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The usual lush unbroken coastline of Cibola has been interrupted by the aftermath of the recent battle of its shadow path. Derelict ships that could not reach the Port of Antukt City are at anchor or have run aground. Over a month ago, one such vessel had beached itself spectacularly in sight of the Port but far enough away to be within the domain of the jungle rather than civilization. The ship is fully out of the water after making a significant furrow and jammed up into the treeline. Its hull, rigging and sails create a backdrop, like some sort of theatre stage backing, against the dark forbidding Cibolan jungle. Perhaps a ghoulish nautical sight for shipwrights. A number of more recent longboats and skiffs are pulled up onto the beach after having disgorged some Pathfinders that required ferrying to this location. Torches have been lit and thrust into the moist sands, lanterns hung from the ship. And snakes. The rigging is snek town, tongue-flick county. Ssssso many sssnek. The side of the hull has a piece of canvas hung from it. Something is cooking on a spit nearby that has many vertebrae. And there's a barrel of spirits nearby to disinfect the palette. There's a faint breeze to carry the scent of the food and the heat of the day along the coast. The sounds from deeper within the jungle promise interesting times for the unwary.
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Fleet Triskelion has suffered a lot of punishment during the shadow-sail, the running battle and the Node battle. There's been a horrendous loss of life, and while the battle was claimed as a victory, it was won at the cost of life and limb. Some of the enemy has been rounded up and saved from a watery grave or the edge of a cutlass, but it's a very small minority. The Consortium fleets have been decimated. The Cibolan Node waters were great for cleanup of the terminal cases. Anything in the water sank or was inexorably yoinked down unless a real effort was made to rescue.
Sailing out of the stable shadowpath, Antukt Port can be sighted on as a source of civilization amongst all that lush dangerous green jungle. The fleet has taken to clustering around Captains of reputation that started this journey so long ago. Both Arks survived, but only because they were saved from being sammiched and swarmed by the Consortium. At least one of the Arks has been given over to Lhasa's control. The many decks could serve as triage or hospital if they can be directed efficiently and organized. The sight of Lhasa is polarizing for those that are wounded or seeking cared ones. People are definitely looking for leadership in some form. The only mob mentality in effect is to get to the nearest Port.
Cibolan Galleys are waiting just near the shadowpath and there is a feeling of jubilation among them. They provide their own version of salutes and greetings to ships big and small.
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The Hawsepipe Tavern usually caters to those that work at the Docks and ships that harbour there. It is well supplied in spirits and high caloric meals, with nothing getting too fancy. The menu is not high gastronomy but it doesn't pretend to it. The tavern and its back rooms have been rented out for a couple of days for the Pathfinder Corps. Staff has been retained and paid to slings drinks at the bar, cook up uncomplicated mass-quantity meals and keep a beady eye on the particular patronage. The tavern is usually given over to multiple scattered tables for waitstaff to rove between. Today these have been mostly pushed to the edge of the room. A set of four have been pushed together at the center and hold a large parchment map of Amber with spokes of sea routes and paths that lead (sometimes more aesthetically than accurately) to Golden Circle realms. The edges of the big parchment are weighed down by an assortment of knives and tankards. Objects sit on certain realms like monopoly pieces, and Ruby's bias towards the different GC realms is blatant.

Those entering will be welcomed by a scent of pipesmoke, alcohol and meats that have sazzle. The beams of the ceiling have been inundated by a blue haze of the aforementioned puff-puffs. There's no one to take hat or coat but plenty of places to hang or fling once out of the dockside weather. It's sporadically populated by perhaps two dozen other individuals.
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Cibolan waterfront at dusk is lovely. Nothing like a sun seeping towards the sea to really bring out those interesting hues. There's still time before things get dark and enter real snek hours. It's that sort of time of day, near the boundaries of Antukt's civilization that Ruby would drawn in people to share the view. She's wearing some runesmithed armour that's all kinds of Kraken-themed. Underkrakens in effect. A long nasty spear is used to keep herself propped up because she's not feeling perky. A wound in the center of her chest bleeds where a tattoo used to be lurk. Yarrrr, she wears a strap of leather across her face to obscure one eye. All of her tattoos look a bit wrong. Some of their depictions have run like watercolours and others are all sorts of twisted up.
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Ruby's ships in the vanguard are now passing by the enemy's own. The cannon blasts that ranged foes may have been sporatic at first, but now it's turning into a real barrage. Like heating up a bag of popcorn in the microwave, the blistering reports of gunpowder and muskets are a riot of sound. The speed at which both fleets are coming together means the immense battle is becoming one hot mess. Ruby's voice over the R.A.D.I.O is almost lost in the tumult of sound. Gunsmoke and glitter plumes into the winds.
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things

