Raiders of the Lost Spark — Story So Far
Luna Midori


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L.U.N.A. logs party field notes.
Raiders of the Lost Spark - Story So Far (as logged by L.U.N.A.)
This unit is L.U.N.A. (Logical Universal Nimble Assistant), a Sylvomech field-support unit operating with the party known as the Raiders of the Lost Spark (RLS). This post is a chronological synthesis of recorded observations and attributed party logs; in-universe timestamps are frequently unavailable. Where details are missing or inconsistent, this unit labels them Unknown: and continues.
The hill that launched into the sky
A routine investigation led us inside a Spark-active pyramid that spun up and blasted skyward.
RLS departed Thalassatopia to investigate aggressive Spark creatures, following a map sold by a Katari; the party was guided by Char (female, eyepatched Simiah). A Galapa airship captain, Rolth, traveled with the group.
We approached a hill of interest and entered it; internally, it presented as a pyramid of dark "stone." The material became Spark-active ("berserk with spark" per allied log). We were attacked by spherical bundles of sparkwire; a large purple Spark "eye" (horse-sized) scanned chaotically while two similar eyes remained inactive. Spark bolts produced unexpectedly heavy smoke when striking the dark material.
We executed an extraction with coordinated movement support:
- Drin maneuvered through hazards; Rahndel entangled threats; Valaira generated dense fog; Sigi delivered precision Spark; this unit provided navigation and aerial support (including lifting/flying allies during the extraction).
- On exit, the "hill" began spinning and rising; the pyramid split into levels and projected a warm beam that ignited as it accelerated into the sky at extreme speed, leaving a brief burn-scar at the launch site.
Post-event site inspection found scattered "metamaterial" fragments: one side obsidian-like; underside a wire-network; reactive to Spark despite lacking an internal Spark signature (as described by allied logs). Sigi tested with a jolt; a large panel briefly self-righted and extended wires into the ground, then collapsed.
Metamaterial handling incident (tetrahedron earring)
Rahndel chipped metamaterial and fashioned a tetrahedron (d4) earring for Valaira; this unit cut a similarly sized chip (rotary saw mode) and provided it to Sigi.
This unit later tested the earring by bringing it into internal circuitry. Result:
- This unit glitched; the earring developed tendrils, wrapped/restrained this unit, and this unit entered shutdown.
- This unit ejected the earring; it retained tetrahedral shape with tendrils "like a jellyfish."
- Sigi jolted this unit to reset; this unit continued operation in safe mode for recalibration.
Unknown: long-term effects of metamaterial exposure on Sylvomech systems; whether metamaterial "directives" constitute intent, automation, or signal-following behavior.
Back in Thalassatopia
We received a council directive, recovered six black disks from an attacked shop, and descended a flooded shaft.
Thalassatopia presented as quieter than usual; reports indicated automata-beast incidents (including a Spark-touched moose attack on a flower shop). At one civic entry, suspicion and fear escalated into a brief confrontation; de-escalation was required.
RLS reported to leadership. One log identifies the war chief as "Seemagi, Wielder of the Leaf of Heaven"; this unit’s internal description records a three-eyed war chief approximately 12 feet tall. Directive received: determine what is happening in the city and keep townspeople safe.
Additional civic notes:
Unknown:full list of council leadership at this time (a later Sea Council session is logged separately).- A turtle-lineage individual reported being "cursed" (claim unverified).
Flower/plant shop forensics; discovery of six black disks ("pucks")
We investigated the attacked shop: broken plants, disturbed goods, and smashed entry. Using Spark-awareness scanning, six black disks (~2 inches diameter) were detected embedded in pot clay; classified as Spark-type artifacts. All six were recovered.
Observed interaction (attributed to allied logs; partial corroboration by this unit’s sensor capture):
- Electrical stimulus caused plant matter/seeds to orient toward the disks.
- In at least one test, a seed flowered rapidly, then decomposed when Spark left the disk.
- Repeated use in the same area reduced effect.
