𝐻𝒜𝒫𝒫𝒴 𝐻𝐸𝒜𝑅𝒯𝒮 𝒮𝒯𝒜𝐹𝐹 (
happyheartsstaff) wrote in
angryhearts2020-07-12 12:47 am
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SO RESTED HE BY THE TUMTUM TREE —
AND STOOD AWHILE IN THOUGHT
What an unfortunate time to be short-staffed, when there's so much to do! For days, staff members can be seen bustling about, always on the move. No time to stop and talk — the Queen is preparing a surprise! Staff members seem to positively hum with excitement. Their numbers are replenished in fits and bursts. Groups of new hotel staff appear all at once, until there seems to be even more of them than there were before the disappearances.
They don't seem to understand who you're talking about, if you ask about those disappearances. "Staff turnover happens in every establishment, dear. Why — they might have even gotten a promotion!" Aren't you much more interested in the upcoming trip, anyway?
Now that there are more of them, staff members are eager to expand on the surprise. Oh, to see the gardens and the forest! You Oysters are so fortunate that the Queen wishes to show you the wonders of Wonderland. Of course, the forest can be dangerous — or is it only rumors? The opinion seems to change with every staff member you talk to, and no one can pin down why it might be dangerous. The only consensus seems to be to stay close to your escorts.
And most importantly: please remember the buddy system at all times.
BUDDY SYSTEM
07/11 - 07/12
At some point during all the preparation, Oysters may find themselves pulled in by another person. Physically pulled in, in some cases. Once this initial draw happens, the pair will be unable to stay very far away from each other.
When asked, staff members will reply that the two have been paired up for the upcoming trip! They are quite serious about the buddy system, you see. Going out into the forest alone is never a wise idea, and the Queen is so very concerned about your safety.
What's that? You don't trust, or even know, the person you've been paired with? It's a good thing you two will be spending so much time together, then, isn't it? Plenty of opportunity to learn to understand each other.
Shouldn't you be packing, anyway? You'll be leaving soon, after all!
When asked, staff members will reply that the two have been paired up for the upcoming trip! They are quite serious about the buddy system, you see. Going out into the forest alone is never a wise idea, and the Queen is so very concerned about your safety.
What's that? You don't trust, or even know, the person you've been paired with? It's a good thing you two will be spending so much time together, then, isn't it? Plenty of opportunity to learn to understand each other.
Shouldn't you be packing, anyway? You'll be leaving soon, after all!
THE QUEEN'S GARDEN
07/13 - 07/14
The garden itself is beautiful and spans multiple acres. There is a winding path lined with neatly manicured rose bushes in all colors, groves of fruit trees, wildflower patches where the air is heavy with bread and butter flies. Elaborate water fountains and delicate streams flow between small ponds, each bordered by different types of water plants and filled with everything ranging from goldfish to koi. Bright, sunny spots perfect for a picnic are easy to come by, as are quiet nooks tucked away in the shade.
Everything needed for a rousing game of croquet is set up in a relatively clear area of the garden. Participation in a good, friendly game of Oysters versus their staff escorts is encouraged — all in good fun, of course! Croquet is the traditional game of the royal family, after all.
As afternoon begins to wind into evening on the first day, Oysters are ushered towards a part of the garden that contains a large hedge maze. The group is kept together as they wind through the maze. The staff members who lead them clearly seem to know exactly where they're going, and never hesitate at the many different forks in the maze.
Before the sun has set, they will arrive in a large clearing in the middle of the maze, where a great feast has been set up with the food they helped to prepare over the last few days. Oysters are informed that this is the last time on the trip that their meals will be taken care of for them. Enjoy it! Once they're out into the forest proper, they will have to make use of the Wonderland information pamphlets and their camping skills.
It is in this same clearing that they will stay the night. For this first night, staff members will assist in setting up tents if needed.
Everything needed for a rousing game of croquet is set up in a relatively clear area of the garden. Participation in a good, friendly game of Oysters versus their staff escorts is encouraged — all in good fun, of course! Croquet is the traditional game of the royal family, after all.
