Tuesday, January 1, 2013

Airships Over Aranor 11

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Chapter Two: A Day on the Town

Some cities with airship docks were built for that specific purpose on wide swaths of formerly useless land, and have massive yards and several runways to house larger passenger and cargo ships. Others were already along major trade routes, and adapted a small dock, not enough for the huge ships but enough for the private ones like the Farran or smaller shuttles to larger ports. Rysinth is the former, a center of trade even before the continents knew of each other, when humans and dragons were the only ones to pass through. The streets are more crowded and busy than they ever were then. The charm and curiosity of magic users and creature-folk has long since worn out for the descendants of the natives, and the slow but steady influx of immigrants from the other continent leaves the crowd here looking no less varied than that of, say, Rithara's capital for instance.

One may well wonder how, without a method of remote communication analogous to radio, airships are able to land in anything like an organized fashion on a limited number of runways, and indeed this was the greatest hurdle to their more widespread use for a number of years. However, a system has long since come into practice to deal with the trouble. A flare of a particular color is shot into the air from a tower where four people watch the four directions for incoming ships at the precise moment a ship is noticed; the ship is to fly to a certain position to claim that color, and if two ships arrive at roughly the same time there is an order of right-of-way, but I'll not bore you with that. The next time that same color is shot off, the ship it belongs to lands, and the color is allowed to be reassigned to another ship. Of course, in a busy port this quickly consumes a great many flares, but magical means of producing a flare-like effect are widespread and not terribly difficult. Once the ship lands, the proper authorities are called to apprehend the pirates in the brig, all eight of them; three of them are recognized as higher-priced heads, and otherwise the standard reward for pirate capture is tendered for the rest. After paying in advance for repairs and medical treatment, Conall splits the rest of the money--not much, but at least it's a profit--evenly among the five crew members.


Whys leaves earlier than most of the others, forgoing medical treatment of his rather minor wounds. And he walks the city of Rysinth, using his magic to appear to those around him as a human. This is normal for Fylenis, who have always been secretive, rare, untrusting of the motives and future actions of everyone around them. Even in the present days, where the king has increasingly encouraged their joining the world at large instead of continuing to hide in little holes and obscure sections of forest for centuries on end, most still would not show themselves to people they don't already trust. So while it is no longer so uncommon on Aranor to have seen a Fylenis walking the streets, it remains extremely rare to know that you saw one, rare enough that a Fylenis not hiding his or her true form might draw a few eyes. In other words, Whys doesn't care so much that people know he is a Fylenis, but hides anyway to avoid wasting time and getting stared at. As for what sort of human he looks like, well, that depends on who's looking. Suprisingly, it's easiest to just pull together an image of an 'unremarkable person' from each person's mind and superimpose that on one's one appearance than to try and broadcast a single, constant image to everyone. It has to do with three-dimensional perspective. Besides, a 'nondescript' appearance is far more difficult for one's enemies to follow or properly identify.

Whys isn't looking for anything in particular, simply reaching out with his senses for a familiar pattern of thought, anyone he happens to know who happens to be in town at the moment. Sort of like what a blind Neshobe might do with scent. After a good twenty minutes or so of walking he finds someone in an old two-story tavern, and enters. It's early afternoon, so the tavern only has a few people in it to begin with--it's not hard to find who he's looking for.

An elf, with pointed ears, fair features, a little slimmer and taller than your average human. A woman, athletic and petite but not without a kind of beauty to her. And, like most elves, she looks young; her mind alone betrays an actual age of nearly a millenium. She sits alone on a stool in the middle of a de facto stage--no raised platform, but no tables in it--legs crossed, idly strumming a small harp. She is wearing a bright-colored blouse and ankle-length skirt, both unusually clean for a constant traveler; a tan cloak hung over her shoulder is the most likely explanation for that.
Whys walks up to the woman. "Well, it's good to see you again." She looks up to acknowledge him and he drops the illusion for her. Then she nods, smiling. "I see you actually found him." Here Whys sees things that most people don't, for any Fylenis can pierce the illusion of an equal or lesser one without much trouble. She nods again. "So what about Khazu?" She chuckles.
"That wolf pup turned 'fraidy-cat once the old man showed up. Fear of change is only natural if one isn't out looking for it, I guess. He'll show up sooner or later, he's too tough to get eaten by a few monsters."

Meanwhile, the others remain in a hospital for treatment, Edward to help out the healers. Water makes up much of the human body, and this is a trait which remains true for all of Aranor's demi-humans as well; as such, water magic is generally the most useful for both healing and examining. The Blue Tail Neshoba are particularly well-equipped for medical work, even when untrained, for in addition to a single unique spell, each has the 'Heal' spell (which puts out fires as well as working to repair surface wounds of a person's body) and the 'Diagnose' spell (which gives the caster an impression of what wounds or irregularities are in the body of whoever it is casted upon). Of course, magic is a shortcut best foregone in the case of more severe wounds, since knitting a wound hurts and doing it more rapidly hurts even worse. Conall's burns are largely soothed by a merwoman healer, the worse ones (which are on exposed skin) bandaged, and after changing into a fresh set of clothes taken from the Farran before it was sent to a yard for repairs he sets to the streets in search of a place to eat.

It isn't very long before he comes upon a familiar voice. A very familiar one. With the emphasis on the first three syllables for pun's sake. Two people of particular interest to the captain, one of them the source of the voice, sit at an eatery composed of a kitchen building, a long window, and outdoor seats and tables which are presently exposed to the sun, but presumably would be covered by an awning in unfavorable weather.

"--But she said, 'We will not help the cause of a weak people. You must prove your strength.' And that was when Xindaris challenged the Black Earth's alpha to an arm-wrestling contest--to the death! Or until one of them broke an arm. And she was so sure in her strength she accepted. But they didn't have any tables, so..."
"Err, milady--"
"...Then Elestari suggested they just use a big block of ice made with magic. But it had to be raining for her magic to be strong enough to do that. There was the scent of a rainstorm coming, but it would still be a few hours before that happened. So everyone just sat around waiting..."
"that isn't quite, exactly how--"
"..and it was really awkward for the first few minutes, since none of the--"



"Charlotte." Conall chooses this moment to put his hand on the storyteller's shoulder and interrupt the exhcange. The woman in question, a human with the same color hair and eyes as the captain, wearing a green conical hat, a vest of the same color with a black jacket over it, and black pants with a katana securely sheathed on one side, very nearly draws said weapon and swipes at him, but sees who he is first and relaxes again. "I know it is not very often you get a captive audience, but you might pick a tale he does not already know the true version of."
"Bro? You look like a dragon sneezed at you. Siddown, I gotta know how this happened!" Charlotte pulls Conall to an empty chair and he sits down, wincing slightly.

"S-sir Conall! It is most excellent to see you again." The other one, a young male Neshobe with a very dark blue color of fur, is visibly relieved at the change of subject. He is mostly Black Earth, with maybe one Blue Tail ancestor several generations up to explain the unusual coloration. Conall knows him mostly as a friend's friend's friend, though he did take one trip on the Farran to get to this continent. His name is Khazu, and he isn't quite a century old (which, for Neshoba, is a fairly immature age in a certain sense).

