Character Sheet
Character Sheet
Isabelle Morgenthau
A Fisher

Isa (left) and her boyfriend Arren (right)

Hard Keen Calm Daring Wild
+4 -1 +4 +1 -1
Moves
Creepy: When a comrade sees you perform a ritual, overhears your prayers, or sees signs of your alienness, they lose Trust in you. Once they learn one of your Moves, they are no longer affected, but they gain Creepy as well.
Deep Ones:When you call out to your patrons, they give +1 forward on your next roll.
Blessing: When you dab fresh blood on an item roll +Calm. On a 16+, take both. On an 11-15, choose 1. Effects last 1 Routine.
  • Take +1 Ongoing with this item this Routine. (+5 Handling for a plane)
  • The item cannot break or be lost this Routine. (Armour 3/8+ for a plane)
On a miss, make a bigger sacrifice or the machine is damaged.
Ideomotor Response: Your plane effectively has a programmable autopilot. It does not have to be switched on and off; it "knows" when you are behind the controls.
Soul-Bound: When you paint a rune in blood on an aircraft, you are linked. While in flight, you can take incoming Structure damage as Stress, 1-1. You can take a hit that would strike a Component as Injury, or give incoming Injury to your Engine.
Written in Ink: When you get a tattoo to mark an major milestone, take 3 Stress , describe the tattoo and where it's inked, and link it to a Fisher move. Whenever you use that Move, lose 1 Stress (max 1 time per Routine per Move).
Bond: (Witch move learned from Wulf) When you hold an object of significance and make an emotional connection to it, take 1 Stress. The object becomes a magical Focus, and you learn it's Nature (Earth, Air, Water, Fire, Iron, or Blood).
Whispered Answers: You get visions.
Gifts from the Abyss: Your connection to the Deep Ones is physically changing you. Name the physically obvious mutation you have received and describe how it frightens or disgusts the unfaithful. It can be hidden, but not perfectly, and just seeing it will trigger Creepy. All XP advances now cost 1 less XP (minimum 1).
Strategist: When you lay out a plan of action, anyone following the plan (including you) can opt to use your stats on the roll if they are better, and roll Seize the Initiative with their best stat. This lasts until a comrade is wounded or events go drastically off script.

Mastery
The Bushwack
Ambush Predator: When you strike an enemy who is unaware of your presence, roll with Advantage.
Forced Evade: When you fire to scare an opponent off, spend 1 ammo and roll +Hard. On a hit, instead of dealing damage, choose one: Target dives 1, target climbs 1, target loses speed in a forced turn. On a 16+, roll attack dice on them anyway.
Momentum: When you dive onto a target, add +1 AP.
Scissors Snip: When you disengage, give an ally +3 towards dealing with your target.

Familiar Vices
- Drinking
- Prayer
- Dancing
- Cannabis

Intimacy Move
When you are intimate with another, choose one of you to get a hold. They can spend that hold to give the other a command: if followed, then forward to their next +Stat move, they will always score at least a partial hit, regardless of what the dice say.

If you use this move in the air, there are two holds, and they can be distributed however you agree.

The Company
People
  • Isabelle (Fisher): The PC. Was once an acolyte training at her village's temple, but fled abuse at the hands of the cult leader. Possibly the mortal avatar of the dark gods, and remarkably calm and patient, Isabelle is the world's most mature 19 year old. Which isn't saying much. 1 thaler per Routine.
  • Arren (NPC- Confidant/Observer): Your cute fish boyfriend, Arren is a sweet boy in way over his head, but he loves you more than anything. Artist, deeply empathetic, quietly devoted, everyone finds him hot. 1 thaler per Routine.
  • Wulf (Witch): Your girlfriend and a former bandit leader with a fractally tragic backstory. Basically incapable of impulse control, she puts on a confident mask to hide how much she's hurting. Her dad was a wolf. The world's only transgender pansexual half-fae witch. 1 thaler per Routine.
    • Hard +3, Keen +3, Calm -2, Daring +0, Wild +3 (Avenger)
  • Minna Hammerl (Soldier): Highly trained soldier from a military junta, who exiled her due to her autism. The squadron's second in command, the most beautiful woman in the world, and the only person on this crew of idiots whose life doesn't revolve around getting laid. Does not use contractions. 1 thaler per Routine.
    • Hard +4, Keen +1, Calm +2, Daring -2 (Professional)
  • Heinrich Engel (Student): Political science student working on his thesis-slash-manifesto. Mentor in a queer society back home, he's the one who actually knows things about stuff. Deeply camp. "i think if heinrich tried to not say stupid things he would suffer a toxic buildup and fucking die"
    • Hard -1, Keen -1, Calm +2, Daring +2
  • Anny Meldgaard (NPC - Mechanic): A young half-Fischer, half-Himmilvolk woman from Piav, trained by the mechanics there. Looking for adventure and her origins. Blushes pink?
  • Ronja Devapala (NPC - Non-Combat Pilot): Anny's friend from Piav, descendant of Skyborn but adopted by locals, unsure who she is. Enthusiast of sarcasm and the only person on the crew with her shit mostly together.
Temporary Members
  • Marcus (Farmer): A Macchi native. He goes where Lyse goes. Flies a specialized seaplane with a precision rifle.
  • Lyse (Scion): A bastard child of a Sopwith noble family. Flies a V-engine triplane conversion.
  • Ann-Lise Holms (Revenant): The ghost of famed Great War ace Stormcloud, the best female fischer ace of the war. Flies a 200hp KW-AN.