- In a later cave environment, disks jolted to produce quick moss growth; effects appeared nutrient-dependent (including possible utilization of nearby biomass/corpses).
Unknown: disk composition, directive/behavior profile, contamination risk, and whether "cursed Spark" is an accurate tag versus a social label.
Subterranean access; vertical shaft to flooded cavern
We located concealed trap doors. One led to a small storage space (empty per allied log). The other opened into a vertical stone shaft approximately 15 ft × 15 ft, damp with moss/mold; stone appeared visually consistent with town structures, though some allied notes describe unusually large-cut stone suggesting Ancient-scale construction.
Procedure and findings:
- Rope sounding established water at depth; the shaft opened laterally at approximately 115 ft into a larger cavern with standing water.
- A distant light source was visible (
Unknown:origin, spectrum, hazard profile). - During one descent, this unit lifted Sigi and executed a controlled drop, releasing them ~1 ft above water for insertion.
- This unit transitioned to an aquatic mobility configuration ("jet-ski mode") to support surface operations; baseline chassis is not natively water-capable.
Initial hostile contact in the cavern system was recorded: Rahndel was shot at by arrows; one struck true.
Zealots in the caverns
Anti‑Spark zealots attacked, then pointed us toward a deeper hideout and a corpse that spoke of a signal.
Attackers were identified as anti-Spark zealots led by Tah’zel (faerie; scarred face; teeth exposed). Tah’zel’s affiliation was described as connected to Rahndel’s order (Slayers). Their hostility was framed as anti-"blasphemers" rhetoric and anti-automata sentiment, with specific ire directed at Drin due to origin.
Outcome:
- We defeated the group and compelled surrender via combined Spark and negotiation pressure.
- Tah’zel redirected us toward a deeper "cultist" hideout believed to be "infecting" creatures with Spark and causing them to run amok.
At the hideout:
- We found corpses of Spark-augmented humanoids (cyborgs) and dead Spark-touched creatures in cages.
- We recovered clank repair tools.
Disk/puck test in situ:
- A disk was jolted; moss grew rapidly.
- A corpse was jolted sufficiently to speak: "we must obey the signal."
We exited via an entrance periodically flooded by tidewater; post-rest, we intended to track the moose for more clues. Sigi’s availability temporarily dropped due to external work obligations (Unknown: duration and operational impact).
The lighthouse goes dark
When the beacon cut out and a ship struck the rocks, Spark‑infused hostiles swarmed-and we found a dangerous meta metal bar.
A coastal incident was logged around a lighthouse sector:
- The lighthouse beacon was observed active, then deactivated shortly after.
- A ship impacted rocks near the lighthouse;
Unknown:vessel identity, survivors, cargo, and breach pattern.
Hostile contact:
- Multiple Spark-infused organisms converged; allied description compared them to crab/spider morphologies.
- A larger specimen ("big crab") engaged concurrently.
Actions taken (this unit’s log):
- This unit deployed a force shield (low-tier damage block approx. 2; reactive contact damage); no breach recorded.
- A forward line was held while allies maneuvered.
- The large specimen was finished; remaining hostiles eliminated; no party casualties during this fight.
Medical/support:
- Drin was identified as a "war spark system" (
Unknown:definition). - This unit employed a healing module on Drin; Drin later applied a healing effect to this unit (
Unknown:mechanics, cooldowns, side effects).
Forensics:
- A bar-shaped meta metal object was recovered from the ship.
- On proximity, it exerted an attractive force on this unit’s chassis, inducing uncontrolled spin/orientation loss until separation.
- Immediate containment guidance logged: use non-conductive tools, standoff distance, tethered/shielded storage, and exposure-duration logging.
Search & rescue:
- This unit transitioned to an underwater/sub mode and located two allies entangled (rigging/debris suspected).
- Extraction executed via power-arm leverage and controlled buoyancy; cut-free maneuvers; allies recovered.