Now, the Black Earth Clan (the word "Clan" with a capital C, in case it wasn't clear, is the usual term for one of the sub-kinds of Neshoba) is, of course, capable of magic that uses rocks or dirt or the like. They are also the most physically strong, even more than the Shadow Fang, and pride themselves on this fact. They value raw physical strength in choosing their leaders. The traditional attitude of the Black Earth has been negatively characterized as greedy or stubborn, but really they simply have a peculiar sense of honor and prefer to be brutally honest about things. This sense of honor involves favors and repayment: Allowing someone to do something for you, without repaying them, is considered highly dishonorable to traditional Black Earth thought; hence, they do not help others without settling on some manner of payment beforehand as a kindness to others, and if one feels one has been dishonored in this manner unwillingly, he or she will often attempt to come up with some kind of repayment. If the dishonor seems particularly intentional, the repayment attempts will likely be the bare minimum that the Black Earth feels can be gotten away with, if not outright bad for the person.

Khazu considers persons of noble birth or position to be considerably better than other people, and in fact, more worth being around and knowing. He is about the closest thing to a believer in the divine right of kings that Aranor could ever have. As such, he tends to claim that merely being in a noble's presence is worth helping them; whether this is his actual belief or merely a way to circumvent Black Earth ideas without outright breaking them is unclear, although if it is all an act it is quite an impressive one. The dragoons qualify as nobles of a sort since Rithara's royal line are the descendants of white one (associated with the White Grass Clan, that is), and the other five's descendants have the kind of distinction and rareness that often comes with nobility, even though many of them are neither terribly well off nor in any sort of political position. So it isn't hard to explain what he's doing listening to Charlotte's heavily embellished and modified version of a part of his own race's history if he clearly doesn't want to.

As for Charlotte, yes, she is Conall's sister. His younger sister by three years, to be exact. The two of them fit the contrasting mold of a protective, responsible, somewhat uptight elder sibling, and a wild, adventerous younger. For three or four years the two of them traveled together on adventures largely decided upon by the younger, while the elder tagged along in an effort to make sure she didn't end up dead. Their teamwork in fighting monsters was said to be matched only by their constant arguments on where to go and what to do next, most of which the younger won through sheer persistence. Whatever he may think of her present lifestyle (wandering, taking odd jobs, slaying monsters--which is a legitimate if highly dangerous occupation--and chasing after rumors of abandoned treasures and the like), Conall owes Charlotte a debt he could not possibly hope to repay, nor does she particularly care to collect on it. So they have a kind of mutual, friendly relationship at the moment. Also, she is quite capable with a katana, having learned swordplay at a young age from a White Grass Neshoban trainer who may also be held partly responsible for her love of the well-told-if-not-necessarily-true story, and the most inaccurate parts of her knowledge of certain historical events.

So Conall relates the events of Verra's attack in as factual and direct a manner as possible, at the least requiring any future embellishment to come from Charlotte herself. Obviously if he tried to lie about it or declined to answer it just would have been delaying the inevitable. No matter how much he might want to keep the story of Verra's near-defeat out of the rumor mill to avoid provoking the insane and highly powerful pirate any further than he's already done by fighting back and surviving, his sister's hunger for more stories is simply insatiable and ultimately undeniable. Well, at least if she's telling the story there's a pretty good chance it'll be told in a way nobody would believe. It would be entirely different if the same account were given to, say, a scrupulous peacekeeper aspiring to catch Verra herself.


Wings are remarkably susceptible to healing improperly and then ceasing to function in their intended manner. Ann's were quickly immobilized after the injury was done, and after a rather long checkup they are still mostly immobilized, just set in better positions to heal. There are no major fractures, so it shouldn't take but a few days; to a more free-spirited, flight-loving eagle person this might as well be a few months, or few years, but to Ann it doesn't matter so much. Walking is fine.

At any rate, she is the last one to leave, and also happened to be the one who agreed to go with Arizan. The dragon is predictably impatient about the delay and noisy about said impatience, but Ann is very, very skilled at the art of ignoring without reaction, for a very. Long. Time. It helps, because if a Fylenis walking the streets and not hiding is unusual, a dragon in a conspicuous fully-scaled humanoid form like Arizan's is far, far more so. Numerous heads are turned by the sight, then promptly turned away by the fire dragon's constant glare and the eagle woman's apparent nonchalance at the whole situation. Unlike certain others in the group, Ann had no prior plans of meeting anyone on today's arrival, and just heads for a restaurant she knows and has been to a few times before now.

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From: http://www.mspaforums.com/showthread.php?42524-Airships-Over-Aranor-Prose

Airships Over Aranor 10

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Whys is in the back of the Farran, closing down the door again. He is away from the others, but he can easily survey the damage along with Conall. There's a hole in the roof and floor, but nothing critical was hit along the way since most of the engineworks are in the back of the ship. There are also the four holes in the sides of the ship, and all six together do make the ship unfit for passengers and somewhat less aerodynamically efficient. Xach has a severe burn on his hand and now numerous bruises on the front side of his body. Ann is tough, but her wings are going to be out of commission for at least a few days. It's going to hurt Conall to touch things for a while, including his own clothes. Even the Fylenis managed to get injured in all this.

The captain, who knows Whys is still listening in, speaks. "Well, I suppose there are two ways of looking at this situation. I would say, everyone has been injured, the enemy got away, and after swearing the worst kinds of revenge on all of us. On the other hand, my sister would say we fought with everything we had, nearly got her...and now we've confronted Verra Kriset and lived, twice. Heh." He's almost, sort of smiling. Just a little bit. Come on, I'm sure that's not all the encouragement you've got. Anything original?
"...Certainly. Whys, get those pirates we did capture to the brig. I have little doubt at least some of them will be worth some bounty, enough to pay for repairs and medicine at any rate. In light of their loss and our gain this ought to be at least as good as a tie."
Better. And will do. And, uh, you got company.

An hour or two ago, the dragon Arizan was asked to hold on to something, to brace for some upcoming turbulence. Some half hour or so ago, there were loud crunching noises from the sides of the ship. A minute ago, the clear sound of an explosion rocked the entire ship. Dragons fly, and dragons are generally large enough to have an experience similar to what that of a sentient airship (if such a thing existed) would be when moving quickly at high altitudes. Dragons know what turbulence feels like intuitively, and they know that it generally doesn't cause explosions.

So of course she stormed out of the engine room and on her way straight to the bridge, the last known position of anyone else on the airship. And, after navigating a couple too many cramped hallways again, she comes to one close to the bridge and finds a giant hole in it, not to mention the captain covered in what looks like severe burns. The natural reaction to confusion for certain dragons is anger because they are usually big enough to just kill whatever makes them angry, and something that is confusing has a high risk of being a threat. Arizan is one such dragon, and is naturally furious enough at this development to nearly spit fire while talking. "What. Is. This."

Not even Conall can resist a literal interpretation. "This is a giant hole in my ship."
"Okay." There is a brief pause. "WHY IS THERE A GIANT HOLE IN YOUR SHIP THAT WASN'T THERE TWO HOURS AGO?!" It's really amazing when a dragon manages to spit fire and talk at the same time. Of course, it isn't a directed shot or anything, so it doesn't do much more than raise the temperature several degrees and aggravate Conall's burns a little more.
The human answers quickly and forcefully, without any pause longer than a breath, to suppress the dragon's protests until he finishes speaking. "We were attacked by pirates who, given the right circumstances, could very well have killed all of us, yourself included. I thought it best not to inform you of their attack in order to reduce the risk of their knowing you were here, since their captain is particularly insane and might have killed or kidnapped you if she knew you were here. Yes, she could have done that, last time I checked Fylenis powers work on dragons, too. Also, the captain got away with the ship after swearing vengeance on all of us, but since she did not know you were here you should not be in any danger from her. You are welcome."