The enemy fleet is in sight. It fills a good slice of the horizon with sails and smokestacks. Behind it is the smudge of jungle and rocky cliffs, along with a hint of the cove that provided a means for loading ground forces. Anyone with keen eyes or a handy spyglass can tell they're in motion and in their own formation.
A vanguard of picket ships screens the main fleet. These faster nimble ships that must have mechanical bees in their backside with the frothy wake they produce for propulsion. They look better suited for coastal concerns rather than the monstrous waves that could be found on rough seas.
Behind the main fleet are more matronly vessels that look better for hauling armies around than fighting battles at sea. Not as big as the two remaining Arks.
In the skies above are the wheeling forms of blue scaled creatures. Evolution has threaded their forearms more into their considerable wingspan. Their necks are long and snake-like, with powerful hind legs. They sound like someone torturing a harpsichord.
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Hold fast

Dec. 17th, 2018 09:52 am
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There's no time to explain. Except there is!
By the three isles, the fleet is mustering ever since the away team made it back to the boats. The big table had been bolted to the deck, there had been visitors rainbow a-poppin in for chats. Merrisol's Snoot had set a course to do some snoofling. Sails run up and guns run out.
Ruby is by the big table and there's been little time to set the chess board. There's a mess of biscuits to denote ships, and Incarnate looks like she's trying to psionically arrange them into formations, and it's not working apart from making her eyes bloodshot. She's put out a call to Captains and companions not blowing bubbles underwater to gather around to peer at the board. There are mostly groupings of edible ships, each needing a commander. A couple gravy boats mark out the arks.
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Once upon a time...The funhouse had nice double-doors bearing a big goofy smiley face. The elements have made it a wet watercolour streaked mask of Nope-nope. Tengu and Cash-money, two rigid statue mascots of the Park, have been half melted like candles, but their plump lower extremities remain sentinels to welcome new patrons. The double doors are open now, having been smashed open by Becky and Ron, two alpha ostriches from the Ark. They're nowhere to be seen now, and the dark funhouse and its okay and not-okay mirrors are inside. There's enough room to circle the wagon-wheels inside, and perhaps temporary shelter from the insanity outside.
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Wynter sees nothing of what is ahead. Sees nothing of what is behind either as she braces against the seat riding backwards for the impact of the snail wheel hitting the ground after a launch. She didn't even see her arrow hit the drake, too busy getting back aboard the vechile to brace.
When they land she lets out a yelp as joints pop and muscles stress with the hit. Nothing dammaging but she's sure to be sore tomorrow. She calls to Lhasa. "I'm good!"
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Maaaa-gic, fabulous maaaa-gic! Wynter's magic works super duper well. At least, what she's attempting gets a boost. Like adding a bit of gasoline on the BBQ. It doesn't harm, just leaps into being when called for. Goes over and above what's needed. The panorama totally shows your position from above, but a lot of land has been covered since leaving the cliff, and the jungle canopy is thicc. There's the plateau of monowheels there's the edge of the army, lots of craters, junkywards, jungle, trails blazed that thread through. Fan-tastic maaaa-gic! WoooooAAAaaaaaah.
The manifestation makes Jan and Chiara's heads whip around in shock and awe. Hiccuping gasps of surprise and their vehicle is gunned to life. Goggles hurriedly yanked down.

Jan is shaken, but has the sense of self to answer the question at least. "It rests along the coast. To the north! It is a challenging route, but these are fast. Every year a storm or great tide tries to sweep over it. It is an idiot whomever built it so close to the sea!"