As afternoon begins to wind into evening on the first day, Oysters are ushered towards a part of the garden that contains a large hedge maze. The group is kept together as they wind through the maze. The staff members who lead them clearly seem to know exactly where they're going, and never hesitate at the many different forks in the maze.
Before the sun has set, they will arrive in a large clearing in the middle of the maze, where a great feast has been set up with the food they helped to prepare over the last few days. Oysters are informed that this is the last time on the trip that their meals will be taken care of for them. Enjoy it! Once they're out into the forest proper, they will have to make use of the Wonderland information pamphlets and their camping skills.
It is in this same clearing that they will stay the night. For this first night, staff members will assist in setting up tents if needed.
THE TULGEY WOOD AND RUINS
07/14 - 07/18
The next day comes with more bright sunlight, at first. As the group continues through the second half of the maze, the foliage above grows thicker and the inside grows darker. Astute Oysters may notice that the make up of their staff escorts seems to have shifted overnight. The members of the hotel staff that were so excited and helpful in the garden are few and far between, replaced by those in dark suits, all with some form of club pattern on them.
It's the Order of Clubs, the few remaining hotel staff will say when asked. They are protectors, enforcers — and the forest is dangerous. The Queen is so considerate of their safety, to bring the Order out now.
The end of the maze comes relatively quickly. It opens out onto an expansive forest, but even here the sunlight does not return in full force. Whether it's the density of the branches, the overcast day, or the wisps of fog that drift through the trees, the light overhead is weak and the air chilled.
The last of the hotel staff remain in the maze. From here on out, Oysters are accompanied only by the Order. As they walk through the forest, a member of the Order seems ever present — there's always one within eyesight, if not within hearing distance. Occasionally, Oysters will catch sight of someone else mingling with the members of the Order. His dark suit is sleek, plain, and the figure he cuts might not have been distinct from the rest if it weren't for his height. And if it weren't for the ceremic rabbit head on his shoulders.
Oysters who seek him out will find that he is no longer present among the group of Order members by the time they arrive.
"You saw Mad March?" one of the Order will say if asked, sounding startled that he was seen. "You best pretend you didn't."
The nights in the forest are even colder. Oysters better hope they can start a campfire, put up their tents against the chill, or stay close to each other for warmth, as the Order will offer no help. They are here only for guidance — and protection.
On the third day in the forest, the group will arrive at the ruins of an old kingdom. Old cottages and shops are only faint outlines, everything but the stone long since rotted away and overgrown with foliage. The remains of a castle isn't in any better condition. Oysters who choose to explore may notice that all shown signs of a battle from long ago. They may even find the skeleton of the king himself, still sitting on his throne. The members of the Order now seem to be alive with activity, splitting off into groups and venturing out while others stay with the Oysters.
Remember the buddy system, the Order tells them. They will stay here for a few nights. This is the last place that is safe to tread, but danger lurks on the outskirts.
It's the Order of Clubs, the few remaining hotel staff will say when asked. They are protectors, enforcers — and the forest is dangerous. The Queen is so considerate of their safety, to bring the Order out now.
The end of the maze comes relatively quickly. It opens out onto an expansive forest, but even here the sunlight does not return in full force. Whether it's the density of the branches, the overcast day, or the wisps of fog that drift through the trees, the light overhead is weak and the air chilled.
The last of the hotel staff remain in the maze. From here on out, Oysters are accompanied only by the Order. As they walk through the forest, a member of the Order seems ever present — there's always one within eyesight, if not within hearing distance. Occasionally, Oysters will catch sight of someone else mingling with the members of the Order. His dark suit is sleek, plain, and the figure he cuts might not have been distinct from the rest if it weren't for his height. And if it weren't for the ceremic rabbit head on his shoulders.
Oysters who seek him out will find that he is no longer present among the group of Order members by the time they arrive.
"You saw Mad March?" one of the Order will say if asked, sounding startled that he was seen. "You best pretend you didn't."
