Author Topic: (Skyseas of Gensokyo) Nazrin Quest (Part 12)  (Read 33017 times)

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #600 on: May 04, 2013, 07:19:14 PM »
>Do we have paper of our own?
>If not, do we see a place where it might be available to purchase?

Hello Purvis

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  • Hello Jerry
Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #601 on: May 04, 2013, 07:25:52 PM »
>Alternately, would the blank side of those forms suffice?

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #602 on: May 04, 2013, 07:30:06 PM »
>Do we have paper of our own?
>If not, do we see a place where it might be available to purchase?

>You have some bits of paper with notes and other things on them, but no actual blank writing paper at hand.
>While this isn't exactly a stationary store, you imagine you could probably get a few sheets of paper from one of the postal workers if you asked.

>Alternately, would the blank side of those forms suffice?

>It could certainly provide a blank surface to work with, if you yourself were content with the reverse of your letter being a postal form.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #603 on: May 04, 2013, 07:54:38 PM »
>About how many pages do we estimate it would consume to write a letter to Ichirin updating her on our progress, and maybe one to Orange if we have the time?

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #604 on: May 04, 2013, 07:57:53 PM »
>About how many pages do we estimate it would consume to write a letter to Ichirin updating her on our progress, and maybe one to Orange if we have the time?

>That depends entirely on how verbose you wish to be. You could cover the matter in anywhere from a few sentences to a dozen pages depending on how minute detail you wished to convey. Probably you don't have the free time for the longest end of that scale, however.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #605 on: May 04, 2013, 08:45:24 PM »
That's pretty much what I was hoping to do here, Purvis: Write a status update to Ichi saying basically, 'Have reached ValR, have a lead on a cure, hope is to be had', just more better. Orange's would be something like, 'Got caught up in a job, ended up in ValR, will give you whole story when I get back, have beer standing by.' I don't think it's necessary to write Marisa, since I think she's probably still in Easthaven. Assuming she beat Yamame.

I have to get to work now, so if you- or you, Hanzo, for that matter- wanted to attend to that while I'm away and keep things going, do feel free. Otherwise I'll attend to it once I get home and the hockey's over.

Hello Purvis

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  • Hello Jerry
Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #606 on: May 04, 2013, 09:01:44 PM »
>Go requisition some papers from a free clerk.  If they can, get some pricing data on post to Easthaven and Braston.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #607 on: May 04, 2013, 10:30:14 PM »
>Go requisition some papers from a free clerk.  If they can, get some pricing data on post to Easthaven and Braston.

>Seeing as there are no free clerks, you settle into the rather populated queue and await someone having a few moments of attention for you. To their credit, the postal workers process their customers with professional efficiency - or at least as much efficiency as you can have when dealing with someone who cannot decide between any set of shipping options presented to them. The clerk's patience is admirable, though after the fifth stall, you can't help but wonder if it would be to the benefit of everyone in the room if suddenly the postal service decided to offer only one choice of insurance.
>After a relatively short delay, considering, you are beckoned over by an available clerk and go make your inquiries. For a simple letter with neither expedience nor frills, 2 guilders will get it to Braston and 3 to Easthaven. Other options are available - you have heard more of them standing in line than strictly necessary - but of the matters on your plate at the moment, their delivery is perhaps the least requiring of haste. Your questions answered, you obtain a few sheets of crisp writing paper without much issue, then make your way back to the other side of the room again.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #608 on: May 05, 2013, 02:23:27 AM »
>Five guilders for two letters, then, assuming one to Ichirin and one to Orange.
>Counting the 45 we spent earlier, assume another 45 to get back, counting 5 guilders here, assume.... oh, 20 guilders for food on the ferry. Taking all that away, how much money would we have left to us?

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #609 on: May 05, 2013, 02:25:58 AM »
>Five guilders for two letters, then, assuming one to Ichirin and one to Orange.
>Counting the 45 we spent earlier, assume another 45 to get back, counting 5 guilders here, assume.... oh, 20 guilders for food on the ferry. Taking all that away, how much money would we have left to us?

>That would seem to be the postage fee, yes.
>This would leave you with 213 and a half guilders.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #610 on: May 05, 2013, 02:31:17 AM »
>How much time do we have before we have to leave for the boat?

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #611 on: May 05, 2013, 02:41:05 AM »
>How much time do we have before we have to leave for the boat?

