing on a ledge near the edge of the boat, looking over the sea, more akin to a child at that moment.
The HMS Gryphon was the closest she had been to something remotely close to battling on the sea, back in the Deluded Depths. But a battle in one's imagination was hardly should count as experience. At the corner of her eye, she glanced at them, a frown manifesting on her lips. She did look like him, didn't she? White hair and gold eyes... who would have figured he had a sibling. On that thought, Alice rummaged in her satchel, pulling out mana-infused foods...
Mana. Auras. She was just more willing to disregard all of it just to be contrary. Alice slips off her perch and walks around them. It wasn't her intent to be rude or standoffish, she couldn't help it. She hid her struggles well, hid the fact that it was a struggle to maintain herself at that moment. Long dark hair covering the side of her face, it made it easier to hide the slight shift in her expression. ]
What difference does it make; they'd be fortunate not to step foot on this thing.
no subject
After a moment her gaze moved to Alice. The smallest of them, both in height and build. Caren was just an inch shorter than herself, but built in a similar manner. And then there was herself. But she knew that Caren could handle herself, as she had when they had fought together. Alice, though, she knew little of. But some part of her was sure that she would be able to handle her sword with the grace and strength of any warrior. After all, these weapons they had been given eventually fit their wielder, wasn't that right? ]
We will not let the enemy get so close to us. [ An answer to both, she was sure. An answer to Caren's earlier question, and Alice's statement. One shifted, adjusting her hold on her weapon. The tall chakram she had used to slice through each of her enemies. Watcher's Love. ]
no subject
Not for the most part.]
Seeing how two of us have distance weapons, we could deal damage before they come on board.
[Her voice is calm, nuetral for all she has a dislike of the situation. The three of them are raw. The sailors may know how to sail, but it doesn't mean they know how to handle a war. It lightens her heart a little at the idea that they would all die foolishly. Perhaps while screaming in agony.
But even so.]
I also believe in being prepared. Anything can happen in a fight on land. On water, we're at a greater risk. What if one of our enemies has an electric attack? We could die easily.
no subject
[ She was a little too calm and neutral as she said this, turning back and hopping back up on her perch, crossing her arms on the railing. ]
Electricity would spread like fire, wouldn't it? If they do, they, too, would put themselves at risk.
[ Perhaps she was a little too cynical at the idea of an attack an enemy would do that would put themselves at risk, too, just for the sake of attacking an opponent. The "vorpal sword" as Alice liked to call it herself wasn't her preferred weapon, but it was sufficient enough. She glanced back at One's weapon, a slight smirk on her lips. It looked sharp, it looked like a good blunt weapon. She was different from them -- they seemed more composed and rational, that they fought in battles before.
Alice was, unfortunately, antsy, a little too antsy. She wanted to get to the shoreline and wipe them out quickly and brutally as possible. In a way, she was childish, the way she canted her head to the side, a frown falling back on her face as she leaned on that railing. ]
We can try to keep them from getting close to us, though, are you both prepared in the event that decide to get closer? Not everything that we plan for always works.
no subject
[ She wasn't going to carry either woman, or toss herself into fully supporting them throughout the battle should they be boarded. Should the enemy get that close. But if they did, she would limit herself. Her chakram was a ranged weapon, and if it got too crowded she would slaughter both enemy and ally alike. She needed to avoid that.
One turned on her heel, turning so that she could equally face Alice and Caren. To watch their expressions and body language. She drew herself up to her full height, a sign that they now had her full attention. ]
Should we get boarded, we will have to pinpoint and take out our enemies quickly. Which is easier said then done. They will most likely aim to take out our weapons first.
no subject
They could be immune.
[Sometimes, she has noticed that magic is a strange creature, and like a snakes own venom, its possible. But, moving on.]
I've fought in pitched battles before, but the situation is different.
[She touches the shawl she has wrapped idly over her shoulders. It has less range then the chakarm, but it is effective in its own way. One is aware of this at least.]
Weapons, shields, or us. After all, we're in uniform and we are the ones capable of operating both.
[And with their uniforms, they would be easy to spot. If she were the enemy, she would target them. Not only would it prove effective, but it would prove crushing for morale.
But they couldn't be so sure that the enemy would think like her.]
no subject
[ She has never fought in wars -- well, real ones. She makes no point to mention it, having no experience in situations like these. But, truly, she can adapt; she has had no choice to adapt. Alice won't go into details of how she killed so many men in that brothel. She's sure in their eyes, she's nothing at all special.
Yet, for once, even with her lack of confidence, Alice was confident in her statement. ]
Then should they board, I will take care of them for the both of you.
[ Says the smaller girl. She says it without glancing at them, admiring the waves for once. ]
If it comes to that, I will ensure that they will not lay a finger on any of you.