There is almost enough time to mentally process all of that and form a response before he starts talking again. "Oh, and since our efforts to evade the pirate required us to move faster than usual we will be arriving at port in only a few more minutes. Once we get there this ship will have to be repaired, and if you still feel you need protection I will ask one of my crew to keep an eye on you during shore leave."

There is a long awkward pause before Arizan officially accepts Conall's defense and reasoning. "...Very well. I will decide when we get there." Conall nods and turns around, heading back to the bridge. The captain belongs on the bridge, after all.

Nothing important happens on the rest of the way to Rysinth, the airship port town that is and has always been the Farran's destination. Suddenly you, the reader, are suffused in so much free will and oh I can't do this. Let's just say that you can pick anyone currently on the Farran, nameless pirates excluded, and follow him or her on shore leave for a little while. Each of them is certain to meet someone exciting and interesting, share stories of things seen or heard long ago, and maybe even go on some small adventure all their own (since it'll take at least a couple of days to fix all the holes, not to mention the injuries). You may also suggest whether Arizan decides to consider the crew's work of protecting her complete and leave them be, or insists on an escort around town.

End Chapter 1

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From: http://www.mspaforums.com/showthread.php?42524-Airships-Over-Aranor-Prose

Airships Over Aranor 9

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Conall has only shot a couple of bolts from one of his metal crossbows, the left one, and has since placed that one back in its holster. After the first intruder passed out from the shock of a shot to the knee, the other one, a merman wielding a scythe of all things, managed to dodge Conall's shot. Preferring to preserve ammo, the captain then led the pirate on a wild chase around the ship until they got to a smaller hallway where the use of the latter's weapon is rather limited. (Merfolk, it should be noted, are quite capable of shifting their lower bodies between fish and human appearance; there are a few subtle differences that mark them as not human even in 'human' form, however.) Now Conall is busy throwing fireballs in his opponent's general direction, forcing him on the defensive; fortunately, this particular hallway doesn't have much wood in it.

The merman drops the scythe and, still dodging the projectiles, begins condensing and gathering moisture from the air, storing it in front of each of his hands. After he has a fairly sizable amount, he combines the two globes of water and reshapes them quickly into a long, continous shape: A whip of water, held solid enough by magic to do damage, but easily dispersed should someone else try to take hold of it. It was around the time the whip finished forming that the Fylenis contacted Conall.

Now, if he were so inclined, would be the time for the captain to smirk and laugh. Instead he simply, calmly stops throwing fireballs and casts a different spell. This one is similar to the one we saw shortly before discovering his name, but rather than simply surrounding his hands with fire, it surrounds his whole body with it. Immolation, it is called. And then he charges forward, the end of the merman's whip evaporating with every attempt to hit him, and finally channels all that momentum into a burning punch straight to the merman's gut. Predictably, merfolk don't get along well with fire or excessive heat, so he develops a rather severe burn in the location and, though he manages to stay standing, is now holding his gut in pain. Conall turns off the immolation spell (that's what it's called), and smacks the merman on the head with the back end of a rapidly-drawn metal crossbow.

It isn't quite enough. The merman grunts, then roars and jumps at Conall, who just barely manages to dodge in time. He lands near the scythe, rolls and picks up the weapon, and by the looks of things is about to do something drastic when a fair-size rock hits the back of his head, knocking him out and landing him straight forward on the floor. Edward, in the bridge on the other end of the hallway, turns back to the ship controls. "My thanks."

"No need. Let me know when it's time."

Meanwhile, Ann doesn't find anyone on the Gran Daora. She wanders through a number of holds and few rather cramped crew's quarters, clearly only big enough for one person but outfitted with beds for eight, but doesn't find anyone. So she eventually locates the engine room, where one engine is connected to eight pipes each leading out to one of the spider's legs. One wall has a painting of Verra hung on it, no artist signature. Whys. No one's here. Found the engine room.
Hmm..judging by what you're seeing, and the way you're facing, I'd say the front is the side with the painting on the wall. While our ships are attached, we need their propulsion along with ours to keep us afloat...but it wouldn't be a bad idea to prevent them from blowing fire into the Farran if they get desperate.
Smash it?
Yes. Smash it. Then continue toward the front end, see if you can find their helmsman.
Ann proceeds to smash the connections to the front four legs of the spider using her axe. The engine isn't actively spewing flame from those outputs right now, since people had to walk through them, but if it ever does it will do severe damage to the entire engine room, instead of the Farran as it would usually be. Then she leaves the engine room and heads toward the bridge.

I'm all done here. How is Xach on his end?
He's through. Verra's almost where you are.
Tell him to come this way, ready for a fight, if he is able. You are close as well, I assume?
Naturally. Also, Ann hasn't found anyone and has smashed half the engine connections on their ship.
Excellent. Hope she can handle the infamous first mate. If we can manage this feat it will more than pay for the damage done here.

Before we continue, I should probably explain Aranoran magic properly. All forms of magic, obviously, require both the fuel (that which dragons emit), and the exercise of will and physical exertion to shape the fuel into the desired results. Skillful or powerful use of magic is just as tiring, if not more than, hard physical exercise. The magic that elves, eagle folk, merfolk, and even some humans use is called 'elfin' magic, because elves are the most talented at using it. It involves direct, free manipulation of a single element at a time, though someone who's good enough at it can use multiple elements at once. The races other than elves tend to use an element that 'gets along well' with them, such as eagle folk and wind, merfolk and water, etc. Verra used elfin magic (as she is some part elf) in making lots of ice and throwing it at Whys. Fylenis, as you know already, have their own brand of mental magic. They cannot use any other magic, and nobody else can use their magic. Neshoban magic is more concentrated than elfin magic, with a single Neshobe (depending on which of the six kinds (known commonly as 'Clans') he or she is) having only one to three spells, all of the same element unless he or she has a mixed heritage. Ekim magic is all originated from their soul-weapons, and orcs channel magic through any weapon they hold. Dwarves channel magic into objects, be they anything from weapons or airship engines, and the nature of the enchantment used determines who can use this imbued item and how.

Humans are different from most of Aranor's races. There is no unique human magic, and while possible, it is very difficult for humans to learn elfin magic. However, humans have an unusual ability to absorb magic, like sponges, ever growing in the capacity of magical energy their bodies can hold and even passing especially high levels down to their children. They are able to expend all of their magic at once in one great burst, to a few different and incredible ends, but once it's used it can take several lifetimes to build up as much again. Not all humans, however, are so limited.
A very long time ago, using magics long since forgotten, the Neshoba and elves worked together to grant six humans an unusual ability. Each of them was given the power to copy the spells of a single Clan of Neshoba, and use them him- or herself. All that is needed is the knowledge that the spell exists, and a working understanding of what it does. These six humans' descendents possess the exact same ability, completely intact since it isn't precisely genetic. The original six, and their descendents, are collectively referred to as 'Dragoons', because the original intended purpose of their powers was to gain the edge in a desperate battle against dragons. The line of one particular dragoon is royalty in the country of Rithara, and has survived as a very, very long series of dynasties since the country's creation. The others are sometimes considered a kind of nobility, but it really depends on who you ask.

Conall is a descendant of the one who was blessed by the Red Claw Clan, and as such can use such spells. He also benefits from an unusually high store of magic, since the non-dragoon side of his heritage consists of a very long line of humans who never spent their collected magic. As such he has some overflow issues as observed before--unconsciously casting spells and the like--but when he can use lots of fire, it's generally there for him.