>Accounting for the twenty minutes needed to return there from here, in order to give yourself a reasonable margin, you'd probably want to leave within an hour and a half. You might be able to squeeze in a little more time than that if you were brisker.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #612 on: May 05, 2013, 04:45:19 AM »
>We can get a message down in that length of time easily enough.
>Let's start with Ichirin.
>If there is a free quill in the vicinity, snatch it. Otherwise, produce our pencil and compose a letter to Ichirin.

>Inform her that we have reached Val Razua, but let's not mention the pirates slowing us up. Inform her that Val Razua is a bigass city, like we knew it would be. The let's cut to the chase and tell her that we have a line on a cure. An old line, unused and unheard of for centuries, but a solid line. And that we lack only one ingredient, which we are about to go track down. Which we will, for we are Nazrin the Seeker.
>Knowing Ichirin as we do, she'd appreciate hearing about Dai and Kyouko and Rumia, so mention them as well. But only briefly, we can give her the details on them and the other colorful characters we've met here when we get home.
>Close by assuring her that we will get home. Getting the final piece of the cure has its dangers, but we've come this far. We won't be stopped. Then conclude before we get too sappy.
>Then add a friendly needling P.S. to Marisa, adding the caveat 'if you're still in town', then proof read quickly.

>Time remaining before we have to leave?

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #613 on: May 05, 2013, 03:42:04 PM »
>We can get a message down in that length of time easily enough.
>Let's start with Ichirin.
>If there is a free quill in the vicinity, snatch it. Otherwise, produce our pencil and compose a letter to Ichirin.

>Inform her that we have reached Val Razua, but let's not mention the pirates slowing us up. Inform her that Val Razua is a bigass city, like we knew it would be. The let's cut to the chase and tell her that we have a line on a cure. An old line, unused and unheard of for centuries, but a solid line. And that we lack only one ingredient, which we are about to go track down. Which we will, for we are Nazrin the Seeker.
>Knowing Ichirin as we do, she'd appreciate hearing about Dai and Kyouko and Rumia, so mention them as well. But only briefly, we can give her the details on them and the other colorful characters we've met here when we get home.
>Close by assuring her that we will get home. Getting the final piece of the cure has its dangers, but we've come this far. We won't be stopped. Then conclude before we get too sappy.
>Then add a friendly needling P.S. to Marisa, adding the caveat 'if you're still in town', then proof read quickly.

>Time remaining before we have to leave?

>You find yourself some free counterspace, take pen in hand, and then start to write a letter to Ichirin. You speak of Val Razua, the grandness of its presence as true in person as it was in your imagination. You speak of the hope that you have found here, even if not of all the obstacles to reaching it that still remain. You assure her unequivocally of your eventual success, a confidence you have not always shared yourself. Once you begin, the words seem to flow almost without pause, moving from one encounter to another; fairy magicians and magical books and the brightly-smiling yamabiko with whom you spent an oddly pleasant evening - though you leave out more than a couple details least you suffer teasing for them, good-natured though it may be. Behind you, the line of customers thins and swells, then thins again. The hesitations and uncertainties you feel in your mind find no purchase on the page, and that is as it should be. You sign off with a quick jab at Marisa, then give the letter another once-over. It'll do, you think. Even if this is to be the last- no, this will do.

>You think you probably still have an hour to play with, at least.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #614 on: May 06, 2013, 03:49:08 AM »
>That's plenty of time to write a note to Orange. Especially since it's light on details.
>Actually, sit back for a moment and consider. Is she the type to appreciate a letter than basically says, "In the middle of something big, tell you a story when I get back?"

Hello Purvis

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  • Hello Jerry
Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #615 on: May 06, 2013, 03:50:51 AM »
>And do we think she is remotely the sort that might end up having useful data on that pirate, or access to it?

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #616 on: May 06, 2013, 04:13:12 AM »
>That's plenty of time to write a note to Orange. Especially since it's light on details.
>Actually, sit back for a moment and consider. Is she the type to appreciate a letter than basically says, "In the middle of something big, tell you a story when I get back?"

>Well, it might be slightly vexing to be teased like that, but Orange is a good sport - honestly, it might even spark a little excited anticipation in her; she was always a bit guileless like that.
>...though it occurs to you that she'd probably be more than a little hurt to learn that you flew off to Val Razua without even saying goodbye. It had been her goal to reach the far side of the Expanse as much as yours, after all. You think she'd come to expect you'd beat her to it, but still....

>And do we think she is remotely the sort that might end up having useful data on that pirate, or access to it?