[ It felt odd... she wanted it. She wanted something to happen to where she could let go of the anger and grief coursing through her body. Caren, however, Alice turns back to her. Pitched battles... didn't Sion mention a kingdom?
There was a reason why Alice kept giving Caren odd looks and it finally came out. ]
Am I to assume that is a familial practice? Is that what you and your brother have done?
[ Well, they did look alike. ]
no subject
Still, the Intoner grew quite, glancing between Caren and Alice.
What history lay between these two? She had only known that Caren was knew here, and that she was not what she seemed to be. She seemed to enjoy pushing others. Had tried so with One, herself, but One was not so easy to rile up. ]
no subject
[Caren is not afraid of admitting that; her weapon is best to bind and crush, to delay so others can get the kill. She misses her shroud, much like another would a security blanket.
But Alice's last words had Caren taken aback for a moment. So that was why...ah, Sion. Spreading the good word and being so fond of humans as was his wont.]
You could say that.
[It is true, but not in the way One or Alice will take it, assume. Both her and her father were known to fight various battles, both related to the holy grail and not. There's a soft 'hah' of breath, and her shoulders lifted in a faint shrug.]
I did not realize you were familiar with Sion. Do I need to conduct an apology for his previous behavior?
no subject
[ She was curious about One's weapon. Alice even turned around to look at One directly -- she seemed just as reserved as she was. ]
Am I correct, Miss? Or, if I am not, what is the purpose of your weapon?
[ Had Alice felt more comfortable approaching others, she would have approached One. She still remains there up on the railing, but at least turns her gaze to them directly. That's enough close contact for Alice.
Truly, she was no different from a skittish, feral cat at that moment and she knew it.
Ironically, partially because of Sion. She nearly laughs- ]
I don't expect anyone to be his keeper. He should be thankful that he is no longer in my sight, I may not hold back the next time.
no subject
[ It wasn't unlike the weapon she had once before. In her first life, her true life. When the cursed Flower had given her unimaginable strength and abilities, and a song which was meant to destroy. But that was in the past now, and this world did not have Intoners of its own, nor the parasite needed to create such beings.
The blonde brought her weapon in front of her, the sharp points of the carefully crafted chakram leaving slight scratches on the ground. With the use of her song, she had been able to throw her previous weapon great distances and draw it back to her. But with this one she would use the chain to drag it back or let it ricochet off an enemy and return it to her hand. ]
no subject
[She hums, agreeing with Alice. It could be adaptable-was adaptable, from what she had seen in battle. She wondered though, idly, if Caren was the only one missing the tools she was so familiar with, even in this group.]
Then we may succeed. It's difficult to say.
[A shrug, and she stroked a hand over the shawl she wrapped around her middle. It was possibly the weakest or the most diverse of the weapons assembled; she could keep thinking of ways to crush and hurt her enemies. But so she always did.
Alice's words only had her smirk.]
Even if you render him onto death, he will only come back to you with a smile.
no subject
[ So says the former matron and mental patient, who is now travelling with others that have more experience. But her tone is commanding and the way she asserts it, she is confident that they will. ]
Then, you have the better weapon than all of us. A sword and knife only work so well for close quarters. It's better to have a multitude; the enemy will not always attack the same way.
[ It's a shame that she doesn't have access to any of Wonderland's weapons. A quick look over the ship made her at least somewhat comfortable in the fact they had access to long range weapons.
Still. How boring. Alice was still hoping for much more, her mind wandering, up until she heard Caren. Still under the impression that the two are siblings based on their gold eyes and white hair... ]
Good.
[ She would hold onto this short-term grudge against Sion until she could scold him again for touching her. ]
no subject
But One did not allow these thoughts to play over her features.
She turned on her heel, gaze moving to the sea. To the roiling waves, the coiling mist. Out there, their enemy's ships waited. Gunboats larger than their own. Fiercer, perhaps. Their enemy was well versed in magic, she recalled with a frown. She had studied what she could find about the magics of this world, but she wasn't sure what kind of magic would be thrown at them. ]
At this hour lie at my mercy all mine enemies.
no subject
They would do what they could. Really, there was few ways of being certain that one of them could, or would be ready, until it happened.
Slowly, Caren turned to walk towards the stern. She would be here, for most of the battle, she thought. One at the bow, and Alice in between. They at least had a better idea, now, of each others minds.]
For dust thou art, and unto dust shalt thou return.
[Ashes to ashes, dust to dust. Caren could approve of these women, if not be entirely respectful. They would do their share. That was all she could want.]
no subject
Alice seemed more deadset on staying at her perch, finding herself scoffing at the both of them. She didn't believe in any higher powers or anything organized. She wasn't a soldier, she was a damaged girl that continues to be forced into situations she has no say in. At that moment, she is filled with even more resentment, tired of being pulled along.
She kept telling herself quietly that whoever they find, they better pray that they don't end on their ship.
None will be spared. ]