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TDM #4
It happens in an instant. A heavy weight in your gut, a trembling of your limbs, the world spins and you barely have time to register that you're falling before you lose consciousness. And when you awaken, it's not where you were last. Dark, unadorned oak walls surround you in a tiny room, the only furniture the bed you are currently resting upon, and the bedside table with a folded piece of parchment resting atop it that simply reads:
As you exit you find others like yourself emerging from the surrounding rooms. You are indeed in a tavern, but there is no hustle and bustle one might think to hear in such a place. The only person down on the main floor is a humanoid figure wiping down the bar, who smiles when they see you. They're familiar, but not, and you can't quite place their face. For some reason, however, their presence is comforting and warm.
“Welcome, Visitor. I'm sure you have a lot of questions.”
And you most certainly do.
Due to popular demand, the starter tavern and the drinks provided are available to in game characters via a portal accessible only to those with a faction gem.
JINGLE BELL A crisp, bright drink...that makes jingling bell sounds as you walk. There are no bells, and yet you jingle.
S(LAY) RIDE This drink has an earthy, woody taste. Almost as woody as the tavern floor it forces you to lie down upon. You cannot get up unless someone else helps you.
MISTLETOE MEAD Made with honey from enchanted bee hives and a touch of mistletoe leaves. Time to find a smoochin' partner!
HOLLY JOLLY SPICE A bold and fiery blend of rum, cinnamon, and cloves with a secret twist—just a dash of enchanted holly berry syrup that makes your cheeks flush with warmth and your laughter contagious. One sip, and you're the life of the party, even if you're by yourself.
CANDY CANE CRUSH A festive burst of minty sweetness with a cool, refreshing sensation that tingles the tongue. The drinker’s mood subtly shifts the color of their surroundings, briefly changing the hues of objects or lights in the room to match their feelings.
GINGERBREAD MAN A thick drink that tastes exactly like a gingerbread cookie. However, candy and other delicious accents start appearing on you as if YOU were the cookie. Is that icing on your nose? Candied cherries in your hair? Gumdrop buttons? But on the bright side, free candy!
As the effects of your drink wear off, the Tavernkeeper speaks once more:
You are compelled to walk through the only door leading out of the tavern, finding yourself not outside, but in a deep black, seemingly endless room with five portals arranged in a circle. As the last of you leave and the door closes behind you, gone when you look back again and replaced with nothing but that black void, three of the portals illuminate:
The first portal is surrounded by an almost blinding light, prismatic rainbows shining brightly in the dewy air outside of the tavern. A soft breeze may gently caress you, pulling you toward it. The portal seems to lead to a city in the clouds, airships and winged beings of all sorts soaring through the skies. Of the little bits of visible land, much of it boasts giant waterfalls that look like clouds melting into the land below. The portal calls to those who crave independence and freedom; and especially to anyone that wishes to find the strong bond of a family not forged in blood.
The second portal is encircled by a fairy ring of spotted white capped mushrooms, the faint scent of damp stone and rich earth wafting from within the faint green glow. Peering inside, one can see a sprawling harbor city of gray hewn stone, a melting pot of humanoid beings going about their day, and beyond, rolling green farmland and cottages clustered in small villages. This portal is destined for those who crave stability and solid ground beneath their feet. A simple life, an adventurous one, and everything in between can be found within.
The last portal is adorned with shells and seaweed, the glow of blue around it catching on droplets cascading down the circular opening. Beyond it you see a city housed inside a massive bubble deep under the ocean, spiraling towers encrusted with coral, and a variety of different creatures mingling about the streets. Outside of that bubble, merfolk swim, a massive squid engulfs the view from the portal as it smoothly glides through the water, and schools of fish disperse as it passes. A sanctuary in the sea that calls to those with a hunger for knowledge and a desire to aid those in need. Or perhaps it is the mystery that beckons you - the lure of the unknown in the depths that bids you explore it.
Upon following the pull of the breeze through the first portal, you are thrust into the beauty of a lively city that goes by the name of Heaven's Bow. Much of this main city feels exactly as you would expect on a city below, but there are clouds surrounding every direction you look. The walls of buildings are made with light-colored limestone, and buildings are generally built up to heights made even more grandiose by their position in the sky.
