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pawnstorm2016-04-17 04:27 am
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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.
no subject
The previous events back at the brothel were still fresh and in her mind, draining her mentally as well as physically. She really never knew just how terrible it was, until she stepped foot off the boat with them, stopping as soon as she did.
All Alice can do is step back to catch her breath. Aside from the physical drain of mana, she can't ignore the mental drain these past fews have had on her. ]
I can't leave yet.
[ She gives a gesture to the crowd, far too annoyed and even stressed to intermingle with them. ]
no subject
[ It was incredibly informal on her part. Quite the step away from her usual sever attitude. But the chill radiating through the metal was a little soothing, even if she was already chilly. She could feel it in her bones, in her protesting muscles. So long as she kept her eyes open she wouldn't fall asleep in front of the others. Although sleep sounded so nice... ]
It's a little drier over here.
no subject
[And they would be, she was certain. She was tired to the point of wanting to fall asleep on her feet. But she was at the point of being too tired to sleep. It'd be hours yet before she could.
It didn't stop her from sinking down to sit slowly, where One was. If it meant she was a little drier for it, so be it.]
Thank you.
[It was a sign of how tired she was, for her manners, without malice or subtle mockery attached to them. But still, her eyes lifted to where Alice stood, tense. The woman was near about vibrating with tension; it almost hurt to look at her.]
no subject
[ One had the right idea and Alice couldn't blame her. When Caren decided to sit next to one, Alice bit the bottom of her lip, glancing around her. She didn't care how dry that spot was, she simply couldn't sit close to people, especially now. Without much word, Alice decide to hop up on a still very wet wooden railing. Thankfully, she was small enough to where her weight was an issue, no matter how much she fumbled to hoist her body up.
Anything lower would simply not do for Alice, who was still reeling from Capablanca. ]
no subject
[ She wasn't really protesting, just curious. But Alice would do as she wished, and One would let her be. But Alice was a strange girl, jittery and a little off, like something was constantly crawling under her skin. Something constantly unsettling her. It wasn't her place to ask. She knew better than to destroy what little bridge there was between the three of them. And, really, she was grateful to have been able to work with Alice. ]
But you needn't move if you're all settled.
[ One shifted, tilting her head some to glance at Caren. She could feel the heat radiating off the other, and that was... pleasant for once. She didn't like being close to others, her previously extreme sensitivity had left her with a great dislike for such closeness. But her senses were duller here, and she was grateful for that. Caren looked as tired as she felt, and was probably even more so. ]
Do you know where you'll be staying when this is all over? At the fort or a hotel?
[ Small talk had never come easily for One, but she hoped some small banter would keep them all awake just a little longer. ]
no subject
[ Caren says it, though snide, her voice is too tired to have too much heat to it. She had been amused by the way Alice scrambled up, but she was bothered. Alice had been staring at her, avoiding her and...perhaps even trying to avoid mana exchange even if it would be good for all of them. She wonders if and how Alice was aware of such a think.
Or if she was phobic, much like the boy she toyed with before the battle.
She doesn't know. All she is certain of is that she likely is covered in all sorts of bruises. She may no longer have her stigma, no longer bleed when there are demons about, but she still tends to get scraped and bruised far too easily. She's like a peach in that sense.]
I plan to go to the hotel. At least there, I can simply sleep and not be harassed.
[Somewhere, Sion had burst into the giggles and did not know why.]
no subject
[ And she was, despite it being a thin rail, despite it being wet and an awkward place to sit. Alice was stubborn, she wouldn't move until they moved. She wasn't looking at them, she was looking to the crowd, slightly swinging her feet. It wasn't them, it was people, in general. She couldn't stand being any closer to people right now and wouldn't for quite some time.
But Caren's comment earns a slight furrow of her brow. Alice, annoyed almost found herself snapping at her. ]
I'm not afraid of either you, I'm not afraid of anyone.
[ It was complicated to not fear a single soul, yet fear her space being invaded. She would likely end up suffocating, she felt, if she was any closer with people. She also wouldn't dare say that it was already loud in her mind to begin with, voices of unseen beings in her ears.