Now that that's out of the way, Verra reaches a hallway not far from the bridge (though not the one directly in front of the bridge) with Conall in it. Her eye is still glowing, so she can tell it's both the real him and really him. The unconscious merman was hastily hidden in a nearby storeroom as a precaution, even though all accounts of her puppetry power indicate that one must be conscious at its inception or it won't work. By now he's leaning against a wall, as if relaxed, with one of the M-C's in his right hand. His right hand is immolated again, but fortunately the weapon is small enough that the fire just goes around it, treating it as 'part' of the hand. "So glad you could make it." She replies by firing a lightning bolt in his general direction, which he dodges under. You have my full permission. This may be the only chance we get at something like this. "Hmm. You know, that must put quite a strain on your arm. I can't imagine it's easy to aim while fighting through pain." He raises his gun, while Verra briefly falters in another attempt to draw back the bow (due to the very pain mentioned). I hope you've got it by now, Whys. "What was the plan here anyway?" Then, he takes a shot.

In a flash, Verra's weapon has returned to sword form and is sparking with energy, directed to repel the bullet away from its location, and held up in front of her face. It isn't quite fast enough, and for some reason magnetism doesn't effect the bolt. It ricochets off of the blade's edge and grazes the left side of her face, just barely missing the eye but coming close enough that she has to close it in pain. When the bolt hits the wall and clatters to the floor, it becomes evident that it was also on fire. "You know, funny thing, I was conversing with a blacksmith the other day and he said, it's an awful waste to use iron in these bolts when anything small and round, like a piece of wood, would do just as well."

The pirate doesn't answer. Not in words. Instead, she makes a sound somewhere between a roar and a howl and charges at him, sword blazing. Conall blocks with both crossbows (the other one was quick-drawn, and looks away, staring at a nearby wall.
"What's the matter?!" She disengages, steps back and forward again, and aims another slice in the space of about half a second. Long enough to pause for breath between questions. "Ceightn't even look your opponent in the feightce?"
"Oh I can, I just don't want to. Too bright with all the lightning and fire." Conall steps back at the same time Verra does this time, and takes another shot in her direction. This time she manages to block it, and takes advantage of the way Conall had to point his face for aiming to look him in the eyes. And...nothing happens. Verra appears to be in shock for a few seconds. Conall gets an unnatural--and somewhat disturbing given his usual disposition--toothy smile for almost as long. "What, were you expecting something? Two can play at that game, Daora-majou."
"RRRRRRRRRRRrrrrrrrrraaaaaaaaghhhhhh!!!!!!!" Then the entire hallway is full of electricity. Verra starts hacking at Conall, who is now quite unnaturally laughing through the mild pain of such an unfocused shock while dodging and blocking the series of blows.

Meanwhile, Ann finds the bridge. It's just as unguarded as everywhere else, and no traps set, either. She walks into the room and looks around, and finds nobody but Callor. He hears her, of course. "Thtep no clother." It's hard to sound threatening with a sever lisp, but he somehow sounds serious at least.
"Or what."
"Thith thhip'th engineth are keeping both of uth in the air. Thethe controlth are too complekth for you to even begin to fathom, and too thmall for your hands to control, judging by your weight. And if you think it'th thtill worth the rithk..think again."
"I can fly."
"Maybe. But you can't dodge ekthplothionth. Nobody hath ever theen nor heard of my thpell, becauthe it would be too great a rithk on an airthip over the othean. But if you get too clothe, I might jutht dethide to uthe it anyway, and take you down with me. Don't think I won't do it."

The electricity and Verra finally stop, the latter panting heavily and clearly on the brink of exhaustion. Conall is much the worse for wear, with scorched clothes and minor burns all over his body, but not a single cut from the blade thanks to the Fylenis' expert control of the situation. "What'd I say, eh? Too easy. Especially if I don't have to feel the pain."
She's on the ropes, Edward. Disengage the other airship, Ann should be able to get back now that I've opened up the hangar.
"Hhh...hh.."
"What? I can't hear you."

"I hate you! ALL of you! I swear I am going to track every one of you down and tear your hearts out and eight them. If I have to keightll myself to finish you off I swear I'll do it. If I find any family or friends of yours I will personally tear them limb from limb. I--aagh!" She yells not out of frustration or rage, but from the pain of a rather deep set of cuts across her back. These are courtesy of the Shadow Fang, his claws now out. She whirls around and slashes at him with more ferocity and energy than someone who's just spent five or six minutes on a sustained electrified hallway should rightly have. He dodges, but barely. Conall takes a shot from behind, aimed at the back of her head and on his own control this time, and somehow she happens to duck under it at the last possible instant by performing a lunging attack. Xachariah is already low to the ground, having been warned of the attack by the Fylenis. Conall lines up another shot.

The Luck spell is one of quite dubious results, like most Shadow Fang spells. However, its effects seem so much like coincidence that there are doubts as to its actual existence. Most people in recorded history who have used it have died horribly in what seemed to be complete accidents. Very unfortunate deaths most often result, and not necessarily just those of the casters, but sometimes of their close friends or loved ones, or just random people who were nearby at the time of casting as well. Neshoba who are discovered by a Choneiji to have the spell are warned specifically against ever casting it, and the ones who have followed this wisdom have generally lived longer for it. Shadow Fang dragoons dread the spell and try not to even think about it for fear of using it by accident.

Not Verra. Verra is one of two or three people in all of Aranoran history to have used the Luck spell and gotten a good result. She is quite literally the only one to use it habitually and get good or, at worst, neutral results every single time. The point is, once she had calmed down enough to start screaming revenge at Conall and Whyskars-in-Conall, she cast the Luck spell. And, perhaps what follows may be considered the result. It certainly seems enough like a coincidence, anyway.

On the Gran Daora, the eagle woman takes Callor's threat seriously. It isn't unbelievable that a part-Red Claw would have the power to blow things up, in some kind of fiery explosion. However, she doesn't take him quite seriously enough. She tries to charge at him, get him before he can react. While she is more agile than anyone with her choice of a giant axe as a weapon would seem to have any right to be, speed is not her specialty. There is enough time, between the decision to attack and the sounds of her starting to run, for the Neshobe to turn around in his chair, sigh mentally at what fools everyone on Aranor is, and then cast his spell. As a result, a chain of explosions fire straight through Callor's line of sight, extending some twenty yards or so in distance. His line of sight also just happened to be inclined slightly downward. The impacts catch Ann straight in the front--though she does have the presence of mind to hold the axe flat in front of her and thus block some of the damage--and propel her with them straight through the floor of the Daora's bridge, through the ceiling of the Farran, and nearly out the latter's floor. She crashes straight into Xach, and they both get knocked through the end of the hallway, just barely avoiding falling through the new hole, through which the chain of explosions continue to go.

The noise and shock of the explosion rocks the entire ship, knocking Conall to the ground. Verra is somehow still standing up, and she grins the most vicious, hateful grin that has ever been grinned, due in part to effect of baring her sharp teeth and in part to the gleam in the one of her catlike eyes that's still open, and then jumps onto the roof of the Farran, and from there back into the bridge. Callor is out cold from the exertion of casting his Explosive Sight spell, and Verra shoves his unconscious body out of the way and takes the controls of the ship. The Farran rocks back and forth at that moment (thanks to Edward's efforts), knocking the front four legs out of the holes they made. Verra isn't as good at piloting the ship as Callor, but she's the one who built it, and she only needs to work the back four to propel the Gran Daora off at an angle to the right of the other ship's course. Said other ship had accelerated in preparation for the shaking maneuver, and their courses diverge rather quickly. Anyway, their crew are much too busy with other concerns to give chase.