The Skyfall Docks are the first thing you notice, boasting hundreds of airships sailing in and out across the clouds with shouts that accompany a typical port city. Just outside is a fantastic market with goods not only from the other regions of Caldera, but from what some shopkeepers claim are other worlds--items sold or left behind by Visitors. Almost anything can be found in the markets if one is willing to look hard enough. Transport to other locations throughout the sky and even to the land or sea can be found here.
If the docks are too lively for you, you may instead find yourself roaming the underbelly of Heaven's Bow and finding brothels and gambling parlors filled with the promise of pleasure and fortune. The guild house for the Sylphs can be found here as well, giving out quests and training to prospective adventurers and guards alike--though none of them seem concerned with the illicit activities that surround them. Perhaps the freedom the Sylphs boast of extends to what others may deem an undesirable activity.
But most curious of all, you find a shimmering opal gemstone in your hand. When placed anywhere on the body, it will transform into a piece of jewelry with the gemstone set in the center.
If it was the second portal that called to you, you will find yourself in the busy city of Grey Ward, with its cobblestone streets and sturdy grey stone buildings. You are in the heart of the city, the Glass Market, so named for the colorful stained glass windows of the surrounding buildings. The scent of cooking food and the sound of barkers fills the air; watchful guards keep an eye out for pickpockets and thieves, and citizens go about their day. From here, one can investigate the rest of the city: the Sundown Docks, where both sea and sky faring skips transport people and goods. The Soot Spire, home of inventors and engineers. The Hearthstill, the main residential area. The Downs, a smaller residential area for those with less means.
Outside the city walls, one can explore acres of farmlands to the east and west, or follow Terra’s Pass to the less settled areas, but take care. Past the Skyward Range, out in the smaller burrows and villages, the influence of the city guard diminishes quickly, and you’ll have to keep your wits about you. Bandits along the road are always a risk, and the wildlife are less controlled by regimented hunting.
In your hand is a gemstone, a brilliantly green emerald that, when placed anywhere on the body, will transform into a piece of jewelry with the gemstone set in the center.
If the last portal beckoned you through it, you find yourself within that bubble covered city beneath the sea, the city of Salt Spire. Your ears pop with the change in pressure, and the smell of the salty sea fills your nostrils. All around you buildings made of dark stone encrusted with coral and seagrass tower high above your head, the backdrop outside the dome a deep blue, seemingly endless sea filled with fish and merfolk and all other manner of creature swimming through the water. You stand in the heart of it all, surrounded by people with gils on their necks and scales upon their vibrantly colored skin, all of whom seem intrigued by your arrival. You have many options of where to visit in the city under the sea, but where oh where will you go first?
The Salt Spire Library is right before you, an impossibly large building housing thousands upon thousands of books of all genres. Fiction, non-fiction, romance and mystery and all between. You may even find books from your world and others! Oddly enough though, no Calderan history books are to be found, and if you ask for them, the librarians and locals all choose to ignore your questions.
If scholarly pursuits aren't to your interest currently, perhaps a trip to Bluetide Market would be more your style? The marketplace is host to every manner of shop one might ever need: artisans of all varieties, apothecaries and healers in the Shimmer Quarter, the most in fashion undersea clothing shops, food stalls, and all between can be found in Bluetide. There are also the Tideshore and Fogbottom docks on either end of the city. The former allows transport to the surface via large, magical bubbles for those that cannot hold their breath or make the swim themselves yet. The latter allows people to venture further into the sea. Those without their underwater abilities are offered rebreathers for travel that last for four hours before needing to be replaced.
In your hand is a gemstone, a shining sapphire that, when placed anywhere on the body, will transform into a piece of jewelry with the gemstone set in the center.
Visitors in all starter cities are offered a standard home with basic necessities provided (your choice in design, etc.) that can house 1-4 people if they so choose. Home upgrades can be purchased via rewards.
Whether or not the assurances of the leaders ring entirely true, life, as it often does, presses on. The people of Caldera have once again immersed themselves in the comforting bustle of distraction, turning their attention to the imminent Season of Lights celebrations. This holiday, it seems, bears a striking resemblance to the festive cheer of Christmas (and a mix of new years), with gifts exchanged in abundance and decorations of shimmering silver and radiant blue casting their glow across the sky, sea, and land in harmonious splendor.