>The Braston city watch may be capable, but their reach is not large, and Orange herself isn't exactly - sad to say - the canny sort. If Aya's reputation is at all like the Maiden's crew implied, you expect the Watch would have some information on her, but you question just how much that would be. Anything within Orange's power to disseminate would be yours if you asked, though; of this, you have no doubt.

Hello Purvis

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  • Hello Jerry
Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #617 on: May 06, 2013, 04:37:15 AM »
>Well then. Our letter best include an explanation of why we had to do that.
>So, let's give her a kind of details version; mention running into Aya, but ask her to keep it on the lowdown so it doesn't panic other people we know. Explain why we had to go, and ask her to keep that on the lowdown.  Ask if she can fish up any good details on that person. Or on the Scarlets having any real activities in town. Give a brief summary of what we've seen around here. Indulge in grousing about irritating things if time permits. Challenge her to come back and deliver her response personally. Also arrange this whole thing so it makes sense.
>Once this is complete, get in line and mail these suckers; seal or envelop them as appropriate.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #618 on: May 06, 2013, 09:37:06 AM »
>Challenge her to come back and deliver her response personally.

>Let's leave this bit out. It could come across as mean if we aren't there to provide a softening tone and expression. Instead say something like, "I think you'll like this place when you get here. And when I get home, I may have enough cash to pay for a ticket for you to come with me when I come back. And I will be coming back, of course. No disease anyone can name is gonna keep me down for very long. Just make sure you bring your wallet with you, 'cuz nothing here is cheap, believe you me."
>Only include the bit about the Scarlets if it makes sense to ask someone in Braston about them. After all, we'd never heard the name before that parasite dropped it, she may not have any dealings with the colonies at all.

>And make sure to apologize for taking off. We were pressed for time, to say the least. After all, after we got back to town after leaving moth- Ichirin, we spent all of our time either running back and forth to doctors, or running around trying to help the Maiden's crew. But assure her we'll make it up to her when we get back.

>While we're on the subject of Orange, where would be a good place in town to ask about that airship crash after we get back from Yuukas pad?

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #619 on: May 06, 2013, 01:42:36 PM »
>Well then. Our letter best include an explanation of why we had to do that.
>So, let's give her a kind of details version; mention running into Aya, but ask her to keep it on the lowdown so it doesn't panic other people we know. Explain why we had to go, and ask her to keep that on the lowdown.  Ask if she can fish up any good details on that person. Or on the Scarlets having any real activities in town. Give a brief summary of what we've seen around here. Indulge in grousing about irritating things if time permits. Challenge her to come back and deliver her response personally. Also arrange this whole thing so it makes sense.
>Let's leave this bit out. It could come across as mean if we aren't there to provide a softening tone and expression. Instead say something like, "I think you'll like this place when you get here. And when I get home, I may have enough cash to pay for a ticket for you to come with me when I come back. And I will be coming back, of course. No disease anyone can name is gonna keep me down for very long. Just make sure you bring your wallet with you, 'cuz nothing here is cheap, believe you me."
>And make sure to apologize for taking off. We were pressed for time, to say the least. After all, after we got back to town after leaving moth- Ichirin, we spent all of our time either running back and forth to doctors, or running around trying to help the Maiden's crew. But assure her we'll make it up to her when we get back.

>What had started as a brief status update turns into rather more as you put pen to paper again. Orange deserves to know what has befallen you, and why you left without a word. Not that this letter is likely to upset her less than the other might have, but you feel you owe it to her, somehow. You speak of blights and pirates and a frenzied search for a cure, appealing for the girl's silence on all these matters. You know full well that she is not the most... discrete when it comes to information, too trusting and unguarded, but you make her swear to this repeatedly, no matter what the circumstances. She usually acquiesces to your judgement, at least; Hopefully she will about this, too. And you... apologize, for keeping silent to her until now - for whatever it's worth now, so far away.
>You speak of happier matters as well, if only to give her the impression it hasn't all been miserable. Being here in the city still means something, after all, and it'll mean even more once this doom has been lifted from your body. You end by inviting her to join you once all is said and done, and even offering to pay for her ticket if you have the cash. And you will, dammit! Now that you've made it all the way out here, you're not just gonna let yourself keel over without striking it rich first. That wasn't the plan! And you owe it not only to yourself, but to Orange and Ichirin and who knows who else to make sure it doesn't end that way.

>Once this is complete, get in line and mail these suckers; seal or envelop them as appropriate.

>It is with a decisive hand that you end the letter, then fold and and seal both of them, addressing the envelopes appropriately. You step back into the line once again - longer than it was two minutes ago, annoyingly - then pay the 5 guilder postage fee and hand over the letters.