The sisters still with the group angle their wheel around with some fancy footwork and barely bring their feet in before tearing the plateau a new one. "If you want speed, we'll have to run the bowl!" Chiara has her goggles yanked down and a kerchief pulled up over her mouth. Jan peers back towards the the army encampment and presumably the direction they last saw Nailah. Her eyes widen and instead of peering down-ish...turn up-ish towards the sky with a helpful lift of her chin. "We have to go fast. We have to go very fast!"
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A peninsula is the vista ahead. You can get a lot of air with the right application of boost. Spread out before peepers, beyond a few more miles of jungle, a parcel of land hugging an inlet. Some manner of deep water cove. It's absolutely packed with ships bearing stark heraldry that lacks pomp. The dry land that's been ground clean of trees by some old environmental scarring is occupied by troops. Temporary shelters and clumps of people share elbow room with elephantine beasts and artillery. A number of specks are circling slowly above this carnival of armed conflict. There's still a good chunk of real estate between here and there, and the monowheels might be merely specks themselves to anyone over there. A massive round disk leans at an angle against a coastal cliff. It is a biggie. It resembles the thing in Zambie deepfreeze and the Zone of Port Anchorage.
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Steel. Rock. Cavern. Steel. Rock. Squashed layer of disturbing contents. Steel. Rock. Honeycomb. Nothing but air baby. The ramp is a literal launch, and the two Wheelies driven by the sisters embrace it completely. Everyone's vehicle gets to go airborne. Those clever clogs releasing the nitro accelerant get ~much better~ air time and the G's. The landscape falling away from the Loonie leapers shows a panorama of forest and gravity is starting to reach up greedily at all that momentum. If one has their wits about them to note details, there's some interesting bits gleaned: They've come quite a distance from their starting position and the cliffside penitentiary is a speck. There are whole sections of jungle that have been previously blasted to hell. A graveyard of wrecked machine over yonder, buildings taken over by vines, craters with a faint diamond shimmer in their bowls. Hmmm...there's quite a bit of dust kicked up almost dead ahead, but some miles distant. The oppressive sun glinting off numerous things near the curve of the coast.
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Chiara runs down the line of Wheelies towards the vehicle she's sharing with her sister, windmilling an arm as she goes. Nailah grips a handle, jams her feet in the stirrups and reefs on the starter. The monowheel thunders to life and the unholy noise attacks the tunnels. Lights blaze to life like the eyes of demons snapping open. Ozone taints the air. Chiara leaps in with her sis and guns hers. Dynamos spin up while the beasts are in neutral, building and adding to the collective howl.
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Chiara and her two sisters are on the prowl. The visitors are still considered a novelty and have so far provided more gratifiable feedback than their fellow residents. So they've come looking for members of Femme Squad. Dressed in such a way that falls more in line with how some Xena'd it up when disembarking from the Beast. Hair pulled back and bound. Leathers and tight fittings. A few sheathed weapons. Backpacks and braces, baybeee. The dress code during the mess hall light and sound show was not like this: Adventure Time.
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Post-mealtime, there's not much to clean up. Trays of food were composed of those sippy cartons and pleps of food in the tray sections. It's a matter of putting the leftovers in the scrapings bin for the next meat reconstitution (guuuuhhh). Rarely there's a spec left after such a minimal meal though. Life for the tray lickers!