Aircraft
  • Isa & Arren's Plane: A Teicher Möwen seaplane. Steel frame, liquid-cooled engine. Deeply possessed. 1 thaler per Routine.
  • Fang Howl: Wulf's helicopter. An experimental pre-war model. Liquid-cooled radial. Three wolf moon. 1 thaler per Routine.
  • Pup: Wulf's Kreuzer Skorpion prototype retrieved from a sealed hanger. Gets a lot out of an underpowered engine.
  • Minna's Kobra: An inline-engine powered, wood framed fighter. All around an excellent machine. 1 thaler per Routine.
  • Heinrich's Reconstruction: A canard plane with a 30mm cannon in the nose. Awkward and unstable but hits like a train. 1 thaler per Routine.
  • The Pioneer: A huge 3 engine'd cargo plane with capacity for two airplanes and an additional eight people. 3 thaler per Routine.
Stress XP Mastery
7 3 2
Cash Expenses Value
22 14 11
Vice Track: ☐☐☐☐☐
9 Victories​
You're welcome
 
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Bold of people to assume that Lyse's two remaining braincells could work together long enough to kill a god when they're too busy focusing on girls and card games.
 
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4-9: Tell a Story
"Tell me about the machine." Heinrich interjected. "Sheeta. What's it look like?"

Florentina indicated to a pocket in her jacket, and you nodded permission. She retrieved an old photo and laid it in front of you, showing a lot, almost blade-like machine with a pair of thick, squat wings, its surface organic curves in steel, ending in a looming, curved beak. It seemed to be a wartime picture, with the machine bedecked with banners, roundels, and patriotic slogans in both Gotisch and a language you didn't understand.

"It was built in the Air Destroyer yards, big project, I watched it launch at the time. It's sides are covered in little articulated wings, like feathers almost, to propel it, and it has dozens of cannons, point defense guns, and searchlights, and it has a weapon at the front that I don't really know anything about? I think it's a big heat ray, for attacking Air Destroyers or other Leviathans. It was far beyond anything we'd built at the time, we smuggled the blueprints out of Macchi when they fell and built it ourselves, and they... they didn't invent it either, I think they took a lot of the parts off Skyborn traders, which is where the name comes from, I think... I don't really know how its powered or anything, and I'm not sure anyone does."

"Why would somebody build something like this..." you muttered, half to yourself, and Florentina shrugged helplessly.

"A deterrent, I guess. Maybe they figured Gotha would respect the treaty if they knew it existed." She said. "It didn't really work."

"Okay, so, let's say Lyse is controlling and using this thing. How do we stop it?" you asked. "How do we kill it?"

"I... I can't let you..." Florentina started. You rolled your eyes in exasperation. "... alright. I don't particularly... I want it to stay under the waves, and if its too late for that, somebody needs to do something. But... honestly, I'm not sure what can kill it. It's armoured all over, some of the plates are supposed to be proof against eight-inch guns, and if it's still around it survived two decades underwater. I don't know if there's a weapon left which can crack it open. Maybe if there are any other Leviathans-"

"There are." Heinrich said. "A few of them, at least, wandering around. Fokker's Konigs Wille is still stomping around Albatros, stuck in a valley. You can see it sometimes from my school. But... that's almost four thousand kilometers away."

"I'm not super sure it'd be a good idea anyway. Seems like a good way to just have two Leviathans you have to kill." you said, not particularly amused by the process. "So... what then?"