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From: http://www.mspaforums.com/showthread.php?42524-Airships-Over-Aranor-Prose

Airships Over Aranor 8

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Let's back up a bit to about the time Verra arrived at another leg, and join the Eagle woman for a moment. She waits in another bedroom, this the one that the blind Neshobe was sleeping in earlier. She has already taken the liberty of moving all of the furniture up against a wall on one side to make slightly more room for her wings, which are folded against her back for the moment.

Before long, two people emerge from the pipe that has punched a fresh window into the wall of the room. One of them is a green-skinned orc weilding twin short swords. He roars and charges at Ann while the other, a female Neshobe with white fur (White Grass--we'll talk about them later) aims her repeating crossbow at the eagle-woman. Ann responds by flapping her wings directly toward the pair, using magic to amplify the slight breeze produced into a gust strong enough to blow three crossbow bolts back into the face of their owner, and then stepping forward and using the long reach of her axe to smack the Neshobe in the forehead with its flat side. She collapses, out cold, while Ann blocks an attack from one of the orc's blades. He tries to stab under the axe, but he has to abandon the strike when Ann pushes against his other blade so hard it nearly cuts his ear off. He hops awkwardly backwards, trying to regain his footing, and Ann steps forward and aims another flat-side axe blow at his side. He turns to block this attack, using both blades and both arms, and his whole body gets pushed along the floor a few inches as a result.

Ann keeps pressing the axe against the swords, and despite his best efforts the orc can't keep up with the strength. He ducks aside at the last possible moment and tries to dart in and stab Ann again, hoping that she won't recover in time to block. She swings the axe back and catches him in the side with enough force to knock him over before his sword quite reaches her stomach, and then swings the axe around so the blade is hovering just barely above his neck. To his credit, his face looks determined; Ann, however, merely glares at him.

"You are pathetic." Then she spins the axe to catch him across the face with the flat side, knocking him out.

Whyskars is sitting on a bed in a guest bedroom for overnight passengers, whose wall was breached by another of the spider's legs. Two pirates, a female black-fur Neshobe and a satyr man, lie unconscious on the floor, while another one, a human woman, is wielding a quarterstaff with excellent technique in a battle against thin air.

You're probably wondering why the crew of the Farran are generally trying not to kill their armed assailants; well, most pirates are worth more bounty alive than dead and, other than Verra, this invasion force is full of people that will likely prove easy to keep captive. Anyway, the Fylenis addresses the human in another room.  Captain, there were three of them from this entrance. Everything is clear here, but Verra is on the move. How are you doing?

Great. Two here, one down already. Poor fellow must have been new to the pirate racket, he fainted from a shot in the knee.
Our blind friend is occupied with one who came behind Verra. I haven't checked on Ann yet.
Do so now, keep me in if you will.

Ann. How are things in your room?
Unworthy.
Not very many of them?
No.
This is suspicious...they should have had an assault team two or three times this size for a job like this. I think Verra has something up her sleeve. Do you sense anyone up there, Whys?
Huh..you know, I don't. Nobody but Callor. For all we know she might have found some way to prevent my detection, though.
Hm..Ann, those pipes go up as well as down. Do you think you'd fit through the one near you?
Uncomfortably.
Well, if you can, go up and take a look around her ship. Maybe break a few things and see if anyone comes out to stop you. If that doesn't work, try going to the front and confronting the pilot. I hear she puts a lot of stock in that man, she would never leave him unguarded. It'll probably keep you safe from her anyway.
Understood.
Oh, and if things go sour, get out of the ship however you can and fly back to the Farran.
Whys, do you think you could slow Verra down a little bit? I need to finish this lackey before I can deal with her.
Should be no problem, captain. Catch you later.
 
Whys calmly moves to a quadripedal standing position and leaves the room, pulling his illusory double behind him, and the woman fighting it follows. He moves quickly, but not at a run, through a few different narrow corridors until he sees Verra at the end of one, running his way at that. He places an illusory double behind her to speak for him. "Verra. So nice to finally meet you in person."
"So you're the one who's been keeping me from my work," she says, not turning around. She stabs her blade backwards, halfheartedly; the false Whys dodges to one side.
"I've always wanted to meet you," he 'says', "like any good Cat, I know the rumors. A pirate and criminal, breaking even our laws, and getting away with it."

"You know you can't touch me." She grins, showing off some of her teeth.
"I know the King's mark as well as anyone else. His word is law. I know I can't punish you for your crimes. But there is plenty I can do." The double slashes at her back with a clawed arm, and apparently the cut is rather deep. Verra flinches slightly, but ignores the pain; firmly rejected by her mind, it goes away.
Then she frowns.
"You should know I can't stand cheap tricks." Her left eye glows with a pale yellow light, and she looks directly at Whyskars--the real one, despite his magic projecting empty space where he actually is to the optical input of her brain. "I have no trouble seeing the truth." 
 
I see--or rather, you see. A unique spell of two Clans...Is this why the King is so interested in you?  She doesn't respond, instead shifting the sword to the form of a curved bow, drawing an imaginary string back and then firing a bolt of lightning at him like an arrow; he knows the attack from her mind before she begins it, and dodges. Then he brings in the double that is fighting the pirate, and has him stand in Verra's place. So you can see the truth. But she can't. The woman tries attacking the image, and in turn Verra, but she dodges and looks the woman directly in the eye. Then, in spite of the full Fylenis' best efforts to shield the woman from it, Verra uses her favorite trick.

Specifically, she takes control of the parts of the woman's mind that link it to the control of her body. This is known as 'puppeteering', and it is a Fylenis crime because it violates free will. She prefers to call it 'manipuleightion'. This skill she has always had quite an aptitude for was the one that allowed her to feed people to her monstrous 'guardian'. This is also how she can casually throw crew members off of her ship without a fight, and how she can easily hijack most airships without so much as setting foot on them. Being so well practiced, she has developed the very specific coordination necessary to control multiple bodies, including her own, at once, and has been reported to fight rather skillfuly with as many as five bodies at once in the past.

Whys uses the pause required to do this to stand upright on his hind legs. When the woman, now controlled by Verra, moves directly toward the real him and tries to crack him with the staff, he dodges around and kicks her ankles out from under her. She isn't quite agile enough to dodge the swipe, and Whys pounces on top of her, knocking the staff against her head and using the brief moment the body is stunned to pull it out of her hands. The puppet gets back up and punches at him, while Verra herself fires another bolt of lightning at him. He dodges both by ducking into another corridor, and when the closer one follows he hits her stomach with the tip of the staff and a lot of force, knocking her back and into a closed door on the other side. She collapses, unconscious, and then her body pulls her back up. Verra, meanwhile, runs up in front of her and slashes at him with her sword. He blocks with the staff, which happens to be made of wood, and immediately flips it back around to knock her in the head. She dodges back out of another swipe of his and the puppet moves in, now holding a spare knife that Verra perhaps gave her, and starts stabbing at him. He dodges to a side from the first shot, then on the next one smacks the side of the staff against the tip of the knife. With the tip stuck slightly into the staff, he deftly spins it back toward him, which pulls the knife and hand holding it for just a second, long enough to throw off her balance slightly. Then he his her wrist as hard as he can with the staff, and it audibly breaks. The puppet's hand is useless for holding much of anything now, and the knife drops to the floor.


Before she can pick it up, he cracks her leg on the other side, not quite breaking it but bringing her to a knee for the time being. Verra responds with another lightning bolt, which he dodges to one side. She abandons the puppet then, jumping over the collapsed body and swinging her sword at Whys, again and again. He blocks every strike, not even losing any ground to her. Tell me. Do you know why pure Fylenis don't like to really fight?