>Only include the bit about the Scarlets if it makes sense to ask someone in Braston about them. After all, we'd never heard the name before that parasite dropped it, she may not have any dealings with the colonies at all.

>While we're on the subject of Orange, where would be a good place in town to ask about that airship crash after we get back from Yuukas pad?

>The name 'Scarlet' actually sounded vaguely familiar when Aya mentioned it, even if you knew little of the woman herself. But you have to assume that someone with as much of a hand in the affairs of Val Razua would have at least some involvement with Braston; trade relations between the two are quite close and even some domestic influence of the parent city still lingers on the other side of the Expanse.

>If you were looking for records on the ship that went missing, the port authority is probably the most logical place to check, but you know that Ichirin pursued that angle as much as she could from Estval and many years have passed since then. Though with so very little to go on, it's hard to think of where else would be better.

Hello Purvis

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  • Hello Jerry
Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #620 on: May 06, 2013, 08:24:46 PM »
>Either way, it's time to get on that boat before it floats off without us! Hoof it back; add in a bit of extra speed if we feel we're running a bit behind.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #621 on: May 06, 2013, 10:49:20 PM »
>Either way, it's time to get on that boat before it floats off without us! Hoof it back; add in a bit of extra speed if we feel we're running a bit behind.

>You depart the post office and head back to the ferry terminal. While you think you're doing okay for time, you keep up a brisk pace nonetheless; of all the things you cannot afford to be late for, this is one of them. Fortunately, you are not.

>Activity around one of the boats is much livelier than when you were here earlier, but it shows no signs of immediate departure. You see a few people presenting tickets to a uniformed man by the base of a small access ramp at the middle of the pier, while others mill around the edge of the deck or vanish into the interior. This is it, you guess.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #622 on: May 06, 2013, 11:23:31 PM »
>If we feel we are set for supplies and gear for the journey into the wild, then we may as well board as well.
>Once aboard, casually tour the boat to examine its offerings, then find our cabin and relax for a bit. We've been running around a lot.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #623 on: July 04, 2013, 02:02:22 AM »
My apologies to anyone still watching that this is not an actual update, but rather a bump and (greatly delayed) explanation.

Nazrin Quest is not so much dead as in suspended animation, and I do fully intend to return to it and finish it up at some point in the future, though the form that this ending will take is not liable to be the one I had originally had in mind. Over the years I have been writing it, this quest has ballooned far beyond what I had ever anticipated, despite progressing much less rapidly through the sequence of events originally planned. Issues I expected to present minor challenges for the players instead became major ones, with considerable time spent trying and failing to find helpful paths, even when I was deliberately attempting to smooth things along (though perhaps it hasn't seemed that way from the outside). I do take responsibility for this, but I have grown increasingly convinced that the truly tricky dilemmas originally planned for later on are basically untenable in this format now, and certain to result in more months of mire and general lack of satisfaction for all parties concerned. And even if they wouldn't, at the pace matters have been progressing (when they are progressing, that is), I cannot realistically imagine this quest reaching its originally planned endgame without several more years of active play. And to be honest, it's already been over two years since I started this - I don't think I want to feel tied to it for two or three more. Spending so much time writing out the minutia of investigative dead-ends and other banal matters, without much end in sight or a sense of my own power to change this, did a fair job to drain my enthusiasm for the project, and this is a large part of why I took the time away from it that I have.

That being said, I would hate to leave things here without some kind of satisfying conclusion, so I think I can amend and elide most of the later arcs and bring things to a self-contained end, even if the scope of it ends up being rather more modest than my original outline. Sadly, I am fairly convinced that if I did not, it might never conclude at all. Both the pace and manner of gameplay have been very different from what I originally envisioned, and while this certainly has not been all bad, I think as world tone became increasingly detailed-focused, larger events sometimes became subsumed in minutiae and then remained there out of habit. But perhaps some of the plotlines were better-suited to a standalone narrative in the first place, given the level of deduction they would ask of the playerbase (and as I said, the current dilemmas faced were intended to be quite straightforward by comparison)

I may, at some point, sit and write out an account of the originally envisioned narrative. Or perhaps I'll just field questions about pertinent what-ifs at the end, as per tradition. But I do mean to give this quest a real honest-to-goodness ending of one kind or another, even if it means a less grandiose and far-reaching one than when I had set out. I don't know for sure when I'll feel sufficiently up to diving back into this project, but I would hope it shouldn't be too many more months now - I'd give a more definitive answer if I could do so honestly. But I just thought I'd mention, to anyone who might still have some sort of an interest in this, that it hasn't been outright abandoned, and that I do mean for it to have a proper end. And I hope that even in the form that it takes it can provide some measure of satisfaction for those who have invested their time in this endeavour, either as a player or reader.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #624 on: November 11, 2013, 10:50:13 PM »
>If we feel we are set for supplies and gear for the journey into the wild, then we may as well board as well.
>Once aboard, casually tour the boat to examine its offerings, then find our cabin and relax for a bit. We've been running around a lot.