The nights in the forest are even colder. Oysters better hope they can start a campfire, put up their tents against the chill, or stay close to each other for warmth, as the Order will offer no help. They are here only for guidance — and protection.
On the third day in the forest, the group will arrive at the ruins of an old kingdom. Old cottages and shops are only faint outlines, everything but the stone long since rotted away and overgrown with foliage. The remains of a castle isn't in any better condition. Oysters who choose to explore may notice that all shown signs of a battle from long ago. They may even find the skeleton of the king himself, still sitting on his throne. The members of the Order now seem to be alive with activity, splitting off into groups and venturing out while others stay with the Oysters.
Remember the buddy system, the Order tells them. They will stay here for a few nights. This is the last place that is safe to tread, but danger lurks on the outskirts.
THE RETURN
07/18 - 07/19
It starts on the night of the 18th. The woods have been quiet for the most part, with nothing other than the sound of nearby streams and the noises of various animals. That night, even those are gone. An unnatural stillness takes over the area. Those who venture out to find the cause may find nothing — or they may be one of the first to discover that what lurks beyond the old kingdom has ventured closer.
Throughout the night of the 18th and into the day of the 19th, Oysters are at risk of encountering one of three types of creatures.
It may come as the sound of many legged-footsteps, first off in the distance and then close enough that the creature should be within sight. There are only trees, as far as the eye can see. And then motion. Briefly, it seems as though the very trees themselves are coming alive, but it will soon become apparent that these are legs. The creature stands on four limbs as tall as the trees, and when it holds still it camouflages easily among them. The roots it buries into the ground are long talons when unearthed, each tipped in a hooking claw. Its long neck is lined with the same armored scales that make its legs look like trees, and its small head is dwarfed by its extremely long snout, filled with rows of sharp teeth.
This is the Bandersnatch.
Or maybe it comes first as a shrill scream, like nails against slate. The shriek will seem to echo, instilling an unnatural sense of fear in any of those who are unlucky enough to hear it. Before long, the scream will be accompanied by the heavy flap of huge wings. The creature's approach seems to be imminent, and yet, it doesn't come. The moment draws on — and on — and on — and on — is there anything there, or is it only your imagination? Are you afraid of your own shadow, are you hearing screams in the wind and wings in the rustling of the trees?
Until it swoops down and tries to pick you up in its claws. It is a massive bird of prey, resembling a vulture, if a vulture had a twenty five foot wingspan and eerily human eyes. You've found the JubJub bird.
Then there is the reptilian Jabberwock.
There is no subtlety in its approach. The ground shakes with every step, announcing its arrival well in advance. It is bipedal and seems almost ungainly as it stalks through the trees, lurching its scaly body around and whipping its long tail for balance. Whenever this causes it to connect with a tree, the force behind it leaves the tree broken and bent. Its arms end in three fingered talons, and the round head at the end of its sinuous neck is almost entirely mouth. There is the lick of flame in its eyes, and the drool that escapes from its powerful jaws is hot enough to burn.
The members of the Order who had always seemed to be so close are conspicuously absent. It looks like the Oysters are on their own to defend themselves against these creatures.
Throughout the night of the 18th and into the day of the 19th, Oysters are at risk of encountering one of three types of creatures.
It may come as the sound of many legged-footsteps, first off in the distance and then close enough that the creature should be within sight. There are only trees, as far as the eye can see. And then motion. Briefly, it seems as though the very trees themselves are coming alive, but it will soon become apparent that these are legs. The creature stands on four limbs as tall as the trees, and when it holds still it camouflages easily among them. The roots it buries into the ground are long talons when unearthed, each tipped in a hooking claw. Its long neck is lined with the same armored scales that make its legs look like trees, and its small head is dwarfed by its extremely long snout, filled with rows of sharp teeth.
This is the Bandersnatch.