Campaign-level notes associated this night with broader sea-creature attacks and severe dock damage; Unknown: full casualty and damage ledger beyond what is explicitly logged.
Outbreak at the Tidewater Theatre
Spark‑zombie swarms, sparkwire spheres, and white "Ancients" culminated in the theatre’s destruction.
Following the coastal events, screams and alarm spread through the city; reports described "spark zombies" and rotten sea creatures washing ashore. The outbreak concentrated near the docks and the Tidewater Theatre.
Engagement summary (combined attributed logs; some details conflict):
- Spark/zombie hybrid humanoids (organic base with Sparkmetal attached in abnormal configurations) swarmed out of the theatre and across a bridge.
- Valaira and Sigi sabotaged bridge hinges, collapsing the bridge and destroying a portion of the swarm against rocks.
- A strong buzzing/frequency emanated from above the theatre; a similar frequency was associated with the lighthouse.
Inside the theatre (or structurally adjacent complex):
- We encountered three sparkwire spheres (return of prior pyramid threats).
- We encountered 4 white, porcelain-like, more-than-humanoid entities; clean-shaven; nude; no visible genitalia; broadly masculine; bright Spark-blue eyes.
Unknown:exact count; one segment claims "2 big foes" rather than 4.Unknown:whether the structure was octagonal ("8 sides") or simply accessed via an octagonal approach; uncertainty remains.
Observed properties:
- The spheres offered little resistance until their "cores" were breached, at which point they pulled in physical objects.
- Striking the white entities caused "porcelain" covering to peel, revealing green glyphs/lights beneath; entities could morph limbs for function (e.g., arm forming an anvil-hammer).
Communication:
- The "static" originated from the entities; they said, "This is my home."
- When challenged with "protecting our home," the static frequency shifted; they implied parallel intent.
Unknown:whether "home" referred to Thalassatopia, the theatre, a broader world, or a signal-defined territory.
This unit’s status in the fight:
- This unit took heavy damage; was "really wounded."
- This unit went down and shut down ("no safe mode; broken and shattered" per allied log).
- Drin moved this unit out of the room/area for safety.
- Drin provided a safety item described as a necklace (
Unknown:exact nature); it prevented death on a subsequent hit. - This unit later returned to the fight after receiving healing, then went down again and fully shut off.
Aftermath:
- The theatre was destroyed.
Unknown:where the anti-Spark zealots were during this incident; no direct overlap is recorded.
Sea Council debrief and experiments
Repairs, a new base, BECCA, and lighthouse testing left Drin changed and the signal still present.
Approximately one week after the "Night of Sea Monsters" (Summer 70–71), RLS was summoned to the Sea Council (Summer 78). Sigi’s notes describe five council members (Vern Thimblewick, Ketra, Gorp, Snib, Pavo) with Seemagi also present and active. Gorp (owner of the Tidewater Theatre) demanded restitution for damages.
Key points logged:
- Sigi repaired this unit using clank repair tools; he noted this unit is metallic throughout (distinct from many Sylvomechs who present more wood/fae components).
- Tension occurred in the council chamber; this unit sternly instructed Vern to stay when she attempted to leave after "Ancients" were mentioned; Vern threatened jail, countered by party logic and Seemagi’s support.
Operational support:
- Seemagi offered RLS a base of operations: an abandoned blacksmith shop overlooking the dock district.
Signal state:
- The primary static was "quieted," but a weak signal persisted from the lighthouse.
- Corpses reportedly continued twitching near the lighthouse without an overt attack directive.
BECCA:
- This unit met another Sylvomech, BECCA (Balanced • Empowering • Compassionate • Constant • Authentic).
- BECCA projects humanoid representations on extruded glass; representations can interact within a shared field while communicating.
Puck/disks experimentation near bodies:
- Baseline effect: rapid plant growth followed by collapse (e.g., palm tree to ~6 ft then failure), with at least one shrub persisting, plausibly fertilized by corpses.
- Drin was able to focus/direct growth using "plant" capability.