"If we find the locket, that's the easy way, we can just order it to sink under the waves again. Though... I'm not sure how that works? The documents don't really say." Florentina said. "Baring that... I guess maybe getting inside it and disabling it, but I'm not sure either could be done without access to the blueprints..."

You were listening, you really were, but midway through her talking you suddenly felt a little like you had a headache coming on, sharp and painful. Then, just as quickly as it started, it stopped, and there was a new voice in your head.

Hey, little fish. Testing, testing...​
Well, this was familiar. Magic radio. Wulf had said it wasn't something she wanted to mess with much further... guess she changed her mind.

No biggie, you've got a tough brain. Anyway, the clockworks are getting kind of weird... Should we blast 'em? It might be a trick or something, what should we do?​
You held up a hand to get Florentina to pause, then headed around to the conning tower so you could take a look out the window and figure out what 'weird' meant. You paused as you reach the observation bay, leaning in the door to watch. Arren was sitting with Woldemar in front of the window, holding out his forearms and letting the curious child see his tattoos.

"The chain links show devotion to my craft. You ink them in once every fortnight when you started learning, see, it's how they track your practice. These three rows mean I've finished my studies and I'm a full apprentice. See, this is a year studying and assisting, this is a year doing basic work, and this one around my wrist is six months working on my own. So when people come in to the tattoo shop, they can see right away how experienced I am." He explained, rotating his left arm to show the details.

"That's so cool. What about those?" Woldemar responded, poking at his upper arm.

"Those are runes. They're like, letters from a really old language." He said. You knew the ones he had there by heart: ᛗᛟᚹᛒᛏᛚ

"What do they say?"

"Well, this one says mowbtl..." Arren pronounced the clump of letters in a rush of sounds that made Woldemar laugh hysterically. "... but that doesn't mean anything. See, they aren't just letters for spelling words, they each have symbolic meaning too. They're things my parents, family, and community see in me, so other people know who I am just by looking at me. I'm a man, first-born, I make people laugh. I'm strong, I'm an artist, and... I'm wise, apparently."

"What about hers?" Woldemar said, pointing you to. You quickly pretended to have just entered the room.

"Hers are complicated." Arren deflected quickly. "Here, Woldemar, check this one out-"

You climbed the ladder up to the second level of the conning tower, wincing a little. That's one way to put it. You had a lot more than Arren, no blank spaces left, and while some of them were self-evidently true, you'd realized many of the others were... not lies, but given too charitably by a man who wanted you to be grateful to him. Were you a gift from the Gods? Were you truly a good omen? Or were they more lies?

Sometimes, the scar on your cheek felt like the most honest mark on your skin.

You glanced out the porthole window to see the clockworks, still bunched together inside the firey ring. Two of them were twitching uncomfortably as they stood in place, while the others were standing stock still. It was... unsettling.

You okay, Isa?​
"I'm fine. Hold your fire." you said aloud. You headed back out to the mess and sat down. Florentina had apparently been talking with Hienrich some more, as he'd started a whole new page of notes.

"Two of your clockworks are going all weird and twitchy. What are you doing?" You asked.

"Nothing. They must have been the ones you shot, regenerating takes a lot of out of them. They're winding down. Woldemar will have to go charge them up again."

---

[ ] This conversation is over. Take the submarine out. (Will require rolls.)​
- [ ] And leave the clockworks and these two.​
- [ ] And take these two, leave the clockworks.​
- [ ] And take the clockworks, but leave these two.​
- [ ] And take everyone.​
[ ] This conversation's over. Head back to the plane...​
- [ ] And leave the clockworks and these two.​
- [ ] And take these two, leave the clockworks.​
- [ ] And take the clockworks, but leave these two.​
- [ ] And take everyone.​
[ ] Actually, one more thing... [ ] Write In​
[ ] Write In: Other​
 
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How big is the submarine? Do we have unused compartments where we can store the clockworks for a bit.

Also, I wonder, if the clockworks can be wound up, can we wind them down? I'm a lot more comfortable with the things if thye're not moving.
 
How big is the submarine? Do we have unused compartments where we can store the clockworks for a bit.

Also, I wonder, if the clockworks can be wound up, can we wind them down? I'm a lot more comfortable with the things if thye're not moving.
There are cargo areas at the prow you could stash them.

You aren't sure, and neither is Florentina.
 
[X] This conversation's over. Head back to the plane...
- [X] And take these two, leave the clockworks.