Or maybe it comes first as a shrill scream, like nails against slate. The shriek will seem to echo, instilling an unnatural sense of fear in any of those who are unlucky enough to hear it. Before long, the scream will be accompanied by the heavy flap of huge wings. The creature's approach seems to be imminent, and yet, it doesn't come. The moment draws on — and on — and on — and on — is there anything there, or is it only your imagination? Are you afraid of your own shadow, are you hearing screams in the wind and wings in the rustling of the trees?
Until it swoops down and tries to pick you up in its claws. It is a massive bird of prey, resembling a vulture, if a vulture had a twenty five foot wingspan and eerily human eyes. You've found the JubJub bird.
Then there is the reptilian Jabberwock.
There is no subtlety in its approach. The ground shakes with every step, announcing its arrival well in advance. It is bipedal and seems almost ungainly as it stalks through the trees, lurching its scaly body around and whipping its long tail for balance. Whenever this causes it to connect with a tree, the force behind it leaves the tree broken and bent. Its arms end in three fingered talons, and the round head at the end of its sinuous neck is almost entirely mouth. There is the lick of flame in its eyes, and the drool that escapes from its powerful jaws is hot enough to burn.
The members of the Order who had always seemed to be so close are conspicuously absent. It looks like the Oysters are on their own to defend themselves against these creatures.
The Jabberwocky, JubJub bird, and Bandersnatch will not be easily defeated, and few who fight will escape injury! There may be more than one of each creature type, so different groups can encounter the same type of creature if you choose. You can choose to have your characters ultimately triumph and take down the creatures, or fall to the creature. The members of the Order will arrive at the end of the fight. They will take out any creatures that remain, for those who choose not to have their characters successfully kill one, and will begin clean up of the others.
For those who are interested in having their characters seriously injured or even killed, for ease of reference here is the information regarding death and injury from the FAQ:
With the Carpenter's skills, no death or maiming in Wonderland is permanent — though the consequences of it might be. When your character dies, send the mods a PM describing any injuries the character sustained in their demise. For lacerations such as being stabbed or sliced with a sword, etc, characters will be returned to full health in a few days with gold filling in their wound in the style of Japanese kintsukuroi. This repair is permanent and will be a part of your character for the duration of their stay in Happy Hearts, even if you drop and reapp. If your character is killed or maimed through decapitation or the loss of a limb, your character will be in recovery for three days, and will return to the hotel with a ceramic replacement — an animal head for decapitation, and a non-articulated limb for lost appendages. This repair is not permanent unless you wish it to be, and Carpenter will have a flesh replacement ready for your character after another week.
Characters who have medical skills, abilities, or supplies may work to tend the wounds of others in the brief aftermath of the fight. Members of the Order will assure them that they will return to the hotel in the morning to get the medical attention that they need. And indeed, those characters who are still conscious after the fight will find themselves falling asleep at some point. Characters may dream about the same padded box from their first arrival. When they wake, they will be back in the hotel.
If you have any questions, please leave them here!
For those who are interested in having their characters seriously injured or even killed, for ease of reference here is the information regarding death and injury from the FAQ:
With the Carpenter's skills, no death or maiming in Wonderland is permanent — though the consequences of it might be. When your character dies, send the mods a PM describing any injuries the character sustained in their demise. For lacerations such as being stabbed or sliced with a sword, etc, characters will be returned to full health in a few days with gold filling in their wound in the style of Japanese kintsukuroi. This repair is permanent and will be a part of your character for the duration of their stay in Happy Hearts, even if you drop and reapp. If your character is killed or maimed through decapitation or the loss of a limb, your character will be in recovery for three days, and will return to the hotel with a ceramic replacement — an animal head for decapitation, and a non-articulated limb for lost appendages. This repair is not permanent unless you wish it to be, and Carpenter will have a flesh replacement ready for your character after another week.
Characters who have medical skills, abilities, or supplies may work to tend the wounds of others in the brief aftermath of the fight. Members of the Order will assure them that they will return to the hotel in the morning to get the medical attention that they need. And indeed, those characters who are still conscious after the fight will find themselves falling asleep at some point. Characters may dream about the same padded box from their first arrival. When they wake, they will be back in the hotel.