Whys catches the next blow and spins the staff around to crack Verra in the left shoulder, and she winces, grimaces and attempts another stab, which is promptly deflected to above his shoulder. It's because we believe it's foolish, yes. But if that were not enough... He feints a jab at her stomach, then spins the staff around her block to hit the same shoulder again. It's always either too easy, or life-threatening. And I'm the kind of guy who doesn't take risks he doesn't have to. I just have a different philosophy from you, I suppose. He blocks another side swipe, and then aims for the shoulder again; this time he hits ice, which wasn't there before, and shatters it. Verra, looking positively furious, starts magically condensing more of the moisture in the air into numerous little ice shards. There we go, now you're actually trying.

Whys hops back and moves the staff, not quite spinning it but rather positioning it to catch as many of the shards as possible at each particular time, based on which direction Verra is concentrating with them. He still gets several light cuts across his fur from the ones that do get through. She starts making more of them behind him, and is about to fire them his way when he plays a somewhat dirty trick: He places the sound of captain Conall's voice behind Verra, which says, "Not so lucky now, are you?" Verra turns around to face the voice, and in surprise drops her concentration; all of the magically-levitated ice falls to the ground, and Whys drops the staff to the ground and makes a run for it on all fours, darting through one of two nearby doorways. "The thing about just seeing the truth? It's not enough." He projects a sound like his voice coming from both doorways, behind her, above and below, and doesn't stop running.

The small ship isn't exactly a maze, but Whyskars' audio misdirection is enough to lead Verra the wrong way..and toward where Conall is. I hope you're almost done. She might be a little ticked, by the way.
That is for the best. He is not quite down, but I shall manage. Thank you.

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From: http://www.mspaforums.com/showthread.php?42524-Airships-Over-Aranor-Prose

Airships Over Aranor 7

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We join Edward briefly. He is still in the bridge; he has locked the controls momentarily so he could get up and arm a number of traps throughout the room. This is what Conall and Whys were up to while the chase was going on, getting them out and setting them up, but the arming would have been unnecessary had the Farran escaped its pursuer. Other than this sort of independently-operated trap to protect a bridge and helmsman, the idea of airship security hasn't made any technological headway. That is to say, the only magic-powered thing on an airship is usually the engine core, which is used to move the ship forward. In other words, the dragon is currently in the one place she will be the most useful and the least trouble: hiding in the engine room.

The Shadow Fang has been sitting in the hallway, awaiting orders. The advantage of having a Fylenis on one's airship when it is under attack is inestimably high, since it provides a private channel of communication to coordinate defenses and relay orders. Once the pirate vessel crashes its legs through the sides of the Farran, Whys is immediately able to pick up the locations of the attackers. Verra, being only one-fourth Fylenis, is not powerful enough to shield more than herself and a few nearby persons from this kind of detection, but the leg she comes through is obviously the one that looks empty. Whys directs the Neshobe to that leg's location, and he is there before the pirates arrive.
The room happens to be a small cargo hold, and therefore completely empty. The Neshobe clicks a couple of times, and when someone comes close enough to 'see' in this manner he says only one word. "Halt."

"Oh, it's you." Predictably, Verra is in front. She draws her weapon, one of many things that anyone who's ever heard of her knows all about. It is the Ekim cutlass Hajran, which can also be a scimitar or a bow. You're probably wondering how that is; well, an Ekim weapon is not a weapon forged by an Ekim, or someone named Ekim. Rather, Ekim is the race from which those weapons originate, and the weapons themselves are literally Ekim souls. Suffice to say they are undoubtedly the most powerful weapons on Aranor, easily outranking the best dwarf-enchanted weapons, but access to one's full powers has the little condition that the person's consciousness, still in the soul, approves of whoever happens to be weilding it at the moment. Hajran was a pirate himself, the first mate of the man who half-raised Verra, so of course she has full access to his soul's powers.

Anyway, Verra readies the sword, which takes its scimitar form. "I have places to be, people to kill..but I guess I can save a little time for you," she says. "After all, you were the one who took a good crewmate from us.."
 
The Neshobe hasn't moved. "I won't belabor the terms. Just get on with it." Verra opens with a charge and slash, which he sidesteps, turning in towards her and kicking her left side. The attack misses by a hair or two, but the kick ends in planting his foot on the ground and pivoting, his right fist arcing with him, to face her new position while she's busy turning around. She blocks with the flat end of the blade, and he reflexively pulls his hand back. The sounds and smells did not make it immediately evident that the entire sword is sparking with magically-generated electricity. He recovers quickly enough to duck under a side-swipe with the blade, his ears just barely avoiding electrocution by flattening against his head, and kick straight up at her, forcing her to hop backwards.

He tries to press the advantage and charge at her, but the blade's reach is farther than that of fists, requiring him to dodge a vertical slice with a spinning motion. He doesn't stop spinning as he gets a little closer, and throws one leg out at the last second, channeling the momentum into a kick. He is just fast enough to catch Verra in the side, and the force behind the blow is enough to knock her over. She drops the sword and manages a cartwheel, landing on her feet and drawing the sword back into her hand from the floor (likely through some electromagnetic magic of her own) before he has time to attack again.

He clicks a couple of times with his mouth, gauging the height of the cargo room, and finding it sufficient, decides on a new strategy. He braces himself. When Verra comes with another series of slashes, he sidesteps the vertical ones, backs up from the diagonals, and then when she tries a horizontal strike he leaps straight around, balancing himself on the flat of the blade (and forcing himself to ignore the pain of the resulting shock). He doesn't stay there for more than a couple of milliseconds, flipping completely over Verra, who ducks reflexively, and in the same motion lands and grabs her tail with the hand that wasn't recently shocked.

Keeping hold of the tail with his healthy hand, he clenches the other one through the pain of its burns and aims straight at her back. She feels the full force of the hit, but doesn't seem to as much as lose her breath over it. She starts slashing back at him with the blade, forcing him to dodge around the constant swipes, while still trying to land another hit on a body that is now struggling to turn around and face him again. The struggle goes on like this for another several seconds, neither of them really accomplishing much besides making her tail sore, and then they are interrupted by one of Verra's crew entering on her mental command and throwing two knives straight at the Neshobe.

He dodges back, losing his grip on the tail, and Verra runs for the door to the hallway. The new opponent, an elf with five or six more knives on him (two in his hands), moves in between the Neshobe and her, requiring him to either go around or through--both too slow to catch up. So instead the Neshobe moves to the nearby wall and plucks a knife off of it with his good hand.

"So you're the blade-breaker, ey?"
"So some say. I am not above using them." He throws the knife at the elf, who parries with one of his own, and it sticks in the ground a few inches in front of its target. He takes the other knife off the wall and holds it in a defensive position. "Come on."

Whys, I hope you're listening. The spider got past me, and I have a pest to deal with here. If anyone's free, get them to stop her. I don't know where she's headed.

Will do.

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From: http://www.mspaforums.com/showthread.php?42524-Airships-Over-Aranor-Prose

Airships Over Aranor 6

(Prev)

"We're getting clother. Plan of attack?"
"Latch on from the top. Pour some flame in through the third and fourth legs, but not too much, I seem to recall them using a lot of wood in their design. Don't want 'em crashing before we can loot them, after all! Oh, and would you mind announcing the attack? Their cat's probably going to try and negotiate with me.."