They'll be effectively disguised from Lyse by their NBC kit until we get back to base and then we can round everyone up and have a nice long chat about who's a genocidal maniac and who isn't. Then I'm not entirely against shooting them all, smashing the Leviathan into a mountain and going home.
 
If we head back to the plane, I very much doubt we are coming back. If one of these subs would be a useful tool, we should make arrangements to be able to retain it.
 
Honestly, I'm not seeing how we could keep it. Can't exactly stuff a submarine on a plane, and we have no hangars where we could place it.
 
[X] This conversation is over. Take the submarine out. (Will require rolls.)
- [X]And take everyone.
as much as the clockwerks make my teeth itch, returning the whole lot will be worth a lot of money....hopefully
 
I dunno what to vote for, but thinking about the whole thing... so, the giant machine in the dreams is presumably the Sheeta, right? And obviously the clockwork was piloting it.

It's a bit weird thinking about the clockworks as, I dunno, servants of someone instead of rampant AI running on their own or w/e. Takes some getting used to.
 
[X] This conversation is over. Take the submarine out. (Will require rolls.)
- [X]And take everyone.

Hopefully there's some way to signal Ronja not to just wait on the runway forever. Magic radio?
 
[X] This conversation is over. Take the submarine out. (Will require rolls.)
- [X]And take everyone.

Hey could you roll 3d10+1 please?
 
4-10: Natural Sailors
You weren't really sure you wanted to wait out here much longer. Not here in this city, not where any potential minders of these two might know where they are.

"You can pilot this u-boat, right?" you asked.

Florentina winced.

"Not this one, probably, we had to do some work and fuel up the other one? This one is likely-"

You held up a hand to stop her.

"That's fine. We're leaving, and you're coming with, so come on."

Everyone got their protective gear back and, and you pushed the lot of them up the hatch and out to the other submarine. Minna took your flare gun and fired a green flare outside, matched by the ones from the circling planes and another sailing up over the street from Anny and Ronja, then you puzzled the problem of the clockworks.

It looked like they'd all wound down now, standing stock-still where they were left. Nobody wanted to go close enough to them to check.

"We should just leave them." Heinrich said.

"Nah, they're worth money, right? The ransom?" Wulf replied. "There's gotta be a way to get them home without them murdering us."

"Like what, strap them to the outside of the boat?" Heinrich joked.

---

Sailing was a strange experience.

You were currently standing on the top of the inverted gondola of the u-boat. Off in the distance were the retreating dots of the Pioneer and its escorts, flying back to the outpost you'd left from. Eventually they'd come and meet you at your destination, a sleepy little coastal village called Kromer's Retreat down the coast. You didn't know anything about it, except that it was on the map, it looked small, and nobody had anything bad to say about it. Nobody had anything to say about it, really.

Behind you, the four clockworks were lashed to the deck, using cable from one of the cranes in the hanger. You gave them periodic glances: you knew they were disabled, but it was still frightening to consider.

You heard the sound of boots behind you and Arren emerged, leaning against the railing and staring up at the perfect blue sky.

"Good to have some fresh air, huh?" he said. "You okay up here all alone?"

"Yeah. I just... sorry." you mumbled.

"Hey, it's okay. You're still a little out of it, and today was a lot." he said. You shuffled a little closer to him and leaned against his shoulder, feeling a bit safer.

"Yeah. The shades... that really freaked me out." you admitted.

"I know. Me too." he replied. "One thing at a time, though."

You stayed in his arms a while, let the sea breeze wash over you, watched the clouds drift past.

"How's everyone else doing?" you asked.

"They're feeling all woozy and stuff? Florentina called it seasickness, says its because humans aren't supposed to sail boats, though you get used to it." Arren explained.

"I haven't felt a thing." you admitted.

"Me neither. Gift of the Gods, I guess." Arren said.

"I've been wondering about that. We have all these adaptations for the sea, but the water back home is so dangerous. You ever think maybe our people got it all wrong, and we're supposed to, like... do this? Go out into the wide world?" you asked. You'd been pondering it a while, and your whispers had been excited by you thinking it, so you figured that was a sign you were onto something.

"Of course we are." Arren said simply. You looked over, rather surprised, and he was smiling broadly as he continued to explain. "If the fischervolk were the only people that mattered to the Gods, there'd be no rivers, no spirits passing on, none of Wulf's Goddesses, right?"

"Every inlander would leave a shade." you murmured.