If you have any questions, please leave them here!
© tessisamess
no subject
"Oh, like the, 'stop, we're in over our heads' sort of thing? Or more like the 'stop eating babies and sacrificing virgins' sort of thing?" he asks, tossing a bit of rope toward her, then retrieving some stakes. They'd probably need a distraction while one or both of them set the traps, right? Right.
"I mean either way, yes, fine. I'm not doing anything world-shaking."
no subject
See? It's joke! Definitely a joke. Definitely she has not broken anyone's arms on purpose before. Certainly not. And definitely not both of them if that were the case, right? Right???
(Not right)
"Maybe you don't think so, but... Look, don't take this the wrong way; you need to work on you situational awareness."
no subject
"You!" he starts, "you said you weren't a snitch!"
He almost misses the rest of what she says, which... well, only seems to support her claim, not that he'll admit it. Situational awareness? Looking a bit chastened, but curious, he glances up.
"What's that supposed to mean?"
no subject
Blackmail, you see, is but one of her talents.
"But what I mean is... look, you have no idea what you're actually doing, and you're definitely going to get caught. You think this isn't world-shaking, but I'm thinking about the number of times something big started with one idiot getting himself killed, or worse," A poke, none-too-gentle, at the center of his chest for emphasis. That's you; the idiot. It's one of his better qualities, truly, but even charm has its limits, "And even if it's just a Wei Wuxian problem and nothing else, I know at least one guy who'll probably do something really stupid if you get yourself in actual trouble, and not just a slap on the wrist. How old are you, anyways?"
no subject
He wants to follow up with a snappy retort, tell her she doesn't know what she's talking about, that of course he knows this is basically a hostage situation, that they won't get anywhere if they play by the rules and just hope things get better. Instead, her barbs are like the arrows of a skilled marksman, each hitting the intended target. So perhaps considering consequences and having good foresight aren't exactly talents in his wheelhouse, but he wouldn't intentionally do something to put Lan Zhan in danger.
Of course, rather than address any of that, he focuses on the question that has little to no bearing at all.
"I'm..." he raises a finger, "no, you know what, that's too complicated a question. How old do I look?"
no subject
"I don't know, maybe twenty five? You look pretty young, to me," Which isn't saying much from a woman with a face that looks like it got in a losing fight with a red-hot woodchipper, but there's no accounting for life experience, "But I've been told I'm not really the person to ask."
Shepard steps back and rubs at the back of her neck, partly to work out the tension that had been growing there for the last few minutes, but mostly out of embarrassment. Got yourself a good point there, Wei Ying.
"...What makes it so complicated?"
no subject
"This body is probably close to twenty five then," he nods.
"It's complicated because do I only go by how old this body looks? Or did I stop aging when I died? Do I count the time I was dead? Because I wasn't really aware of much at the time. But I've only been in this one for a couple months now."
no subject
She's outraged, really; how is it that this is somehow something they have in common? In what kind of ridiculous universe is that a thing that just happens to people, and more than once!?
"Or, maybe closer to two," No wait, nevermind. Shepard waves a hand, as if clearing smoke; it doesn't matter, "What the hell?"
no subject
"Kind of a strange coincidence then," he taps his cheek. Shepard's body might look like it's seen some better days, he can't help wondering if this is the body she died in? Or if she just got one that is a little rough around the edges.
"Well..." he tries to explain, "there was nothing left of my body, but before I died, I'd written up some theories on soul summoning. What sort of array you'd need, which talismans, and all that. It doesn't really work unless you're okay giving up your body to someone else, so I didn't think someone would actually try to do it! But here we are."
no subject
...How could you know, really know, that you were you? Shepard isn't cut out for all this philosophical crap, and the distaste definitely shows in her face.
"Mine either. You ever hear of a clone?" She doesn't expect him to, really, or wouldn't if she were thinking. It's easy to forget their differences when she's a billion light-years away, standing over a long drop and scrap of red at the far-away bottom of it, "Look, this is all besides the point. You still haven't told me what you want to do with the rope."
