BOARDMASTER (
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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 enemy ship sails closer and closer, charging forward relentlessly despite the firepower they aim at it. It's not long before it's close enough to barrel right into their hull, forcing their ship to rock and knocking some of the crew right off their feet. Then, the soldiers of Noir start throwing their planks and rope ladders over. ]
Bolin, I will need you. [ As much as Kija likes to believe in himself, even he knows he may not have the mana to call upon the power of his claw at the moment. NOt without draining himself completely. Kija pulls Bolin into a quick embrace, and then utilizes the mana he obtains to swipe at the encroaching soldiers, knocking them into the fearsome waters and ripping their makeshift bridges to shreds. More seem to be coming, however. ]
no subject
Despite the inevitability of the Noir ship reaching them eventually, he tries to practically will the ship to move faster, turning such that the hull moves parallel to the shore rather than against it, but it's not enough.
Bolin's words ring true. ]
Everyone, hang on tight to the ship--! Shit! [ He calls out, then curses, at the sharp rumble and jerk of impact. The Noir soldiers are bridging the distance. And they're stuck. Desperately, he tries to reactivate the barrier.
As things couldn't get any worse, they're out of water. Adra looks much too busy repelling attacks, so Jae-ha moves quickly, leaving his previous post in search of replenishment. Then, at the very least, they might have some chance of a temporary defense until they can move again.
Hopefully, Kija and Bolin would be able to keep the soldiers off their deck in the meantime... ]
no subject
He's been casting barriers and drawing wards, but in doing so he's somewhat neglected the water supply for the barrier. As Jae-ha moves to correct this, Adra casts a blessing to hasten the other man's footsteps, to quicken his thoughts and his actions alike.
Shortly thereafter, Bolin's warning comes to fruition. The Noir ship has pulled up right alongside, and its soldiers are making the jump, landing two by two on the deck. The first pair lands, neatly, on either side of Adrasteius.
Before he even knows what's happening--before he can call out--one soldier claps a hand over his mouth. The other slugs him in the stomach. He makes a choking noise; crumples.
And then--the three of them are gone. ]
no subject
It takes time until Bolin feels confident—but time seems to be passing so much more quickly now, with bodies and assaults coming in toward them from every direction. He's thinking about Jae-ha and Adra's locations, knowing that him and Kija need to keep the other two from being too harshly harassed, but he can't even turn his head in their direction before a flash of lightning cackles down toward them, and he's jumping away from Kija, heart in his throat and the suddenness of it. A soldier takes advantage of his surprise to jab a sword at his back, and the earthbender barely manages to escape with just a scrape against his side before his staff is out again, jamming hard into the soldier's head to knock them out cold. ]
Did Adra's wards go down?
[ The question hovers for anyone to answer, and he turns in search of the bright eyed elf to see nothing.
His concern rockets, and he knows that Kija was with him so he couldn't have seen what happened, and his feet immediately send him to where Jae-ha was stationed, shouting back to Kija: ]
Adra! He's missing!
you guys dont have to wait for me next time (lonely)
The mention of Adra makes the realization sink in. That's why something felt quite amiss. ] Adrasteius?! [ Kija's eyes go darting about, and true enough, the smaller elf was nowhere to be found. Not on the front of the deck, not in the back -- ] Please, call out if you are in trouble! Adrasteius!
[ There are two possible explanations for this, and neither of them good. Kija dart to the edge of the ship, glancing into the waters for any sign of life. He continues to call out, hoping that if Adra had fallen into the water he would give some sort of sign that he was alive.
There's nothing at all.
The other possible reason is --
He turns to find one of Noir's soldiers sneering down at him. They almost appear to be reveling in his distress, reveling in the fact that they know something that he doesn't. Kija extends his claw, grabbing them by the head in his monstrous grip and lifting them off the ground. ]
Where is he ...? [ His voice is cold, his eyes dark and lifeless. Gone is the shimmering warmth and earnestness frequently felt from Kija. ]
turtles my way back in here
Just like that, their priorities shift, and Jae-ha all but forgets about steering the ship, or maintaining the barriers. ]
Did they-- They took Adrasteius! Those bastards!
[ He was valuable as a teammate, yes, but more importantly, he was a cherished friend, and Jae-ha kicks himself internally for allowing this to happen. No one was at fault; there was too much happening at once, but it was still unacceptable.
For once, he seems to show the same sort of recklessness that Kija is usually infamous for. ]
I'm getting on that ship and bringing him back. [ This was in no way a task that one man could be capable of. ] Kija-kun, could you watch over the wheel for a few minutes? [ Ammunition and spells firing towards them be damned, he's about to leap-- ]
holla at me bro
The wind whips around the pair as they take off, and for a second Bolin thinks they're just going to be blown away into the sea, but there's apparently nothing stopping Jae-ha when he's determined.
Leaving their safety in Jae-ha's hands, Bolin focuses his attention on scanning the ship for Adra. The rain has damped their clothes into a dull beige, but there's still no mistaking the sight of stark white and bright blonde against the black of the Noir's soldiers dark colours. ]
He's there! [ He says, urgent, into Jae-ha's ear. ] To the right! They're probably trying to take him below deck.