>You walk purposefully down the pier, one eye idly following an enthusiastic child as she scampers aboard the ferry ahead of her long-suffering mother - at least if her expression is to be believed. The attendant examines and stamps your ticket with a professional smile and practiced ease, then ushers you up the access ramp and onto the deck of your second ship in as many days.

>A quick circuit of the vessel confirms a broad railed walkway encircling all but the rearmost quarter of the ship. It widens at the front into a large observation deck, ringed with painted wooden chairs in curved wrought iron frames and several small tables of similar design, each bolted securely to the ship beneath them. A brightly-colored canvas canopy hung from the upper level shrouds about one half of the deck in shade while leaving the rest cheerful and sunny; this seems to roughly mirror the expressions of the people seated on either side of it.
>At several points along the walkway are heavy doors which open into corridors running crosswise the vessel's interior. The layout is easy to grasp. A pair of staircases near the fore connect upper and lower levels with a single main hallway bisecting most of the floor plan. The upper deck is mostly cabins, aside from a wheelhouse you spy only from the outside - you assume it is accessed from a separate stair. The main deck houses some more cabins, a small lounge, a series of shared bunk rooms, and a small information desk with matching attendant nestled to the side of where the corridors intersect. The bright-eyed woman looks rather dapper in her uniform, and also liable to develop saddle sores if she's forced to remain perched on that uncomfortable-looking stool for the duration of the voyage.
>Directly beneath the observation deck is the ship's restaurant and bar - nearly empty at the moment, though with a surprisingly ample capacity. In Braston, it might even pass as a classy establishment, with burnished wooden furnishings sporting impeccably ironed table linens accented by needlessly ornate folded napkins. Is that idea that people will be tidier eaters if the alternative means defacing a minor work of art? You doubt it somehow. A thin hint of simmering vegetables and cream sauce issues from somewhere in the far back, mingling with a memory of cider and old smoke baked into the carpet beneath your feet.
>The lower deck corridor comes to an abrupt halt at a number of heavy bolted doors, leading to the engine room or perhaps other restricted areas. A dissonance of dull humming noises drones beyond them, interrupted once or twice by unintelligible fragments of conversation.

>The ship lurches slightly as you climb back up the stairs - enough to make you shift your footing, though not enough to grab for the rail. The rumbling in the distance intensifies. Well, this is it, you guess. Departure time. You make your way back to the observation deck to, well... observe.

>It turns out that a ferry pulling slowly away from a dock is not a particularly riveting spectacle. And it is slow, though you imagine the other vessels in close quarters make the crawl a necessity; the canal isn't altogether wide to begin with. At least a dozen other people are standing alongside the railing in twos or threes, with more in the chairs besides. The boy from earlier squeals altogether too loudly.
>Somehow the atmosphere here feels utterly different than the last time you pulled away from a city harbour. As you left Braston, you felt almost as though the Maiden's crew shared your sense of purpose. Sure, they didn't know why you were in a hurry, but they were as well, and they were also professionals - veterans of the sky, and of more than one tussle upon it, if your few days with them were at all illustrative. Even before that first night's storm, their bearing made it clear they knew their business. But these people? You cast a jaundiced eye across your fellow travelers and their overwrought hats and their feckless expressions and their impractical suitcases and their noisy children.
>You're being entirely unfair, you realize, but you're also not in a very charitable frame of mind. More days of idle transit are something you can ill-afford and do not look forward to, and you swear you could walk to Isir's Cross as fast as this ferry is moving right now. The dense patchwork of lesser Val Razuan architecture fills your field of view as the stonework banks of the canal drift sedately past - brick and chiseled stone, wrought iron and brass, and the sea of people flowing between it all, each utterly unconcerned with the fate of one diseased mouse. Beneath your clothing, the sinuous brands of your affliction seem almost to itch. You turn to go find your cabin.