The one she's still holding, by the way. What is your game plan here, death buddy?
no subject
"What's a clone?" he asks, only to glance over at the rope, "Oh, right, ah... tripwire? A snare, maybe? What do you think?"
no subject
Moving on, then...
"I think you're thinking too small."
no subject
"How do you make one?" he asks, genuinely curious. Shepard's distaste is clear, "wait, wait, why would it come up?"
Maybe he's not actively practicing demonic cultivation, but it doesn't mean he's lost all interest in researching new scientific, ritualistic, or cultivation methods and where they might lead. Wasn't a copy better? It wasn't taking a life from someone else, was it?
He opened his mouth with more questions on his tongue, but was diverted to the task at hand. Too small?
"Mm, and what would you do, then?" he smiles, any sort of insult to the words rolling off him easily. If Shepard has better ideas for mischief, he's all ears.
no subject
"Set a fire, poison the help, shank a waiter, throw him in the bushes, steal his clothes and sneak out?" Shepard's not shy with her ideas. She could be joking, for how casual each suggestion emerges, but then again... she isn't smiling, "Honestly, all that and stringing up a couple of people by their feet is for suckers. It gives away the game."
She tosses him the rope, now neatly coiled. See? It's so easy to manage now.
"If I were gonna set myself against this place, I wouldn't be satisfied with anything less than blowing the whole thing to hell along with every other living thing stupid enough to be within a mile radius. But for that you need long-term thinking."
no subject
Games of infiltration and deception though, that was less his style, which was to say, he wasn't terribly good at it. Stealth, maybe, but the rest? His lies on-the-spot tended to fall apart just as easily, unfortunately.
"As much as I like a good explosion, hm, maybe something with fewer innocent bystanders?" he suggested, wrinkling his nose as he catches the coiled rope.
"Even if you go after the staff, we don't know for sure which want to help the queen, or which are just too afraid to do anything else," he adds. To go after the people they see day to day, that cook their meals or bring them drinks, or are nothing but polite and helpful? He's less keen on. The ones in the suits though, that took them prisoner before, sure, he wouldn't mind giving a little payback.
no subject
"What, you want a bloodless revolution?" That's cute; she likes you. But now she is smiling. Was it all a joke to her? "Look."
No, really: look. Shepard jerks her chin at the scrum taking place on the field behind him. And beyond that, the hedgerows, and the gap where the serving people are filing in and out as needs.
"Chokepoint. But you don't see security staff going through there. They just seem to show up; but they follow us. So, make your own chokepoint and play bait. That's as good advice as you'll get."
no subject
"So you're like, a tactician, hm? Where you're from?" he's unfortunately familiar with that particular tactic, though last time he'd been the one driven into a corner, on his way through Qionge pass. Needless to say, he still had nightmares about the bloodbath that followed. If Shepard was clever enough to plan ways around that, or plot out their own tactics, she'd be a useful ally indeed, and a much scarier enemy.
"If all we wanted was out, we could just pick a direction and run, I think. But that won't get us home. Neither will burning this all down."
no subject
Butcher of Torfan, Defender of Earth, Savior of the Citadel, Hero to all Krogan. Siha, sister, friend. None of it mattered, now. She was so damn tired of having to be everybody's compass and spearpoint. She was tired in general, even after a month of dubious leisure in this place.
"Speaking of, what's home for you? I mean, you're Chinese, I get that much. But like... it's a big country, lots of colonies out there... Where you from, Wei Wuxian?"
no subject
It takes him somewhat off-guard, that she already knows something of the place he calls home. Just how many copies of the same world were there? And how different? He wouldn't even know where to guess Shepard is from, by appearance alone, other than nowhere he's been to.
"Ah... I move around a lot," he hedges, not terribly well. It's not easy to just blurt out that you've been shunned by basically every town and sect for as far as you've ever traveled.