One of the seasons's highlights is the grand Feast of the Sky, a night when the people gather beneath a star-filled canopy to exchange gifts—ornate trinkets, hand-crafted items, and tokens of affection that carry deep personal meaning. In the days leading up to the feast, a tradition of "Lightwalking" emerges, where families and friends embark on midnight strolls through streets aglow with lanterns, singing carols and sharing stories of hope and renewal. Sea-going vessels, too, partake in the festivities, their sails and riggings festooned with glowing orbs that drift like stars across the waters.
The Season of Lights is, above all, a celebration of resilience, a time when the people of Caldera set aside their worries, if only for a little while, to bask in the glow of community, generosity, and the promise of brighter days ahead thanks to the Visitor's arrival...
The palace at the heart of Heaven’s Bow is a breathtaking sight, its walls adorned with silver and blue decorations that catch the light from thousands of lanterns floating in mid-air. The atmosphere is both jubilant and tense, a world on the brink of collapse holding its breath in the hopes that this fleeting night will offer a glimmer of salvation. The sky above is painted with the colors of dusk and dawn, swirling in a palette of purples, blues, and silvers.
Sylphs—the free-spirited, airborn people of the Sky—flutter about, their wings glinting in the light, performing acrobatic feats in the air, their laughter and music mingling with the sounds of the celebration. Guests, their masks intricate and stunning, move among the crowd, exchanging pleasantries and stories, some joining in the dances while others linger near the grand tables, laden with food and drink from every corner of Caldera and beyond.
As the night unfolds, the guests find themselves drawn into different corners of the event—each space offering the Visitors a chance to prove themselves worthy of the leaders’ favor. There is no shortage of opportunities to learn, grow, and, perhaps, change the course of this dying world.
At one end of the palace's terrace, a floating platform hovers above the clouds, surrounded by shifting air currents. Sylphs glide effortlessly through the space, their wings leaving trails of light as they move to the lively music, which seems written by the wind itself.
Aella, Admiral of the Slyph, stands at the center of the platform, her cloak of shimmering feathers rippling in the breeze. She surveys the crowd, inviting those brave enough to take part in her challenge. Before them, a maze of floating platforms stretches out, some wide and stable, others narrow and swaying in the wind. The task is simple: leap from one platform to the next, navigating the shifting air and ever-changing obstacles.
The platforms move unpredictably, some rising higher, others sinking, and a few disappearing entirely. Guests must time their jumps perfectly, balancing agility with timing as they avoid falling into the clouds below.
Those who succeed will earn Aella’s favor (in the form of 100 Bones and a single white feather). And those who falter will simply reappear the start of the challenge to begin anew or give up with no repercussions for the latter save perhaps a bit of embarrassment.
Cordelia, Queen of the Sea, stands quietly on a raised platform at the edge of the garden, her presence calm and powerful. Her eyes, deep and unfathomable, seem to reflect the vastness of the ocean, and though she watches the guests, she does not engage with them. Her stillness holds an air of mystery, as if she is both present and yet unreachable.
The Undines move silently through the garden, offering peaceful company to those who wander nearby. The garden is a place of contemplation, where guests can simply pause and connect with the tranquil beauty of the water—its soothing flow, its quiet depths, and its promise of renewal. There are no tests or challenges here, only the peace of the Sea to calm the mind and soul.
Those who linger may feel the weight of ancient knowledge in the air, a silent understanding of the oceans' mysteries and the healing power of water. In this place, the answers are not spoken, but felt—a quiet reminder that some of the world’s deepest truths are best discovered in moments of stillness.
As the evening fades, those who have found solace in the garden’s stillness will discover, tucked gently in their palm, a lustrous pearl. Unlike any found on the shores, this pearl is soft and warm, its surface shimmering with an inner light. It is a symbol of the wisdom that comes from quiet reflection—the knowledge that some things, like the depth of the sea, cannot be rushed.
In the heart of the palace gardens, beneath a canopy of flowering trees, the Dryads drift gracefully among the guests, their earthy skin glowing with life and their eyes bright with the vitality of nature. The air is thick with the scent of blooming roses and jasmine, while the ground beneath the guests' feet pulses with a quiet energy, inviting them to pause and feel the garden’s magic.
Terra, the Lady of the Land, stands at the center, her form adorned in living vines and blossoms, moving as if the garden itself flows through her. Her presence is both nurturing and fierce, a silent invitation to those seeking connection—to the land, to love, and to one another.
Guests are drawn to the tranquil beauty of the garden, stealing soft moments with their partners among the flowers. Lovers exchange quiet glances, touch petals with gentle fingers, and share unspoken promises beneath the soft glow of lanterns. The garden hums with romance, as if the earth itself is blessing these tender moments, offering the quiet assurance that love—like the land—can grow in the most unexpected places.