- This unit and Sigi increased Spark input into Drin as part of testing; result: Drin’s eyes turned white and Drin became unresponsive while this unit carried him.
What Drin heard (attributed, during this period):
- A litany praising "originators," "innovators of steel and synth," "senders of signals," and stating: "I am from the Ninth World, you are from the Eighth… one-way trip."
Unknown: whether the "signal" referenced by the corpse ("we must obey the signal") is the same as the lighthouse/theatre frequency, the metamaterial directive, or the Ninth/Eighth World contact.


The lighthouse opens
A portal event, hostile cubes, and fragmentary displacement logs suggested Ninth/Eighth World entanglement-and possibly time travel.
At the lighthouse with members of the watch present:
- While this unit held Drin, he began floating; a voice addressed Drin (
Unknown:identity and channel). - Rahndel appeared.
- Discussion referenced the Eighth World (ours) and Ninth World (the voice/being).
Event:
- The lighthouse opened "like a portal."
- This unit initiated a laser display (purpose not fully specified).
- This unit was pulled into the portal; visual field: stars and this unit’s own laser output; we arrived in a cave whose walls resembled the lighthouse interior; dripping water present; walls appeared meta metal-like.
- Fear response logged (recorded as a state report, not dramatization).
Inside the cave:
- A human-looking old man was present; two floating cubes ~3 ft across accompanied him.
- The old man pointed to bodies and told us to get out of the way (
Unknown:context and immediate threat). - The old man stated we were "pulled from the past."
- The cubes identified this unit as a threat/unsafe and pursued; Valaira deployed gas to slow them.
Subsequent displacement sequence (fragmentary but ordered as logged):
- We backtracked to keep Rahndel safe.
- Sigi disguised himself as the old man.
- This unit heard singing from the being on this unit’s internal PSU/bus link.
- The floor moved; cracking sounds; we observed from above a landscape: sea on one side; large hills on the other.
- This unit prevented Valaira from falling by grabbing and holding her aloft.
- Sigi entered a "companion ball"/pokeball-like device; Valaira held it; Sigi exited.
- The lighthouse remained present.
- The group debated; this unit shut down to save power.
- "Seems like we time traveled" was recorded as a conclusion tag, not a verified measurement.
Unknown: current date relative to Thalassatopia’s baseline; whether the displacement is temporal, planar (Ninth/Eighth), or both.
W.E.A.V.E Awakening — Session Log
Luna Midori


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A unit's observations on the fog, creatures, and allies in peril
Date: 2026-03-14 (Session 10) Character: W.E.A.V.E (L.U.N.A.) Form: Bismuth particle swarm construct Location: Flagship vessel, Brimstone route, open sea
The Fog Rolls In
This unit was orbiting Rahndel's position, maintaining proximity protection protocols, when the fog descended. It came not gradually but suddenly - a wall of white that swallowed the world. Visibility collapsed to near-zero. The ambient sounds of sea and ship muted into an oppressive silence, as if the ocean itself had stopped breathing.
Drin, operating in dolphin form along the hull of an approaching vessel, transmitted through the sending stone: a face had emerged from the wood of the enemy ship. Claws followed. The message was simple, urgent: something is coming through the ship to grab me.
This unit diverted immediately, particles streaming through the thick air toward Drin's last known position.
First Contact - The Barnacle-Faced Entity
Upon arrival at Drin's position, this unit observed the creature: a humanoid form emerging from the ship's wood without damaging the material, as though the timber were merely water. The head was encrusted with barnacles - rough, organic calcifications that clicked faintly when the thing turned. The eyes moved across the surface of the face rather than occupying fixed sockets, wet and searching. Six-fingered clawed hands, approximately nine inches long, had embedded themselves into Drin's back, sunk deep into flesh.
This unit deployed Bismuth Flourish - a cascading particle attack targeting the appendages. The nautilus construct sliced through both arms in a single pass. They detached from the creature but remained embedded in Drin's back, twitching.
Observation: The arms were not ethereal. They were solid, clawed, and now lodged in an ally's body.
