Stories
When new faces are seen and new people known, what do they do?
They tell stories.
Huddled around campfires in inhospitable mountains, or around drinks in warm taverns, or over a table set for kings. Everyone knows a story or two to share, and the best ones can always be told more than once.
Listen.
The bards tell stories of romances, of adventurers swinging from ropes and of dark lords riding on dragons. Their stories are light and glorious, stuff to make the heart sing and the eyes gleam.
The merchants tell stories of ventures won and lost, of caravans through trackless deserts and high mountain passes. They talk of the merchant-prince Shackleton, who's greatest treasure was never found, and of pirate kings and golden dreams.
The artificers talk of gears and metal, of enchanted guns and mythical fuels. They tell stories of Lucas Deplorian, Tinker-King of Veras, and of airship raids and insane plans and bizarre devices and a man who tried to fly to the moon.
The soldiers tell stories of their brave deeds, of generals and kings and desperate battles and impossible victories. They boast and brag and drink, and pray that they might live to see another dawn.
And when the drink has flowed and the sun goes down they tell the dark stories, the stories that are nightmares pure. They speak of the battles in Riven Pass, desperate struggles amid icy walls of stone. They tell the stories of Vindictus, the red blade of vengeance, and its thirst for blood. They tell the stories of Brand, the soldier's sword, the hero-killer, the blade of no return. They speak of murders: of the Tikoloshe, the soul-eater; of Old Jack, the Worldbreaker; of Harrican Traitor-Sworn, who betrayed his people to live forever; of Stych, the man of the black knives, the man who would kill the gods.
Do not listen to those tales if you want to sleep with untroubled dreams.
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The Expedition told its stories, the surface stories. The real stories, the tales spinning and bubbling beneath the veneer of normality, they are never told. The Expedition holds secrets close to its heart, and they will never be revealed.
Not intentionally, at least...
Metagame said:
Secret action deadline has passed.
I now have all the secret actions that will occur during the night. Any others sent in will be disregarded. I'm going to start running them now--i.e., telling everyone involved what happened, and asking for reactions if necessary. While I'm doing that you can still keep on roleplaying the afternoon: when I have every action concluded I'll post the visible results of the night and it will be day two of the voyage.
A note on time: I'm going to be messing around with time a little in this game, to keep it flowing smoothly. While it's still the afternoon in the thread, in PMs I'm going to be narrating things that happen during the night. Hopefully this method will prevent lengthy and boring waiting periods while everyone who isn't involved in a secret duel that's taking days waits for the combatants to finish up.
As always, if you have any questions, PM me.
The Ship said:
I've been informed that I forgot to provide a description of the sleeping arrangements on board the ship. Since that could be a crucial thing for the secret actions, I'll describe it now.
Each member of the Expedition has a cabin, though you might more accurately call it a closet. Each cabin has a narrow bunk, room for a small chest, and possibly a porthole.
The crew of the ship sleeps in a large bunkroom filled with a network of hammocks and narrow beds. They don't get cabins.
Captain Grummond and Deslock have personal cabins that are much larger than everyone else's. Grummond has the captain's quarters, and Deslock has the VIP cabin. Both can be found near the top deck of the ship, closer to fresh air.
Hope that helps.