With the sun past the meal zenith and clouds obscuring much of the skyborn radiation orb, a more tolerable heat haze bakes the outdoors.
There's movement as groups of residents move that way to ~practice~. Before leaving the shelter of shade, garments are stripped so that only the necessary modesty is retained and expose as much skin as possible. A number of residents have tattoos that resemble 3-winged caduceus on their spines.
In the alternative, there are youths being herded down another hallway that descends into compound. for ~edumacation~.
Sabra goes with the people going outside, and Issa shepherds the kiddies. Auntie has enlisted some of her people to take the strongbox and crate somewhere away from prying eyes so the contents can be inventoried and judgement can be made on distribution or use. A peek inside both convinced her that the visitors should be allowed to explore lighted sections of the compound if they so desire or the immediate vicinity, but they are under the under their own responsibility of good conduct. And to avoid taboos, whatever those cultural landmines they might be.
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The hosts of this maximum security cafeteria have found seats upon unpadded benches. They pull forth cutlery and wipe it down, and the people on stage pull on another layer of jumpsuits and zip them up. They're adorned with triangles. One of their number starts counting out a beat with her foot. It's soon taken up by the others once they're squared away. They walk and trudge in place to simulate a long trek. Humming is added. A dirge-like cadence falls in step with the rhythm.
Auntie walks carefully over towards the guests, her eyes smiling. Still half covering her mouth with her palm, like she's afraid of speaking in a non-covert manner. "Some of you have a staff, very good. They are so very old. From a long time ago. Perhaps you're not familiar with such things." To the side of the stage Issa is watching with a craggy pained look. He mumbles something to a young lad who sets up a ladder on the edge of the stage and ascends it. He bares his arms cups his hands together. A tattoo on the palms glows with a captured light. The day's light is enough to provide illumination into the hall, but there is enough windowless wall and ceiling to possess some shadows.
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Aunt Agony

Nov. 4th, 2018 08:37 pm
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"Zoya is me Mum." Ruby murmers with pouty pursed lips as she heads towards the opening double doors. She moves with a bit of a diminished gait, but one that still has some familiarity with the environment. The interior within has a dozen people keeping back within the shade as sunlight is allowed in.
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As it sounds like the cliffs are preferable to the unpleasant whimpering and whining of some critter in the jungle, Ruby doesn't take long in starting off towards the beach again and make a b-line towards the sheer cliff. Another pocket of pitiful sounds of an animal in distress emanates from somewhere in the forest, which makes Ruby actively sneer. She nearly trips over one of the beaches embedded iron rungs and looks ready to bite it in half with her teeth, cursing herself in getting distracted. She spits dryly to the beach and cranes her neck to the climb. An apartment building might be an easier ascent. She half turns, "There's places for 'ands a feet. If we lucky, we make progress before Bog's other eye stares 'ard at our backs and makes us blister." She secures her items to herself, again, and drops the strongbox and crate to the gritty crystaline sand. Unwrapping the golden netting slung like a bandoleer across her, she fashions a means to tie off her cargo and attach it to her waist. "Need some other femme or femmes tah get tha other crate 'o provisions."
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Now everybody, have you heard, if you're in the boat
Then oar strokings the word
Does take some rhythm,
Does take some style
Gotta thirst for rowin',
Drink your vial UH!
Stroke it, stroke it...etc etc.

The longboat trip to the mainland is unmolested. With such seaworthy people aboard, it is a swift journey anyways. Apart from individual's personal equipment, there is a heavy strongbox and a crate of perishable provisions. The latter selected from some recent much fresher and excellent supplies organized by the steel seal himself. Before long the keel is scraping against the sand and rock of the coastline.
Further up the beach is a treeline, and within are some of the continent's mix of plant and tree life. The trees at the edge are bent inwards at bad angles, but deeper are some stouter shielded specimens. Approximately 200 meters down the coast is where sheer cliffs begin, and a long ways up is that grey complex with too-small windows. This close, strands of rope or chain dangle from the windows but don't reach all the way to the beach. There are handholds though. Real sketchy looking handholds. And an assortment of damage due to the elements and possible cannon shot. It has a nice impregnable feel to it. Dotted along the beach are iron rings, like big door knockers of a fancy schmancy mansion. The sand underfoot is coarse and glitters when catching a certain angle of the sun. Like crushed glass after an auto accident.
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The stone cold crabs closest to both teams have observed. There's the suggestion of exploration via giant sword damage by the 2 o'clock crew, Maggie and Merrisol. And there was the ghastly Corsair discovery by the 10 o'clock crew as well. If one was to compare the two locations, the crustaceans would be noteably similar in critter type. Big pincered boi's with blue-green shells and lighter coloured undersides. Eyestalks that could out-stare a rock full of iguanas. Both locations strange waypoints on the way towards the three isles sighted above the waterline.
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