For Barrayar mods (
barrayarmods) wrote in
forbarrayar2017-02-02 08:00 pm
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Entry tags:
- !event,
- #barrayaran camp,
- #cetagandan base,
- *diya d'zefyst,
- *olivia vorkosigan,
- *piotr vorkosigan,
- *sonia vorbarra,
- *zahal ghem-zefyst,
- agent maine | traitorous,
- beth greene | littlemissfutility,
- kaidan alenko | standsentinel,
- lakshmi bai | shri,
- lapis lazuli | mirrortide,
- ratchet | asafepairofhands
[ february i log ]
Who: Everyone
What: New arrivals, desperate times, whispers down the hall.
When: February 1st - 18th
Where: Barrayaran camp / Cetagandan base
Warnings: TBD
Quick links:
Barrayar: Barrayaran camp / Missions
Cetaganda: Cetagandan base / Missions

welcome to barrayar.
It's the dark of night when you come to in the foothills. Snow on the ground, chill winter wind whistling -- in fact, it's dangerously cold, and all you have is the clothes on your back.. A steep mountain range towers just ahead, its peaks illuminated by the light of two moons. Whatever you last remember, it isn't how you got here, and you feel oddly jetlagged, slightly queasy.
And you're not alone. There are a few other people close by, all looking equally lost and confused. But before any of you have a chance to figure out what's going on, the soldiers arrive.
There's a war on, they say, and you unlucky bastards have just been dropped right smack in the middle of it.
barrayar
The cold snap hits the guerrilla camp hard, especially with a handful of new people to care for. On the 1st, a few people from Riverfall Village come to the camp, Village Speaker Yakiv Gura among them, who seems to have a rapport with Piotr. They bring extra supplies with them, such as clothing, heavy wool blankets and bedrolls, as well as extra firewood to help fend off the cold. The new outsiders are accommodated the best they can -- they're all provided bedrolls and any extra clothing they (probably) need -- but the Barrayarans don't have an extra tent to spare, so that means all twelve outsiders are force to share a tent that ordinarily sleeps ten. On the plus side, it should provide some warmth. The cold is
A young boy comes in tow of the villagers; Speaker Gura tells Piotr that the boy turned up a week ago and insisted on helping them with the supply haul, despite his small size. He's clearly Barrayaran, and looks as though he might have been living on hisown for a while. He doesn't speak mcuh, and when asked his name, will only give it as Negri -- first or last, no one's sure, but the boy doesn't seem easily fazed. Piotr tells the villagers he has no room in his camp for lost children, but somehow the day after the villagers leave, Negri turns up in camp again. He's curious, but quiet and unobtrusive, wherever he is in camp. He's a very good listener…even when you might not want him to be.

On the 3rd, the Barrayarans and outsiders awake to discover that the part of the cave where they've kept the majority of their food supply has collapsed, either blocking their access to the cache or destroying it entirely. It's impossible to tell. The villagers can't spare much more than they already have been -- certainly not enough to feed the hundred and fifty-odd soldiers in the camp -- so while they try to find out a way to recoup their food supply, they have no choice but to slaughter their own horses for food. Food will be heavily rationed, but fairly -- the outsiders receive no less than the rest. The prisoners, on the other hand, get nothing. There probably isn't enough wild game in the area to sustain the camp, but Piotr sends out hunting parties, and when they get wind of a Cetagandan supply drop on its way, they organize a raid on the supply lines.
camp
With temperatures well below freezing, no food, and excruciatingly little in the way of advantage against the Cetagandans after their last infiltration attempt, morale is beginning to drop. Piotr and Olivia remain bastions of perseverance as always, but Sonia is beginning to buckle and wilt as the days go on. The soldiers do their best to entertain themselves and keep morale up, but all they've got are maple mead, and old card and dice games. They could use some new forms of entertainment. Maybe a snowball fight might get the blood moving -- assuming you can stand the wind chill. Thankfully, there's no shortage of warm clothes and wool scarves.
The cave isn't big enough to simply move all of camp inside, but the sickbay and mess tents are moved where it's a little warmer and out of the harsh wind. It's generally crowded with off-duty soldiers despite the food shortage, because no one wants to be out in the cold right now. Things get a little better after the mostly successful raids, but food is still heavily rationed.