"I grew up in Yunmeng, at Lotus Pier, ended up in Yiling for a while, and..."
Since being brought back to life, he couldn't say he really had a home, at least, not until he'd met up with Lan Wangji. But both Lan Zhan had told him that they ended up in Cloud Recesses, for a time, together. If their families really were joining, that's where he'd call home, right? Though if Lan Qiren heard that he'd probably pass out from qi deviation.
"...and then Gusu."
no subject
"This is a bad time to say I never took geography classes," Shepard replies, and sighs. Okay, right, so... All of those names were unfamiliar to her, which meant, "So, you've never been out of the country, then. Or...Empire? Whatever you call it."
China is a very big place, as terrestrial settlements go. And even so, it has influence and power far outsizing its size and economic sphere, just for the sake of pure populace-origin. But the fact that Chinese and Russian are among the mandatory languages taught to officers doesn't man Shepard knows anything about the landscape or history of the Asian continent. Somehow, her current situation wasn't among the numerous potential problems written about in the setbook.
"I'm Earthborn too," She shrugs, knowing that's hardly the point of shared cultural importance for him as it is for her version of humanity, "I got off the homeworld and out to the stars the minute they'd take me."
no subject
He waves off any sort of naming convention, what does it matter anyway, empires or countries, they rose and fell so quickly.
"I mean, I would call this pretty far from home, but-" he reasoned, trying not to look too surprised when she mentioned leaving... Earth, venturing to the stars? He gives her a dubious look.
"-now you're just seeing how gullible I am, aren't you?" He knew, possibly from personal experience, that one could only fly so high before the air grew too thin, and the winds blew too cold. Beyond the stars, that was domain of deities and the like.
no subject
"Nope," Alright, maybe there's a bit of swagger in that tone, but if being from space is impressive, then she's got plenty to brag about, "Been all over the Galaxy, kicking ass and taking names. I've got a ship and crew; it's what I do."
Shepard was conscious of the thought that she was laying it on a little thick. So what? It was fine when Garrus did it, why couldn't she? Nothing wrong with a little truth in advertising.
"Haven't you ever heard that the truth is stranger than fiction?"
no subject
And the way she answers so self-assuredly! She's either an incredible liar (much more likely), or there's a world where people can actually sail among the stars. And just whose ass were they out there kicking? Just how many people were traveling like that?! He could hardly speak up without laughter seeping into his voice.
"That's- There's fiction and then there's children's stories, at least make it believable! Say you travel the far-reaches of our world, or swam the deepest oceans, even that you climbed a sky ladder to the heavens, but who are you even going to find out so far away to fight besides some ornery gods?"
no subject
How could you be so stupid. Of course not a boat. Who would say boat? Ships are very different, even on the water. Or so she assumed. Shepard hadn't spent all that much time on the water.
"Mostly we were looking for mining rites, or other worlds to put human colonies on. And we didn't find any gods, we just found other places, some of them even with alien peoples on them," shepard replied, arms crossed, and leaning forward with all the dismissive swagger the comment merited, "You wanna talk about children's fiction, you can tell me about some so-called gods. Up is just another direction, it's not special."
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For his time, Wei Wuxian likes to think of himself as a fairly forward-thinking man, one who contributes research in both science and magic, pursuing lines that others wouldn't have dared. After all, how many studied demonic cultivation? Or thought to use resentful energy rather than put oneself at odds with it? And weren't his inventions used even some sixteen years later by other clans, among those, the prestigious Lan sect? So, to be treated like a child, to have his head patted and spoken to as if traveling to the stars is something so simple and obvious, it's enough to get under his skin. Just a little.
The rest has him... unbearably curious. But he worries that asking is only going to garner more amusement for Shepard. Or a change in topic, like those clones. It's enough to make his head hurt; other worlds and flying ships...
"Well, how does it work then. A flying ship? What powers it?" he asks finally. It takes a fair amount of spiritual energy for someone to fly on their sword alone. How would you even lift something that heavy? It was so impractical...
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