As the night draws to a close, Terra’s gentle power is felt in the air, and for those who have taken the time to connect with the garden’s beauty, a soft gift of nature is bestowed. A flower—unique and radiant—appears in their hand, a token of love and growth, a reminder that even the briefest moments can take root and blossom into something everlasting.
Settled in? Good. It's time to make your way to the Questboard located in every city in numerous, easy to access locations. That is, if you want to make any kind of impact on the world or just get some Bones for anything you might wish to purchase. Visitors are given a very small stipend in which to survive every month, but all it does is keep you fed and housed. These quests will assure you greater wealth, and they're the main reason you're here: each finished quest helps the Calderans fix their shattering world.
Quests can be accepted at the questboard via magically signed parchment upon the board. Just sign your name to accept and the paper will be whisked away... somewhere. You're not actually sure. Probably nothing to concern yourself with.
Once quests are completed, earned Bones will be dropped off at the character's residence by Bonita, the mysterious artisan who has supposedly handcrafted every Bone circulating in Caldera. Please do not speak to her, she startles easily.
For OOC questions, please direct themhere.
All locations are available to be explored!
The TDM is game canon and all completed quests can be carried over once accepted into the game.
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[It makes sense. He's dead, what was left of his consciousness trapped in some filament of the Warp.]
I do not think you understand the true level of the Inquisition's thoroughness. [Also is he dead? Is this what dead people do? Have conversations? It would explain why the other looks so much like an Eldar.]
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[But he does not think so. Since he can quite vividly remember his own demise he does not see the point of only blocking some peoples recollection of such things if they were all dead.]
I think I can. I'd probably not agree with it but I can imagine it. I've... seen my fair share of brutality in my many years of life. [Relax, you're not dead. Dead people are usualy not this talkative. Funny thing is his people are also sometimes called Eldar, so he very much is one in a way. Just not the type Gadriel is familiar with.]
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[He is pretty sure that's how he would die.] But you remember dying. You knew you were dead. Yes? [Throw the man child a lifeline here!]
[He's still going to have an existential crisis, though, just of a different flavor.
Because without the Primaris geneseeds, who is he? Just some...normal...person??????] This is intolerable. I can't be...I can't do anything.
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[Maedhros simply raises an unimpressed eyebrow at the man.] Giving up that easily, are you? Fighting against our abductors are beyond any of us for the moment but that does not mean you can't do anything.
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[Also put that eyebrow back where it belongs. He's FINE. He's totally not spiraling.] Ultramarines do not give up. It is just...unpleasant to be so limited.
[Is he going to have to talk his way through problems instead of just slicing through them with a chainsword? Yuck. ]
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[No. That eyebrow is staying where it is until the dramatics stop. He wasn't this bad when he lost his hand. He just learned how to kill orcs harder with the left one, he didn't whine about it.] Of course it is, but what is wallowing in your own self-pity going to help? [You should try to talk your way through problems before you start swinging any kind of sword about. Getting some practice in on that front would probably do Gadriel some good.]
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[Gadriel is not whining, how dare you. He is having a, uh, kinetic reallocation of thoughts. It just looks like a tantrum. To the uninitiated. ] It is not self-pity. It is simply placing me at a significant tactical disadvantage. Which I do not care for.
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[Look man... he grew up with six little brothers and like nine younger cousins. He knows a tantrum when he sees one.] Which you are pitying yourself for. It is the circumstances you've found yourself in and they are certainly less than ideal but you are not going to make any headway by simply stating that fact over and over again. Simply start doing the work required to regain your abilities or learn to live without them. [He's only being an unsympathetic bastard because he cares. It's nothing personal he just doesn't think it's good for Gadriel to get bogged down by all this to the point where it might cripple his ability to actually do something about it.]
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[It is a very manly tantrum, then. Normally he handles his Big Emotions by running off and murdering things, but see how good he's being? Just standing here in this Warp-spawned place like a good boy. ]
You are suggesting that I collaborate with this place. In the hopes that these...faceless cowards return to me that which they have stolen. [Do you hear how wrong that sounds?]
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[...Sure. It's a big boy tantrum. He's so proud of you for not murdering your way through this place to deal with your issues.]