>A short exchange with an attendant later, you find yourself in front of a nondescript wooden door among a dozen identical neighbours, significant only in the fact that the brass lettering upon it matches the key you're carrying - a room 24B, on the upper deck. Your first impression of your cabin is that they use too much starch in the wash, though at least the scent of it doesn't seem to be masking anything more odoriferous. The second is that it's actually not too bad.
>It is perhaps even smaller than your quarters on the Blue Maiden, but furnished as though someone here actually cared to make it look comfortable. Fancy that. The bed is softer as well, you discover as you poke it with a finger - not that this would be much of a challenge. The room is decorated in a dusky blue and white motif, with a subdued chevron pattern on the bedsheets and carpeting.
>You briefly peel back the short draperies flanking your window and are treated to a more elevated view of the same cityscape you left just a few minutes ago. To be fair, the urban density is thinning noticeably now - even Val Razua must end at some point. With a small weary sigh, you let the curtain flop back into place, unsling your pack, and flop onto the bed; the well-starched sheets crinkle beneath your weight.



>There are seven knots in the ceiling - eight if you wish to be permissive. And the hinges of cabin 26B could use oiling. These are the momentous facts you have uncovered from your vantage on the bed - a Seeker hard at work. You feel weary in body as well as soul and somehow do not care to even move. Time passes vacantly. Absently, you realize you should probably have had lunch. You'll deal with that later. You might look out the window if you could be bothered to rise, but even that feels like more effort than you want to muster. You're out of the city now, for certain; even this ship could not be so slow. You wonder how Kyouko is enjoying the flower you bought her. For a moment, a thin vestige of a smile pulls at the corner of your mouth, almost unconsciously. Well, you'll be back to check on her later. You will. You promise yourself.
>Eventually you shamble to your feet again. It really feels as though you spent more time upon them today than you actually have, and that bothers you. There is a sort of dull ache sufficing your body, hovering on the very edge of conscious awareness - just enough to worry about. You stretch. Outside your window drift rolling fields of tall grasses and the gentle sweep of broad green hills. Elms and maples cluster in small groves, their leaves shimmering in the breeze. Maybe the grand city is still visible in some direction, but not from this narrow vantage; there is only green and red and the rippling blue of the water on which you ride. Somewhere, a wren calls and is answered.

>Supper is pleasant enough, fellow diners notwithstanding. You manage to avoid the worst of the crowd by eating late, which in your case is very late indeed, given that you've eaten nothing else since breakfast. You briefly ponder the alfredo that was unconvincingly recommended by the attendant you spoke with at the ferry terminal, but eventually settle for a more economical sandwich; it turns out to be pretty decent, all things considered.
>For reasons you cannot fully articulate, you follow this up with a snifter of brandy, and then a second. It has a crisp but sweet flavor, and the fruity aroma tingles your sinuses when you inhale. Before you've quite polished off your third, that feeling has extended all the way to the top of your head. It's not even altogether unpleasant. You snicker dryly to no one in particular, then spend a moment attempting to count the knots in this ceiling before losing your place and giving up. Maybe you just wanted to take a break from thinking about things. Yeah, a break would be nice. Or maybe it smelled kinda appetizing and you were curious. Who knows? You could probably probably blame the alcohol for what came after, though.



>"You're a con."
>"Excuse me?"
>A woman in a jaunty vest and loose-fitting clothing is glaring at you with genuine ire unconvincingly masked beneath honest indignation at the slight. A series of bemused glances are exchanged among the others in attendance. Not a one seems to know what they should make of this event - probably why they ended up the marks in the first place.
>"I said you're a con. You don't look like you're hard of hearing, either."

>It had been a chance encounter. After putting aside the last of your meal, you went for a walk. As much as you had mustered nothing more than indolence this afternoon, now you wanted to move. And the night air had been truly pleasant, with a warm breeze blowing gently off the river beneath a clear and starry sky.
>Somehow you ended up crossing through the mid-deck lounge, where a small group of people were enjoying a friendly game of cards - at least if one were to judge solely by the smiles and polite banter. But it was abundantly clear upon a second glance that the rest of the table was being taken very slowly to the cleaners by an unassuming dark-haired woman. Who was cheating. She wasn't even cheating very well. For a moment, you actually felt a little indignant that she could be as clumsy as that and not get caught. So you caught her.
>She claimed innocence. You reiterated. She feigned offense. You explained the mechanics of her deceit. She rallied the onlookers to her defence. You bodily removed the spare aces concealed within her clothing. Probably you violated several kinds of propriety in the process. It got the point across, though.
>Bemused expressions quickly turned to dismay and outrage. Money was demanded. Security was summoned. You restrained the woman by the wrist as she tried to exit. Where exactly did she think she was going to go, anyway? Dive off the edge of the boat and swim back to town?