Anymore closer and it would be too loud as well as suffocating. At least One was a bit more respectful of this, she thought. ]
I, as well, will return to the hotel and hopefully back to Blanc soon.
[ At least Blanc was somewhat familiar and Alice knew a few things there. ]
no subject
She lifted a hand slowly, rubbing her face. Rubbing the sleep from her eyes, and irritating her cheeks until they were a soft pink. The last thing she needed to think about was Zero. ]
If the hotel is too noisy, [ a pause. ] I may return to the fort.
[ There, something else to think about. Something to push away her sister's memory. ]
Although I may remain here for a time after that.
no subject
[Caren couldn't believe in Alice's words; it sounded more as if she was denying the truth. Anyone was a broad statement, and the sooner that Alice got over her denial, the sooner she would heal.
Of course, it wasn't so well intended as that, not completely. But then, Caren has never denied what a selfish and terrible person she could be. At least she hasn't tried to pull Alice away from the rail.]
The hotel may be busy, but I doubt it will be within the rooms provided.
[Everyone, as far as Caren could see from the way the boats came in? Were exhausted. She could only blame heavy mana exchange, good acting skills, or drugs for those who were still bright eyed. Unless they had been on the beach.]
I'm uncertain if I will stay. It depends on how much good I may be able to do here, or is needed.
[Other places may need her more. She'll have to check, once she has gotten some rest.]
no subject
Alice was very tired. ]
Are you certain that this place is safe to stay in?
[ It wasn't in Capablanca, but surely three women of their stature and disposition would be a magnet for trouble. ]
no subject
[ The words were meant to be teasing, but the way that One had spoken them, with that almost lack of inflections or emotional ques could easily be mistaken for a serious question. She shifted once more, bringing her legs under her. Her hands slowly brushed her skirt down, lightly padding it until her thighs were covered. She still had her modesty, after all. ]
no subject
[Her words are said lightly, but there's a grim satisfaction in the undertone. She did dislike people who would pick on the weak, the vulnerable. The savage who would learn with blood if they thought that three tired heroes were easy marks.
But Caren's golden gaze narrows in consideration, and she tilts her head, watching Alice. There was something there, some hint of something that might have been causing the skittishness. It was a curious thing, and she had to wonder what was the cause underneath it all.]
no subject
[ Unfortunately, Alice is blind to any friendly teasing, especially now. She doesn't do anything to hide the irritation creeping in her voice. But Capablanca happened and they're in unfamiliar territory, they're strangers. ]
I don't trust anyone here, regardless of the fact they assisted us in battle.
[As irritated as she was, she found herself fairly protective of them already. She wanted to make sure that they returned to whatever quarters safely, with her own two eyes.
She just.. wasn't going to verbally express that. Sharp green eyes finally look down on them. Even from her little perch, the way Alice gripped her weapon- ]
It never hurts to have that reassurance and to never get too comfortable.
no subject
The Intoner turned her gaze back to Alice, looking over the smaller woman, the weapon. ]
No place is safe for us as women or as soldiers. But we shall not go down easy or at all. [ One lifted her gaze once more. Something sharp and cruel in her eyes. ]
no subject
[Her voice is still light, still cruel as ever. If she were by herself, things would be different. But with One and Alice here...it's obvious what role she would play if need be. It was the one she was born for.
She would kill, distract, and anything else to keep her battle companions safe. But...she wasn't sure if Alice felt the same way. The grip on her sword was shaky. Trust, it seemed, was a long, long road.]
It's too bad there isn't a subtle way of clearing the crowd where we walked. Or going about unseen. Either way would make it easier to get behind a locked door, or possibly familiar territory.
[If not the fortress...there was the ship, Airy around, was there not? It had been noisy in there, but at least it could offer an easy trip back to a place they knew.
Or rather, where One and Alice knew. This was still all new to Caren.]
no subject
[ As they seen, she has no hesitation or even restraint. Alice licks her lips, debating whether or not to jump down altogether. Between her options and despite to look after the both of them, she leans, looking at One- ]
Where is the Fort?
[ Frankly, she'd rather travel back with another woman, rather than go back to the hotel. The men she knew brought some security, just not enough. She felt far more comfortable. ]