That's exactly what I'm suggesting because for now it's the only recourse you have. [If his captivity in Angband had thaught him anything it was how to endure. That sometimes the only thing you could do was comply and wait for an opportune moment to present itself when you could actually strike back in a meanigful way.] This is far from the worst indignity one could suffer through so simply grit your teeth, swallow your pride and do what you have to do to put yourself into a position where you could actually do something useful.
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The less one knows, the safer one is from heresy.]
I do not have to like it. [He is not pouting. He absolutely is not. He'll deal with it, but you can't make him like it. So there.] And how long will this take? How long have people been here and nothing useful has been done? [He's going to have to do everything by himself isn't he?]
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And how does one avoid heresy if one does not have enough information of what is or isn't heresy?]
No one said you had to like it. Just that complaining about it is unlikely to do anything productive. [Why would he waste his time trying to make you like it? He himself does not like it. He's just not waisting his time whining about incessantly.] Depends on the quests you agree to take on. The more dangerous ones usualy pays better, but they are also the kind of quests that would be harder to accomplish until you've at least regained some of your abilities or possessions. Though not impossible with a large enough group banding together. I don't think anyones been here more than a couple of months. Half a year at the most, I'd say, and that's barely any time at all. [Or so says the millenia old elf that predates his own worlds sun and moon. Time is such a relative subject depending on how long lived your species is.]
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I am not complaining. I am [Come on, Gadriel, you can find fancy language for this.] merely expressing my distaste for having to possibly be doing the work of Chaos. [Just expressing it in the most petulant way possible.]
Then I will take the dangerous ones. [Because he gets kind of homesick if someone isn't trying to kill him every other day or so. New plan: speedrun this place, find the mysterious leaders, and beat them with their own limbs till they return him to his home. Flawless. ] Others get out of here after months? I shall best that.
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Sure you're not. [Do you hear how much he believes you when you say that.] It's not the faction leaders that offers the quests, it's the people that live here. You merely use the funds you aquire to buy back your things from them.
Just be sure not to do so alone until you've upped your odds a bit. [Cause he'd feel a bit bad if Gadriel did something stupid and ended up dead for it.] ...It's not a competition and we, quite frankly, do not know why some people are sent back after some time.
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[He's just going to glare. He is NOT complaining! Don't make him throw things to prove it!] This all seems needlessly complicated. What are funds? Why must so many people get involved? [Gross. Space Marines don't deal with money and finances. Stuff they need just appears or they do without it. ] And I am to trust strangers to be my brothers in arms? [He begins to think the not Eldar has lost his mind. Just a little.]
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[Oh yes, that will show him you're not throwing a tantrum.] Does it? Sounds simple enough to me, a very simple transactional set-up. Funds is any sort of currency you can exchange for goods and services. In this place they are called 'bones.' [Clearly someone was in charce of the economics of it all. Otherwise Gadriel and his fellows would have ended up with a fat lot of nothing before long.] You're going to have to learn to try at least. You'll not get far here by going at it alone. [His mental instability completely irrelevant to this topic and he'll thank you very much not to comment on it.]
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So I am to sell myself like some...servitor for someone else's responsibilities? [This just sounds worse and worse.]
[Listen, finances were Primarch and Administratum stuff. Just like leaves all the science to the Mechanicus, he leaves the...getting stuff stuff to the correct people. Though he does approve of the name of this currency. How's a guy who has a minimum of three skulls on his armor at all times NOT love the idea of 'bones'? ]
And will I be punished if they betray me and I extract vengeance? [Because everything here is all screwed up so probably you're not allowed to just go around killing people who let you down? Hey at least he's checking!]
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You say that as if it's the worst indignity you can suffer... which makes me think maybe you had a somewhat privileged and sheltered life after all. [Compared to Angband this, for all that he wasn't exactly jumping for joy for it, was nothing.] It's annoying, I'll grant you, but at least it's not as bad as it could be.
[Maedhros narrows his eyes suspisciously at Gadriel.] That would depend on what you mean by 'betray' and 'vengeance' specificaly. I'd personally not take to kindly to you running around murdering the people here for minor infractions... or without trying to deal with things in a non-violent way at first.
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Is there some fate worse than a servitor in this place? [If so he maybe doesn't want to know. Is there something worse than to be more or less lobotomized and used as roaming data for a ship? ]
[Excuse him while he laughs.] Sheltered. Privileged. [Listen up you little weirdo.] I have been fighting Xenos for several decades. I have faced a Lord of Change and thwarted its vile plans.