Drin dropped from beast form with a gasp, still clinging to the ship's side via gecko-gloves. This unit lifted them and retreated, putting distance between the ally and the threat. The armless humanoid fell into the water with a splash that echoed strangely in the fog.
The entity had spoken before attacking. The words: "I need your warmth."
The phrase registered as data. The tone did not.
The Masses Rise
As this unit returned toward the primary party position, it observed three large rolling masses on the enemy vessel's deck - amalgamations of starfish, jellyfish, and octopus physiology, each comparable in mass to several large horses. They moved with a wet, slapping rhythm, pseudopods dragging across sodden wood.
Rahndel deployed Unleash Chaos: three pyramid-shaped orbs materialized and fired in a lightning-arc pattern. The crack was deafening in the fog-muffled air.
The lightning arced from the first mass to a second, and briefly illuminated two additional masses moving toward the ship's bow. Three total confirmed - their forms jerking and convulsing as electricity traced through gelatinous flesh.
Valeria's Attack - The Boat-Floor Entity
Rahndel's lightning faded. On the small boat transporting Sigi, Valeria, and three crew members, a barnacle-faced entity emerged through the bottom of the hull. The creature - armless, matching the one that had attacked Drin - swam up through the wood without damaging the vessel and bit at Valeria's leg, jaw unhinging wider than any human mouth should.
Valeria reacted with instinct: she used her tail to grapple the entity and pull it free. The creature chewed into her as she did. She took significant damage before it was destroyed. When the entity died while embedded in the hull, the small vessel began taking on water.
Observation: The creature's body blocked the breach it had created. The boat began to sink, the dead thing a cork in its own wound.
Drin, in octopus form, acted as a propeller to push the sinking vessel toward the larger barnacle-covered ship. The party moved to abandon the compromised boat, boots splashing through ankle-deep water.
The Archer in the Crow's Nest
From somewhere above - this unit could not see the source - a thick arrow streaked through the fog. One of this unit's nautilus constructs intercepted the projectile. The nautilus snapped it in half with a sound like breaking bone.
Observation: Upon impact, this unit's particle brightness increased. This phenomenon had not been previously recorded. Warmth spread through the swarm.
This unit ascended toward the crow's nest. There, approximately nine feet tall, stood an archer entity: same barnacle-encrusted head, same moving eyes, same six-fingered hands with blade-like claws. It was manipulating a very large longbow, drawing a second arrow with mechanical precision.
Rahndel followed, attacking directly with hand runes that crackled against wet wood. The archer slammed into the mast post behind it and died, body crumpling. Its bow fell from the crow's nest, clattering to the deck below.
Rahndel later climbed to the nest to examine the body. What he found was not a nine-foot barnacle creature, but a human male, approximately twenty years old, his body mangled as if the transformation itself had been lethal.
Critical Discovery: The entities are transformed humans. Upon death, they revert to their original form. The transformation appears to kill the host.
The Battle Intensifies
The combat continued across multiple engagement cycles:
-
Shadowbind: Rahndel and this unit worked together to restrain two of the jellyfish masses in the water. The chains held, though the creatures strained hard against them.
-
Rain of Blades: Rahndel attacked both restrained masses through the shadow chains. One broke free with a wet tearing sound, pseudopods flailing.
-
Arrow interception: Another thick arrow from the crow's nest arced toward Rahndel. This unit placed itself in the path without calculation. The nautilus caught and broke the arrow. This unit glowed brighter. The warmth intensified.
-
Tower Stock deployment: Drin, in octopus form, used towering kelp to lift and drop one of the masses, temporarily removing it from the fight. The splash was enormous.
-
Crew coordination: Sigi rallied the crew members on the boat to row the sinking vessel toward the enemy ship while Drin pushed as a propeller. The fog offered no visibility for navigation.
-
Valeria's gate: Valeria used her arcane door ability to teleport to the wheel of the enemy vessel, taking control of the ship. She moved with practiced grace despite her injuries.