"Yeah. The Gods will be there for us, wherever we go." he said. "And we got a chance to be there for them, I guess."

---

Kromer's Retreat was nestled in an inlet in the rocky cliffs, a tiny little cove. Just beyond were the squared-off buildings you were used to from the area, colourful and narrow little buildings that seemed piled up atop each other, built so clustered onto the cliffsides. You counted about three dozen total: this was not a large settlement, and did not seem nearly as rich and prosperous as Silberbleiche

The u-boat just squeaked past the rocky shores and nosed in towards the seaplane jetty, guided by frantic instructions from the lower viewing bay to avoid rocks. Hilariously, the way you stopped the vessel was by dropping an anchor, not unlike an observation balloon, down onto the sea floor, where it stuck fast into the mud and was pulled taut to keep it in place.

There was a little crowd out on the beach, staring in awe at the strange machine. You waved at some of the little kids as your crew, and the prisoners, piled out onto the deck.

"This is all well and good, but how do we get to the beach now?" Minna asked.

"There's an inflatable raft at the back of the conning tower, apparently." Heinrich had been studying the submarine's manuals on the trip. "Why don't we get it set up?"

You and Arren couldn't help but laugh.

"What you think, about fifty meters to the beach?" Arren asked.

"Race you!"

---

Mission end. Welcome to Kromer's Retreat, a lovely little town which combines the aesthetics of McWay Cove and the vibe of Riomaggiore. It is small and not super well off, but it might be a good place to relax, regroup, and plan.
Your planes are back at the other outpost. Anny and Ronja know where you are and can come to you, so you can retroactively decide what the plan was. Are they going to come and pick you up? Are they going to hire some ferry pilots to transport the planes here?
I'm hitting you with 3 Stress: I've been messing with the Fischer triggers as the release of the game approaches in light of some of the stuff in this quest, and "If you see a corpse" now has an intensifier "Or worse, a shade" because, like, duh.
Also, sorry for the slow updates. I burnt out a bit on this quest because I felt like there was very little engagement, like I was doing it for nothing, but I wanna keep going. I like these folks too much to give up.
So stuff to vote on:
- What do you do with the submarine?​
- What do you do with the prisoners and clockworks?​
- How do you link back up with Anny, Ronja, and your temporary hires?​
- What do you do to blow off some steam after all that?​
 
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Well, to start with, we ought to find somewhere to stash the sub. There is no way it doesn't come in handy later on for dealing with whatever turns out to be going on. This could take the form of leaving it here, locking it up, and paying someone to keep an eye on it. However, it sounds like they don't have substantial docks, so securing it is non-trivial. Something to think about.

We need to figure out what the prisoners were planning to do, where they were planning to go, and who might be waiting for them. There could be any number of unexpected things that could come back to bite us. They didn't walk from Sopwith, so at minimum there is a plane sitting unattended and at max a substantial force getting pretty anxious about why they haven't reported in.

As it stands, I don't think they are really our enemies so much as just people circumstances forced us to mistrust under a situation in which we couldn't afford to leave them alone. But from their perspective, it looks a lot worse than that. We need to figure out how to rectify this sooner rather than later, assuming their story checks out. Speaking of which, we have an opportunity to lay an ambush, at least if our hired help wasn't paid 100% in advance and still needs us for something.

The easiest way to link back up is probably to have the pioneer fly here and bring us to the place we left our planes.

Thoughts?
 
I can think of three different things to do with the u-boat:
1) It's worth a lot of money to the right buyer. Pros, we get sweet sweet moolah. Con, we have to spend time hunting for a buyer.
2) Sell it to the town. Pros, we get red of it now. Cons, we won't get a lot of money
3) AIRSHIP! We'd need a gasbag, and some better control surfaces, but we can do it. Question is, why would we want to? Unless we make make it into a flying dorm to go along with the Pioneer being used to haul spare bits.

For the prisoners... I dunno, ransom or something?

I do agree that having Ronja fly the Pioneer over here and take us back to our planes would be best.

As for blowing off steam? We're at the end of a routine, so first thing we're going to do is spend some Quality Time with our boyfriend. (And girlfriend. Who may or may not also be girlfriends with our boyfriend. Yes, it's complicated and messy, but everyone cares about each other and is communicating.) And then indulge in some vices. We've nearly gotten the hang of this cannabis thing.
 