"Fine." Callor turns a device that looks sort of like a hearing horn toward him and, still piloting the ship with both hands, speaks through it dispassionately: "Attention, wothlethh thlugth. We are about to attack a thhip, tho get moving and line up at the fifth or thikthh leg, whichever one ith clothetht, for boarding. Anyone caught being lathy or cowardly will thuffer the thame fate ath a mutineer, and I thhoudn't have to remind you what that ith unlethh you're even thupider than you theem."

Meanwhile, the ca--err, Fylenis, attempts to negotiate with Verra.
Attention pirate vessel. This is Whyskar of the Farran. We do not have any valuable cargo. Leave us alone and we will not attack.
Shut up and get the captain for me.
Why? I know everything he knows.
We'll attack if you don't get the captain.
Fine.

There is a brief pause, during which Verra takes the opportunity to comment on Callor's announcement. "You're getting better at the pirate insults, but you make 'em sound soooooooo lifeless. They'll never believe you respect them if you talk like the whole thing bores you to death."
"Perhapth it doeth. Thith ith why you're the captain."

"Hahahahahahahaha, you got that right!"
Verra.
Ah, Captain Morgan. I was hoping you were still the captain of that ship.
It's my ship. I bought it with my own money. And we do not have any valuable cargo at the moment.
You expect me to believe you? Everyone says that!
The last time I said it, it was true. Choneiji do not carry worldly possessions, and the only thing Raoclem ever gives anyone is trouble.
Then why did you protect him?
I don't go back on a deal, even a bad one. My word can be trusted.
So if you were carrying something valuable you would tell me?
Probably not. But I would not tell you a lie in that case. Rather, I would ask you to stand down on other terms, such as 'it is better for us both if you don't attack'. Which, incidentally, is also true here. Since your favorite trick does not work, you would have to come personally and risk injury.
Are you so sure you can best me with a sword, then?
Oh, I have no illusions about that--even a fool would know better than to match blades with you. But it is not of much use from a distance.
Hah, that's only if your fancy metal crossbows don't backfire again!
That was a fluke; you would have a great deal of trouble reaching me anyway. We have been warned about your eyes, and I don't know if you recall, but at least two of my crew have no need for sight. But I am getting off track; the point is you stand to gain nothing from a confrontation.
Oh, but that's where you're wrong, Captain. We can always use a few more crew...
This is a lot of trouble to go through for people who would just be a hassle to keep under control, is it not?
But that's just a bonus. What I'm really after is a little revenge. You took something very important to us last time, after all.
What, the teleporting Neshobe? I was under the impression that he left willingly.
That doesn't make it any less your fault. See you in a few!


The psychic link is cut. Back on the Farran, the captain looks at the giant cat on the ground. "She just wanted to taunt us. I could feel her grinning all the way from here." He shudders briefly, and pulls from a hilt on the side of his hip what you or I might call a 'gun', but no analogous term exists on Aranor for the device. It is a hand-held explosive-propulsion crossbow, more commonly referred to as a 'metal crossbow', even though metallic crossbows which did not employ explosions already existed before the invention of such devices. The idea was first conceived by Lisare, who was mentioned briefly earlier. He invented a lot of things, but was around several centuries before the idea of airships was ever conceived. Anyway, Conall briefly inspects the mechanisms of the device to ensure it is in full working condition.

Another Neshobe, this one with brown fur, wearing a thick black blindfold and thin leather armor, enters the bridge. Anyone expecting a human would be a little put off by his skeletal structure, which is a little more like a canine's, by his size, considerably taller and clearly built stronger than Conall, and of course by the predatory sharp teeth in his mouth. He makes a short, crisp clicking sound with his tongue, and his ears twitch a few times. "You woke me?" He is of the Shadow Fang, the 'wildest' of the Neshoban kinds, and with the strangest magic. Suffice to say that while each of the other kinds of Neshoba has magic based on a specific element, Shadow Fang magic is more abstract in nature. (I should note that Verra traces a fourth of her lineage to the Shadow Fang.) Conall doesn't know what this one's spell is, but it's the kind that is involuntary--always active--and it affects his eyes in some way that makes him unwilling (though not unable) to see. He has long since learned to do everything by his other senses, especially hearing and smell, and he fights better blind and unarmed than most people do seeing and armed. The crew of the Farran doesn't use his true name often (speaking of which, Callor and Edward aren't their respective owners' true names either. It's a Neshoban thing), but they have a nickname for him.

"Glad you're here. Verra's back, and after revenge."
The Neshobe crosses his arms. "Hmph. A worthless pursuit."
"Apparently not to an insane pirate. If they start boarding, I need you to take her on. Whys should be able to find out where she is. It has to be you because of the eye thing."
He nods. "Ekim weapons don't break easy, but I'll do what I can."
"Good, that is all I am asking. Standby in the center of the hallway, please. And be careful, there is going to be some turbulence."

"Will do." He stalks off again, and then the aforementioned turbulence starts. Everyone hangs on to something, including the dragon in the engine room (who was not informed of the attack but simply that there would be turbulence and some noise), and Edward pulls out all the stops to get away from the pursuing ship. The chase lasts a good hour or so, but eventually the more complex maneuvers available to the Gran Daora give it enough of an edge to latch onto the top of the Farran. Then the pirates and flames start coming through, and the crew of the charter ship must defend it to the end.
Now everyone's going to be in different places at different times here, and I don't want this to suffer from too fractured a narrative, so I'll just ask--who would you like to follow? The choices are Captain Conall Morgan, The blind Neshobe, Ann, Whyskars, or Edward. Frankly, the pirates who haven't been named yet are mooks, and it wouldn't be proper form to follow the villain here, and Callor's part now that the ships are latched together is to sit around and wait. I suppose we could jump to somewhere completely different, but that would make this an awfully disjointed narrative and lead to a "gee, that sure was a fight" moment, far less entertaining than actually seeing the battle. But I'll do what you want, so go on and decide!

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From: http://www.mspaforums.com/showthread.php?42524-Airships-Over-Aranor-Prose

Airships Over Aranor 5

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The creature which supposedly "raised" Verra, or rather, the monster which tolerated her for some reason and got fed other people as a result, was long since slain by the merman pirate captain who at least somewhat more properly raised her afterward. It happened some time in her mid-teens or so. I should probably clarify that "monster" on Aranor means something very specific, not quite the same as the English word. Suffice to say there is a variety (or rather, several varieties) of creatures on Aranor that one might describe as bizarre, hideous mutants, which are not sentient but seem to have a collective hatred of anything which is sentient. Because of them, Aranor has always been a dangerous land to travel, and on Aranor weaponry technology has always been indespensible, even before the concept of a 'war' or 'murder' was even thought of. For any monster to not immediately kill a sentient being is extremely strange, and may have been the result of one of the Sins (I'll get into those later) playing some kind of prank or scheme.

In any case, and for whatever reason, the Daora razed a town and left one child alive. That child fed people who came to the ruined village, though eventually a few escaped and rumors of the 'Daora-Majou' got out. The captain I mentioned earlier had a son who he was raising to be just as much an excellent captain as him, and he decided that his son needed a rival for proper motivation. Verra was hand-picked by him for the purpose, and was willing to accept him as a guardian because the Daora had become her guardian by the same manner: killing the previous ones. Suffice to say that this unusual upbringing has given her both reputation and a rather unique outlook on the world and other people in general.