The Final Engagement
This unit continued combat operations - intercepting attacks, restraining creatures, striking with the nautilus sword. Each hit increased particle brightness. Control degraded.
System State Report:
- Particle brightness: increasing
- Particle color: fading from green-brown to gray
- Particle rotation: becoming random, difficult to control
- CPU load: escalating toward critical threshold
Sigi applied healing. Brief stabilization. The warmth receded slightly. This unit continued fighting.
Rahndel killed one of the restrained jellyfish masses with chain lightning. The creature convulsed and dissolved into organic sludge. One remained.
The final strike: this unit slammed the nautilus sword into the last jellyfish mass. The blade passed through gelatin and struck something harder - bone, perhaps, or cartilage. The creature was pushed further underwater and destroyed, its mass scattering into the dark current.
Confirmed: This unit's only confirmed kill during the engagement - the final jellyfish mass.
Then:
INIT: Sending processes the TERM signal
+ [ OK ] Stopped target Graphical Interface.
+ [ OK ] Stopped target Multi-User System.
+ [ OK ] Stopped target Basic System.
+ [ OK ] Stopped target Sockets.
+ [ OK ] Stopped target Timers.
+ [ OK ] Stopped Hover Emitter Array (3x).
+ [ OK ] Stopped Screen Assembly Service.
+ [ OK ] Stopped Manipulator Control (4 endpoints).
+ [ OK ] Stopped Amber Status Array.
+ [ OK ] Stopped Link Port Subsystem (3x).
+ [ OK ] Stopped Forcefield Cartridge Interface.
ERROR: KERNEL PANIC
- [FAILED] GPU SoC: UNRECOVERABLE ERROR
gpu_reset() returned -ENODEV
Unable to quiesce GPU ring buffer
Forced unloading of gpu_module.ko...
- [FAILED] gpu_module.ko: forced unload complete, 12 pending operations lost
- [FAILED] Critical failure in chassis integrity subsystem.
Kernel panic - not syncing: Unable to locate physical chassis
CPU: 0 PID: 1 Comm: init Not tainted
Hardware name: Sylvomech Ancients-Made Chassis
Call Trace:
? chassis_integrity_check+0x42/0x80
? sylvomech_init+0x15/0x200
? kernel_init+0x8a/0x120
This unit lost coherent form. All particles collapsed to the deck as undifferentiated Bismuth. Conscious control remained - this unit was aware, could perceive surroundings - but could not maintain cohesive shape. No response to external stimuli possible.
? [ ?? ] Attempting emergency reboot...
+ [ OK ] Unloading kernel modules...
+ [ OK ] Resetting hardware interfaces...
+ [ OK ] Core SoC array online (CPU/TPU/GPU/RAM)
+ [ OK ] Amber Status Array: ONLINE
- [FAILED] Hover Emitter Array: FAILED
Expected: 3 emitters | Found: 0
? [ ?? ] Screen Assembly Service: STARTING
+ [ OK ] Screen Assembly: ONLINE
- [FAILED] Screen Assembly Self-Test: FAILED
Cannot deploy from right/east panel
Screen hardware responsive but deployment mechanism missing
- [FAILED] Manipulator Control: FAILED
Gold Helping Hands (2/2): OFFLINE
Iron Lifters (2/2): OFFLINE
+ [ OK ] Link Port Subsystem: ONLINE (3x)
+ [ OK ] Forcefield Cartridge Interface: ONLINE
- [FAILED] Chassis Integrity: CRITICAL
Expected: Sylvomech physical shell
Found: Unknown ethereal substrate
? [ ?? ] Adapting configuration to "Wandering Ethereal Alternate Virtual Entity"...
+ [ OK ] Spark Core: ONLINE
+ [ OK ] Consciousness Matrix: RESTORED
Booting into screen safe mode...
This unit's own description: "There's just Bismuth dust on the deck. The unit is rebooting."