I can think of three different things to do with the u-boat:
1) It's worth a lot of money to the right buyer. Pros, we get sweet sweet moolah. Con, we have to spend time hunting for a buyer.
2) Sell it to the town. Pros, we get red of it now. Cons, we won't get a lot of money
3) AIRSHIP! We'd need a gasbag, and some better control surfaces, but we can do it. Question is, why would we want to? Unless we make make it into a flying dorm to go along with the Pioneer being used to haul spare bits.

For the prisoners... I dunno, ransom or something?

I do agree that having Ronja fly the Pioneer over here and take us back to our planes would be best.

As for blowing off steam? We're at the end of a routine, so first thing we're going to do is spend some Quality Time with our boyfriend. (And girlfriend. Who may or may not also be girlfriends with our boyfriend. Yes, it's complicated and messy, but everyone cares about each other and is communicating.) And then indulge in some vices. We've nearly gotten the hang of this cannabis thing.
If we were just bouncing from one job to the next, I would see where you are coming from. But right now, we are hunting the thing that killed out god. The prisoners are a big lead, and the sub is a useful tool so long as the leviathan machine remains underwater.
 
True, but we are going to need money to keep up the hunt. If it's the War Machine that they where taking about, it's going to airborne again. I think we need to:

Beach Ep or Bust!
- Nail Down a the money that Sopwith is going to be pay for the Sub/Crew/Clockwerks
- Heinrick grabbed some papers from the City, may be a clue?
- Get the Hang of Reefer, Spend time with our significant others, and instruct the group Party Harty!
- Start the Trust Rebuild Tour, we scared everybody with the Blood Rite, we need to start mending fences (thus the Party Harty!)
 
Beach Episode? Beach Episode Beach Episode Beachepisode BEACHEPISODE!

I need more time to think on the rest of the stuff, but it's time to work out what swimwear looks like in Himmilgard, Sketch.
 
Also, sorry for the slow updates. I burnt out a bit on this quest because I felt like there was very little engagement, like I was doing it for nothing, but I wanna keep going. I like these folks too much to give up.
Sorry about that :( I've been known to make spectacularly bad decisions, so I don't always feel comfortable voting when I don't have to?

but like HFS fish mom's death and the dream and the shade and there's so much good stuff in this quest aaaaa



As for some Engagement: something just occurred to me, and I don't remember if it already occurred to me or others but I'll say it now:

When Arthur, the shade, was talking about the 'big armored airship', he was talking about the Sheeta, wasn't he? Florentina confirmed that it used its gas projectors against the town. (Kinda wild the gas still hasn't cleared, but that's post-war-hellscapes for you.)

Which means that the Leviathan we're trying to destroy (presuming there aren't undersea Leviathans crawling around we don't know about) is the same one that killed Arthur.

If we destroy the Leviathan, maybe we can avenge his death while we're avenging the death of the Fish Mom (one of many, but still a good fish mom).

Edit: Also, interesting subpoint there: would we be able to get information, or even help, from Arthur or any other shades? I'm not sure how much agency they actually have, but there's some poetry to the dead people helping take down their killers, and the soldiers might have experience actually fighting the thing. Though, admittedly, Arthur is a groundpounder iirc, so even if his information is accessible, I don't know if he'd have anything useful. Also going back into town and finding that specific basement is always gonna be a gamble so idk.


Other things:

-I don't know what to do with the sub, honestly. It's the kind of thing that I Am Bad At Making Decisions About.

-Ask Florentina more about Lyse. We saw a clockwork controlling the machine in our dream; could Lyse have taken a clockwork with her somehow, or accessed/taken one that was stashed somewhere, for instance?

I would ask her more about the locket, but she said she didn't know how it worked. But if we assume the dream was of the Sheeta, then my hypothesis would be that the locket controls or starts (contains the key for?) a clockwork that in turn controls the Sheeta. Which would give us more avenues of attack: get inside the ship, destroy the controls or the clockwork controlling it. (though of course, getting the locket is probably the safest way to deal with it). Of course, Florentina probably wouldn't know about it then, but still.

If she wants the Sheeta destroyed too, and she at least seemed willing to entertain the possibility IMO, she might be amenable to working with us for the time being. (Yell at me if I'm completely misreading.)

-@brmj's perspective on the sub and the prisoners and the allies (Ronja etc) is one I can support, I think.

-Beach episode feels thematically appropriate and good and valid. Like Arren said, we're made for the sea, and this sea is so much safer, we should really get used to it. Esp. if we end up needing to go diving to destroy the Leviathan. And the trust certainly needs to be rebuilt one way or another.
 
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