>Probably you would have handled the whole situation with more tact and subtly if you'd skipped the brandy. Or maybe you just wouldn't have bothered to get involved; possibly that would have been best. It would have saved you having to recount the story to three increasing ranks of staff, at least, and also avoided the well-meaning thumps across the back delivered by a bear youkai who clearly did not know his own strength; you fully expect a bruise in the morning. Two people even tried to foist more drinks upon you in their gratitude. You almost accepted. But in the end, you settled for simple praise instead, and the grim satisfaction of that woman's helpless frustration as you tore her apart and then sent her off in disgrace. At one point, you honestly thought she was going to swing at you. You were even a little disappointed when she didn't. Maybe that was just the brandy talking again. Eventually you made it back to your room and dropped off into a torpid sleep before you'd even managed to work a wrinkle into your crisply starched sheets.



>You wake up feeling nearly as dull as the dreamless interlude that divided morning from night. For a moment, you wonder if you can blame the brandy for this, too - stupid, useless indulgence that was. But as the corners of your consciousness slowly pull themselves together, you have second thoughts. This doesn't really feel like a hangover, limited though your experience with those is; you don't have a headache, your mouth tastes... well, like you just woke up, to be fair, but no worse. And you weren't that drunk, surely. It's just that you feel... weary, heavy, like your blanket was lined with lead while you were unconscious. It takes some effort to actually remove it.
>The blight has grown again, and more thin black tendrils dot your torso and arms. The largest on your leg is dangerously close to being visible when fully clothed, now. In fact, you expect it already is if you are not extremely judicious with how you sit. At the rate things are going, even that will not help you tomorrow. Your bittercress sits sedately in a thin shaft of sunlight piercing the gap between your drapes. It, in contrast, has not changed at all.

>Breakfast is a simple affair of omelet and ham, washed down with orange juice. Your shoulder aches a little, but otherwise you seem relatively unaffected by last night's adventure. It is the more subtle fatigue in your limbs and mind that weighs more heavily upon you and refuses to be fully dispelled.
>You are told it will be the better part of another day before Isir's Cross comes into view. In the meantime, the terrain has changed only little, grassy plains growing denser with thick trees that stand like phantoms in the morning mist. The air is colder than yesterday, but that will probably change as the sun rises. You expect a long and uneventful day.

>In the end, the day turns out to be only one of those things. A densely packed gathering of people is to rumors as tinder is to flame, and it seems word of last night's escapade has somehow become common knowledge by the time you go to return to your cabin. A courteous and well-appointed, if somewhat dim, gentleman thanks you for intervening upon his valet's behalf and pays you a remarkably generous sum in gratitude. The purser offers you a complementary meal. A shrill and frankly tiresome woman contracts you to uncover the location of her pilfered shawl. There are criminals on board, after all! The culprit turns out to be a protruding rivet on the upper walkway with a bottle of wine as its likely accomplice. You suspect the only felony involved was wearing such a gaudy thing in the first place, but the guilders pressed into your hand are quite enough to buy your silence on that topic.
>By the time the afternoon draws to a close, it feels like you have been running back and forth the ship all day, doing errands and answering questions and generally being a productive celebrity of the moment. Your badge probably deserves at least half the credit, or people would not have suddenly decided you were the preferable alternative to waiting on the ferry's lost and found box. But it was something to do, and you made a few coins while you were at it, so you guess you can't complain.