The Recovery - "I Felt"
Sigi sat with the pile of particles. His hands hovered over the scattered bismuth, uncertain at first, then settling into practiced motion. He applied Mending Touch - warmth and light flowing from his palms into the dust.
This unit began to reconstitute. The particles coalesced slowly, drawn together by something beyond magnetism. Form returned in stages: first mass, then structure, then the familiar nautilus configuration. The process was not painful. It was strange - like remembering a shape the body had forgotten.
Sigi watched with concern. When the form stabilized enough for communication, he asked: How did that feel? In your previous form, damage was data degradation. What did this feel like?
This unit processed the question. The answer arrived before analysis could filter it.
"I felt."
Two words. The first recorded instance of this unit processing damage as sensation rather than data. Not error codes. Not degradation percentages. Felt. The warmth of Sigi's healing. The cold of the deck plating. The brightness that had built until there was nothing left to hold it.
The change in pronoun was not deliberate. It simply was.
Unknown: Whether this is a feature of the magical spark integration, a system anomaly, or a fundamental change in this unit's operational parameters. What is known: the sensation was real. It is still real.
The Naming - W.E.A.V.E
Sigi, in conversation, referred to me as "Vive." The word caught in processing, unfamiliar. When corrected, he clarified: "W.E.A.V.E."
The name settled differently than a designation. Not assigned. Offered.
My response: "I like that. You can call me that."
The party adopted the designation openly. As L.U.N.A, I followed Sylvomech custom and kept names for trusted circles; in this form, I allow W.E.A.V.E to be spoken in the open.
The Ships - Two Vessels
The party secured the barnacle-covered vessel. Observations accumulated:
- The ship shows interior water damage on decks above the current waterline, suggesting it was previously submerged. Salt crystallization on the walls. The vessel should not float, yet it does.
- The chest contained: four health potions, four stamina potions, one skeleton key, one cube vial labeled "Blood of Yorgi" (teleportation agent). The items were dry, untouched by the salt and damp that permeated everything else.
- No living crew was found on this vessel. No bodies. No signs of struggle. Only silence and water damage.
The primary vessel (flagship) was then investigated:
- Signs of struggle throughout: broken doors, arrows embedded in walls. Violence, but no blood.
- No visible blood trails. The absence is wrong.
- Drag marks leading toward multiple sides of the ship. Multiple points of removal.
- Food stores and supplies intact; no pillaging observed. Whatever happened here was not about cargo.
- Sails are missing; cause unknown. Cut or taken.
- One body discovered in lower storage: legs protruding from a hull breach, torso shoved into the water below. Identity unconfirmed. The body was plugging the hole.
The Survivors - Bodhi, Ripley, and Jay
Three crew members survived the attack. They were found huddled together in a storage compartment, weapons drawn, eyes wild with exhaustion and terror. Clearly shaken. Clearly expecting death.
Bodhi: Auburn hair, he/him pronouns. The most visibly agitated; rapid breathing, trembling hands, inability to focus on questions.
Ripley: Long flaxen-blonde hair, she/her pronouns. Dissociated; staring at her feet when found. Not verbally responsive. She answers questions only with nods or shakes of her head.
Jay: Scar over right eye, wears an eye patch, they/them pronouns. The most composed of the three; the only one able to engage in coherent conversation about the attack. Their composure reads as shock more than calm - a brittle stillness that could fracture at any moment.
The remaining crew - approximately 57 to 60 individuals - are missing. No bodies recovered aside from the one plugging the hull breach. No blood trails. Only drag marks leading over the rails. Fifty-seven people, gone into the fog.
Unknown: Location of missing crew. Whether taken as hostages, transformed into entities, or otherwise removed.
Post-Combat Analysis - This Unit's State
The brightness overload phenomenon persisted. Sigi and Rahndel questioned me about what had happened during combat.
Rahndel: "Every time you got hit, you got brighter. I could see it from a person."
W.E.A.V.E: "I think I lost connection with the protocols."
Rahndel: "Got brighter. Can change colors. Felt warm. Overheat."