[Listen, is he going to have to get you a copy of the Codex?] I should think such terms are self evident. The penalty for betrayal is death. [The penalty for just about everything is death in his mind.]
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If you'd ever had the misfortune to find yourself a prisoner in Angband you'd know that ludicrous question for what it is. [That is to say an insult to anyone who had, he himself included. And you're hardly going to get lobotomized.]
[That eyebrow is just going to get raised again at that laughter.] I've been fighting orcs, balrogs, dragons and wargs for centuries and have been the personal prisoner of Morgoth himself. [Just in case you think he'd be somehow impressed by all that.] Believe me things could always be worse. Just be glad you haven't found yourself nailed to a mointan for a couple of decades... I can assure you it's a less than pleasant experience.
[You do that. He'll never turn down free information, but don't expect him to use it as anything but a reference point to why Gadriel is the way he is.] Not necessarily. I don't know you well enough to be able to tell whether you are a reasonable sort or one who'd think offering a suggestion you disagree with to be a betrayal. And I'd much prefer you seek other recourse with the rest of us here before you start lopping heads off of shoulders. [Unless it's literally a life or death thing, in which case he'd probably be on your side about that.]
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You. Fought orks. [Excuse his Astartes sized DOUBT.] At your size. [What did you do, kneecap them to death?
[He has no idea what those other things are but if you think he's gonna look impressed? Absolutely not. He is, but he will die before he admits it.]
[He is extremely reasonable. And not overemotional at all. ] Many have disagreed with me. I...only tried to kill one. But I was deceived in doing so.
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Pfft. Like he needs your approval. He knows he's a formidable warrior and needs no one else to tell him that.]
And you are certain you won't be deceived to act irrationally again? In any case it would be best if you not kill anyone unless they are trying to attack you.
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[He's safely switching back to 'not impressed'.] Next you will tell me that your dragons are the size of rippers.
[Ouch. Ouch. Triple ouch, even. Just stab him in the face next time as that would hurt less than prodding right into his insecurity.
Do not mind the two to three minutes it might take to get his face back in order. He is trying to keep you an ally but this talk makes it difficult. ]
I shall kill anyone who tries to harm me. [Which is basically saying he will have to be attacked first, but after that all bets are off, pointy. ] What of pskers though? Their attacks are cunning and often invisible.
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[With the most deadpan look he gives the man his own unimpressed awnser.] The biggest I ever saw crushed an entire mountain whith it's bulk when it died.
[Hey, he's just asking! It's not like he hasn't had his own failures in life...]
I doubt anyone here would try. [And he's just fine with that. He's not going to ask Gadriel to put his life in danger in that way.] ...I have no idea what those even are?
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Then why are they called the same if they are not the same. [Logic. How would two entirely different worlds have the same exact name for an enemy? It cannot be coincidence! And it's FIIIIIINE to murder babies. Especially xenos babies.]
Are you sure it was a dragon and not a Gargant? [Something that big was either a Titan and thus one of the good guys (like Gadriel, ofc) or the warped sick joke of an Ork version.]
I welcome anyone to try. [Seriously, he would. ] A psyker is [Throne, how do you even explain this?] a user of magic and sorcery. I was convinced by a sorcerer, through our astropath, that my Lieutenant was a heretic. [And that's why we don't like magic! ]
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OMG Gadriel needs you after this disaster he created in town.
He's going to get such a headache when he learns about that...
He did listen to you and not attack anyone. it didn't work out so hot.
He kind of gets the feeling like they aren't exactly on the same page on what counts as an 'attack'
He used his words! Isn't that what you wanted? GOSH.
He'd have liked it better if you kept using your words for a bit longer than that...
Counterpoint: OR maybe words SUCK since they got him almost killed.
He's pretty sure him chasing after someone like a maniac is what almost got him killed...
Maybe the other guy shouldn't have run then.
My dude... who in their right mind wouldn't have when you were acting like THAT?
Like...some guy trying to protect them from having their tasty souls devoured by an evil elf?
That would only be a good excuse if someone was ACTUALLY attempting to devour anyones soul
how was he supposed to know she wasn't? He's not a psyker! she could have been *nibbling* daintily
How could he not know? Is this disconect from his soul a human thing?
Gadriel isn't really the guy to ask about normal human anything
Probably not. Still... an Elf would know if their soul was being munched on