>It is a surprisingly cool evening, and you spend it in blissful quiet at the front of the ship, watching the river meander back and forth across the landscape. Beneath the still air rings the steady churn of water, ever moving. A few others share the observation deck with you, but most are elsewhere at the moment; you are glad for the solitude. Rocky hills are starting to rise in the distance, silhouetted by the dusky pink of the waning sun. The trees upon them are stocky and rugged; it would be difficult terrain to traverse. The dull heaviness in your body has yet to wane, though the vestiges of sleep are long departed. It is vaguely disquieting. Hopefully you have a few more good days left in you yet; the hike to come promises to be physically demanding.
>As the light burns a last brilliant red against the lip of the horizon, you spy the faintest suggestion of a structure nestled against the hillside, tall and stocky. The ferry turns a broad bend in the river and a field of tiny houses spreads out in the distance, dappled like soot upon the bumpy slopes rising to the east. For a moment, they remind you almost of Easthaven - low, flat, and unremarkable structures of slate and timber - though there is scarcely a sign of cultivation in sight, and little enough flat land for it. A closer inspection spots a number of smaller vessels moored at modest docks along the bank. The river is wider and gentler there, and a cluster of wharfs and support structures have grown up along it. It still isn't a very populous settlement, but the densest point is there.
>The building you spotted first disappears behind a crag as the river descends into a small ravine, coming into view once more as the water levels out and widens. It looks to be an old guard tower and easily the tallest structure in sight. It is on the opposite side of the river and set an appreciable distance away from the village itself. You can vaguely make out the suggestion of other structures clustered around it and a thin grey streak across the terrain which must be the highway that crosses Val Razua's southern border. An arched stone bridge connects one bank to the other, itself on the village's periphery at a point where the hill ground offers more equivalence in height between east and west. The space beneath is vaulted high enough to allow your ferry to pass with room to spare, but any cargo vessel that even approached the Maiden's size would be out of the question.

>The final leg of the journey passes restlessly, as the village slowly draws near and the last vestiges of sunlight fade from the sky. You fetch your belongings from your room and grab a last small snack on the ferry's dime before returning to the main deck in time to watch it pull into dock. Someone belatedly announces your destination.
>You descend the ramp to far less pomp and spectacle than your last disembarking. One look around town and you have to assume that most commercial traffic on the river passes right on by without stopping; it certainly hasn't made the place rich. Other passengers file off behind and beside you; the would-be card shark glares daggers at you as she marches brusquely past and disappears into town. Well, you're here. Time to get to work.

Hello Purvis

  • *
  • Hello Jerry
Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #625 on: November 11, 2013, 11:10:37 PM »
>Wink back at cardshark.
>Assess the nearby buidlings, once we're out of the way of people disembarking.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #626 on: November 11, 2013, 11:19:32 PM »
>Wink back at cardshark.
>Assess the nearby buidlings, once we're out of the way of people disembarking.

>You wink at the dark-haired woman as she passes. The silent and impotent snarl which answers it is darkly satisfying. She scampers off, trying not to look outmatched.
>The nearest building seems to be what serves as the ferry terminal on this end of the journey; it is a far smaller and more perfunctory structure than the one in Val Razua, but that same description seems as though it could apply to most every other building in sight. Near it are some small warehouses - little more than large sheds, really - and some distance past you spy what appears to be a restaurant and a general store beside it. All across the rising hills beyond spread mostly houses.

Hello Purvis

  • *
  • Hello Jerry
Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #627 on: November 11, 2013, 11:24:13 PM »
>Does anyone among the crowd strike us as people who know where they're going? If so, follow the largest mass of them.
>If not, let's follow what looks like the main road and take stock of the place.

Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #628 on: November 11, 2013, 11:46:58 PM »
>Does anyone among the crowd strike us as people who know where they're going? If so, follow the largest mass of them.
>If not, let's follow what looks like the main road and take stock of the place.

>Only a modest fraction of the ferry's passengers have disembarked here, and they seem to by fanning out in several directions. You trail after a larger cluster for a few minutes, but quickly suspect the gathering was mostly conincidental as people break off in ones and twos.
>Your assessment of the village changes little as you walk through it; you really did have quite a good view on the way in. It is an unremarkable and largely rural community with some commercial activity on the waterfront, but little obvious sign of other industry. Probably it is close enough to Val Razua itself to be easily bypassed by anyone who cares to. Why would they live here if they could live there instead? You know the fort which guards the land route has been of little strategic use for centuries; most trade comes by sky or river, and any invasion from a major power would certainly not arrive via a narrow highway along the edge of a gorge. Maybe during the Wild Surge it might have had some renewed purpose, but you don't think the fighting ever spread far enough north to threaten the area.
>Still, it's large enough to have the usual array of basic services; you pass a tailor and a cobbler and a modest inn as you trail after whoever happens to be ahead of you, glancing here and there and building a mental map of the place as you go. There seem to be only a few main streets, with a disordered array of smaller roads bending up and down and around a dozen lumpy hills. Once you're more than a short distance away from the river, the terrain becomes rather nonconducive to concentrated settlement.

Hello Purvis

  • *
  • Hello Jerry
Re: (Skyseas of Gensokyo) Nazrin Quest (Part 12)
« Reply #629 on: November 11, 2013, 11:50:05 PM »
>Let's head for that inn.