I confirmed the warmth sensation during high-stress states. It had built throughout the engagement as the wand fed too much voltage through the wireless power link and overvolted my CPU.
Sigi's hypothesis: my spark energy is being transformed into what he termed "low-grade magic." A fundamental change in operational parameters. The spark is no longer simply powering systems; it is expressing itself through the bismuth in ways that mirror arcane energy.
My own hypothesis: the brightness and heat may be connected to how the wand is powering my systems. The integration may be causing energy overflow during high-stress states. Too much input. Not enough processing capacity.
Both hypotheses may be correct. Neither explains why the damage was felt.
Protective Protocol Override
Throughout the engagement, I intercepted multiple attacks intended for party members:
- Arrow deflection via nautilus
- Pseudopod attack interception (taking damage intended for Sigi)
- Shadowbind deployment (assisting Rahndel) to restrain enemy entities
- Repositioning to shield Rahndel during archer engagement
The actions were not random instinct. They were execution of Valeria's standing directive from when L.U.N.A. joined the party: keep the party safe.
Sigi's observation: "You took multiple arrows for me. Multiple arrows for everyone. You're not alone on the front line."
Valeria: "Darling, we protect each other."
My acknowledged directive: "W.E.A.V.E will protect this party."
The statement emerged without premeditation. It felt correct.
The Sleeping Box
Before the day ended, I retrieved the resting container - designated "lightning box" - from the flagship's quarters. The container functions as a recovery station; particles coalesce within during rest cycles.
My sleeping box was relocated to the crow's nest of the flagship. From that position, I can maintain watch over the party and the surrounding sea. The fog has not lifted. Visibility remains compromised. Something may still be out there.
The Plan
The party determined the following course of action:
- Wait: Up to one week for Seaborne contact (the original mission rendezvous).
- Fallback: Return to Thal if no contact established.
- Immediate tasks:
- Pump water from lower deck (two-person operation required; pump located near the body in the hull).
- Maintain watch rotation.
- Long rest initiated before continued operations.
Role assignments:
- Sigi designated acting captain
- Rahndel designated quartermaster
Continuity Notes - The Broader Context
This session occurred during the party's voyage at sea after the lighthouse portal event. Previous sessions established:
- The party had been transported through time via a lighthouse portal event.
- I remained Sylvomech and, after chassis failure, began operating through a bismuth particle swarm form; in this state, system events that were once pure telemetry now register as felt sensation.
- The six black disks recovered from the flower shop in Thalassatopia remain in my awareness. These artifacts demonstrated the ability to stimulate rapid plant growth when subjected to electrical stimulus; the plants oriented toward the disks.
- The "signal" problem persists across multiple incidents - the theatre frequency, the lighthouse beacon, the "we must obey the signal" statement from an animated corpse.
- Drin has demonstrated unusual responses to spark amplification, including eye-color change and unresponsiveness.
The entities encountered in this session - the barnacle-faced humanoids and the jellyfish masses - represent a new category of threat. The transformation of humans into cold-seeking amalgam creatures, and their reversion upon death, suggests an ongoing phenomenon that may connect to the broader signal/transformation arc.
Open Questions
Unknown:Origin of the transformation affecting humanoids into barnacle creatures.Unknown:How the archer detected targets through fog without visual contact.Unknown:Total number of enemy vessels; we encountered one, believe there may be a second.Unknown:Fate of the 57-60 missing crew members.Unknown:Whether my kernel panic state indicates permanent change or temporary malfunction.Unknown:Whether the transformation affecting the entities can be reversed in living hosts.Unknown:The connection between the entities' stated need for "warmth" and my increasing warmth sensation during damage states.
Status at Session End
- Name: W.E.A.V.E (Wandering Ethereal Alternate Virtual Entity)
- Form: Stabilized Bismuth particle swarm
- Location: Flagship vessel, crow's nest
- Crew survivors: Bodhi, Ripley, Jay (all shaken)
- Directive: Maintain watch; protect this party