Turbulence is a big deal on Verra's ship, the Gran Daora, because of its unusual design. As its name suggests, it is in the shape of a gigantic spider, and its eight legs are huge, sturdy pipes that provide all the propulsion for the ship. Each 'leg' can be rotated 180 degrees where it connects with the ship, and has two joints along its length, making a total of eight knobs and sixteen levers one must manipulate in order to perform the simplest of navigation. The advantages of the ship are many: Its pipes are strong enough to support the ship's weight, so it can literally walk on land like a spider; the pipe-legs can be wrapped around an enemy ship to keep it captive and can even be used as passageways for boarders in the right circumstances; for someone skilled enough to fully control it, the Gran Daora can pull off the most amazing aerial acrobatic pirouettes that anyone has ever seen an airship do. Naturally the whole thing was drafted by Verra, proof positive that there is quite a remarkable intelligence somewhere in this insane murderous pirate.

For the moment, however, she pulls a few hand-carved eight-sided dice out of her pocket and and tosses them straight at the ground between her feet. The results are registered in her mind in under a second, the dice scooped up, and another toss made.
 
Verra invented the eight-sided die, right down to working out how to make them perfectly regular, and hence fair. Nobody on Aranor has ever really had a use for more than one kind of die--the standard, cubic one has been around for ages. She keeps a trunk full of them, carved of materials from simple wood, to gold; there's a few precious gems among them, and even a few she had enchanted by dwarves to do a little bit of magic. She claims that one is carved for every time her luck gets her out of a bad situation, or into a good one. Verra considers all of life a game and a gamble, and it certainly shows in her disposition. She may be a cruel pirate captain, vindictive, hateful, often insane, controlling, irrational, vain, disloyal, a liar, without a speck of remorse in her body for any of the horrible things she has done, but one thing she is not, is discouraged. Never has anyone seen her frustrated by even the worst of setbacks, and even her most poisonous and vitriolic of moods have a hint of playfulness behind them, though of course this only serves to make them yet more terrifying. Her philosophy is simple: When you win, celebrate; when you lose, make plans to win the next time. Beyond that she has an energizing, indefatigable optimism and absolute confidence in her own 'luck', which does seem strangely warranted given her past accomplishments.
 
And what of her helmsman? Very few people are able to pilot a ship as complicated as the Gran Daora, and certainly someone as intelligent as he could be doing something else. Why isn't he? Furthermore, the captain's temperament and whims often have her throwing crewmen overboard at random, or firing or killing them for little to no reason, and this environment often causes the less brave or less stupid to leave when they get a chance, and the others to mutiny periodically. Yet the helmsman, Callor Soptix, has remained a permanent fixture since not long after the ship was built. How?

The answer is simple: Verra loves a good game of chance, and her contract with the helmsman is exactly that. The agreement made with Callor was simple: The longer he sticks with her, the more money he gets when he retires. If he gets arrested with her, or killed on the ship, he obviously won't get anything. He isn't stupid enough to try and betray a mind-reading captain, and their agreement is ironclad, because in what Verra considers a 'pure' game of chance she will never cheat. Besides, Verra loves to take all of the glory, and Callor prefers to remain unknown so that if and when he finally does retire, he will be anonymous enough to spend his payment. In addition, he acts as a kind of first mate--the only kind Verra likes. He wants to get paid, and doesn't want to get killed, so he exercises no authority unless Verra specifically asks him to or clearly requires him to. And when he does have to order the crew around, he is calculating and efficient. If there is one complaint Verra has against him, it is that he takes everything too seriously and doesn't care much for 'style', as she calls it. All the same, her crooked, insane antics would surely be a little less interesting without a straight man to snark at them.
 
Since you already know of the Blue Tail I should probably explain the other half of Callor's lineage. The six kinds of Neshoba are sometimes considered to exist in opposing pairs, and the Red Claw are the opposite of Blue Tail. Where the values of the latter culture are centered on calmness, rationality and sometimes kindness, the former are just the opposite. This is not necessarily a fault: The best way to describe the attitude of the Red Claw is that they are passionate. They are extremely emotive, not merely in romance but in most other spheres of life as well. They tend to go with their instinct and feelings a little more, and while this can cause trouble it can just as easily be an advantage. After all, meditative thinking does not lend itself well to tense, swift situations, and some things are simply beyond the grasp of logical reasoning. Callor was raised in a predominately Red Claw society, other than his father. When he was young he was prone to exceptional, violent mood swings, vacillating from a calm, cheerful, reasonable disposition to a raging, antagonistic one. The balance he finally found, however, seems to contain worst traits from both sides: From the blue, a cold, calculating way of thinking of people, like unimportant objects to be manipulated and used with care; from the red, a cynical, caustic anger not unlike that of his childhood friend, but without any passion for justice to make it useful, and without any compassion for others to balance it out.

But how did they meet? That will have to wait. Verra is too busy looking up, out the eyes of the giant flying spider, at a ship quite a ways in front of them. Its shape is just now beginning to become visible as more than a speck. Callor starts, "Captain--
"Hmm? What's my name again?"
"...Mithh Krithet, do you think we thould thlow down tho that we are not recognithed? That lookth like a courier thhip." Small-time courier ships are riskier to fly by than ordinary passenger or shipping vessels because they tend to be proactive and attack pirates they recognize instead of just assuming the pirates aren't interested until they prove otherwise.

"This trip's boring enough without making it any longer. But saaaaaaaay, does that ship look familiar to you?"
"I do not know. Doeth it to you?" He has long since given up any answer that isn't an echo, because she only asks guessing-game questions to make her speeches sound like conversations. He could say it looks like a dragon, not a ship and she would still go on with whatever she was leading into.
"I'm almost certain. It's on the tip of my tongue....Oh, that's Conall's ship, eightn't it? The one that stole Regaris from us?"

"Thtole? I theem to recall him not even being aware thith wath a pirate vethhel."
"Yes, and it's their fault he found out. I think we should attack."
If he wasn't too busy working the console, Callor would turn around and give Verra a long, hard 'you cannot possibly be serious' stare. "...We are at half crew and they have already beaten uth onthe before."

"They didn't win, they just took a valuable asset and got away. We had to think up a new plan B."
"Right. Becauthe they have a counter to our plan A. What'th our current plan B again? Oh right, charge in and hope we get lucky."
"Yeah, but you're talking to the queen of luck here! I've got all of it, you know."
"It'th too bad you're thuch a charitable ruler, or we'd actually get to uthe it when we really need it."
"Aaaaaaaaw, c'mon. It's a gamble!"
"I jutht don't like thethe oddth."
Verra grins. "I see we're speeding up anyway."
"You're the captain, Mithh Krithet. But if I get killed or they wreck the thhip it'th all on you."

----------------------------------------------------------------------------------------------

Meanwhile, the captain of the Farran looks out the open back hatch. "Oh, this is absolutely the best news I have received all day. As if the statement 'a red dragon is chasing us, trying to set our wooden frame on fire was not wonderful enough."
"Should I not tell you next time?"
"No, but I must vent frustration somehow. Run and tell Whys there's a Daora behind us."
She gives him a look. "That...is what it looks like, but--"
"Just tell him--he'll understand. And Ann. Whatever you do, do not make eye contact with their captain."
"Okay." She leaves, and Conall shuts the doors. Then he picks up a few long pieces of sturdy wood and places them in some supports, locking it so it can't be opened from the outside without quite a show of force. Then he heads back toward the bridge.

I suppose the change of scene was a little premature. Verra still needs to decide what mode of attack to use once the inevitable negotiations inevitably break down. She could try to latch onto the Farran from the top, get beside it, or ram it (the mouth of the spider is designed for this purpose). Based on past experiences and her estimate of the enemy helmsman's skill, these are in descending order of maneuvering difficulty.

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From: http://www.mspaforums.com/showthread.php?42524-Airships-Over-Aranor-Prose