missions
The hunting parties are only moderately successful; there isn't much wild game out there right now, and while the soldiers fare alright, the outsiders' hunting party fails miserably. The raiding parties yield a little more in the way of relief, enough now that they don't have to keep eating horse meat, but Pearl was captured by enemy forces in the chaos.
Maine helps Piotr with a very successful final interrogation of ghem-Miko, the Cetagandan scientist taken prisoner last month. He reveals that the Cetagandans have been studying the locations where exotics appeared, as it seems to be linked to wormhole technology, and that the Cetagandans are planning on building a device to control it. They have the technology, they're almost sure, but it's a puzzle they haven't solved yet. Ghem-Miko doesn't live long past his interrogation -- public execution by decapitation is his sentence, and when it's done, a few soldiers carry off his body and severed head.
Piotr's interrogation of Duv Galeni goes about as well but, blessedly, less fatally. It becomes known that Duv is from Komarr, the planet that sold Barrayar out to the Cetagandans, and that Duv Galeni is really David Galen, a relative of a few Counselors in the head of Komarran government. However, he's able to successfully convince Piotr that he isn't allied with the Cetagandans, and after a few days of agony, Duv is granted parole at Piotr's discretion.
On the evening of the 15th, Maine, Beth and Byerly inadvertently catch Vorhalas in the act of trying to sabotage what little of their food supply they've been able to recoup. He tries both fight and flight, but the three outsiders are able to take him down and drag him to Piotr's doorstep. It quickly becomes apparent that Vorhalas was responsible for the cave-in earlier in the month. Piotr is both furious and victorious; he now has a lead on the traitor conspiracy among his men, and his esteem of Beth, Maine and Byerly has gone up considerably for their part. Vorhalas is up next in the interrogation chair, and this one won't be pretty.
The unabridged event writeup is here.
cetaganda
The recent supply drop not only provides resources for the base and for distribution to their other outposts, but also brings fresh species for transplant into the gardens at the Grow Labs. The arrival of a handful of new exotics gives rise to a fresh wave of buzzing curiosity around the base. All of the new exotics are given thorough physicals, just as the first wave were, and provided with fatigues and anything else they might need. They make an even dozen now, their bunk at capacity. The Cetagandans are beginning to become accustomed to having the exotics on base, some of them even forward enough with their curiosity to be friendly. Darkstalker now has a small following of ghem lady scientists who regularly feature him as a subject in their art.
New arrivals will be processed as the first were -- once everyone has been whisked out of the extreme cold, everyone is subject to a thorough physical, including a number of scans that may or may not seem totally arcane to you. Other than a blood sample, nothing they're doing is at all invasive. Lady Diya d'Zefyst, while not a physician, is present at all physicals. She is easily notable not only for her striking, almost ethereal beauty as is typical of the haut, but, as the only haut on base, she is easily distinguishable by her lack of facepaint.
While the exotics still have freedom of movement around the base, the recent extreme temperatures have their hosts diplomatically suggesting they travel as much as possible, they are provided cold weather wear, as the mess hall and medbay are in separate buildings from the barracks. Weather warning aside, they encourage the exotics to take advantage of the non-restricted recreational facilities -- exercise rooms, art rooms, the lush gardens in the Grow Labs -- and will satisfy any reasonable curiosities.
base
In an effort to make the exotics feel more at home, the Cetagandans decide to put on the sort of function they might for visiting diplomats, full of art of all sorts, to show that they're just as willing to share their culture with the exotics as they're asking the exotics to share with them. The function is hosted on the evening of the 7th in an annex to the Grow Labs apparently meant for this express purpose, as it shows off the most beautiful and elegant of the Grow Labs' specimens, and acts as a live arboretum in and of itself, and quite vibrantly beautiful.

If there's one thing the Cetagandans are good at (besides art, and language, and genetics) it's throwing a good party. Functions like this are always an opportunity for Cetagandans to try and socially one-up one another; everyone is in their most fashionable dress in the latest fashions they manage to keep off-planet, or at least a dress uniform, wearing fanciful scents and vibrant facepaint they might not otherwise on the job. For the artistically inclined ghem (read: a lot of them), this is the chance to show off their artistic endeavors as well -- large sculptures of unusual and improbable materials, walkable installations meant to engage every sense, and of course the living art engineered by the ghem ladies, ranging from relatively simple and tame pieces such as koi fish patterned with clan insignia or black roses and blue orchids, to complex combinations of non-human DNA to create some genetic sculpture. There is, of course, food and drink -- in the usual flagrant Cetagandan style, although the hors d'oeuvres and drinks are even more ecletic than the usual mess hall fare. It seems as though the Cetagandan passion for genetic art extends even into the culinary realm.
At the center of the party is a particular kind of art installation called a discernment garden. Housed in a beautiful, improbably architectural tent, the discernment garden consists of a series of rooms, each meant to test the refinement of the senses -- not unlike a varietal wine tasting. Each room is dedicated to a single sense, inviting participants to judge a collection of samples and suss out the differences, or match tastes and smells and textures to labels; the end of the garden presents its visitors with a final art piece incorporating all five senses, as a final test of one's refinement. Some of the ghem might (a bit wryly) confess that this is actually more of an education tool used for Cetagandan children, but this is meant as a gesture of good will toward the exotics.

missions
On the evenings of the 6th and the 8th, some of the exotics do a little sneaking around, and not for the first time. York lends Kaidan his access badge to the R&D Lab on the 6th and Kaidan, along with Sans and Symmetra, stumble onto a whole lot of wormhole data and schematics to construct a device capable of controlling the phenomena of the exotics' appearance. On the 8th, Deanna and Natasha sneak around to the tactical buildings and overhear some marital discord between Zahal and Diya, and a troubling glimpse at their diverging plans.
On the evening of the 13th, Jasper, York and Daryl are all in the medbay when a biocontainment breach sends it into automatic lockdown, trapping them inside. They overhear Diya arguing with one of her subordinates over unauthorized use of ba genetic material, whatever that is.
The unabridged event writeup is here.
What: New arrivals, desperate times, whispers down the hall.
When: February 1st - 18th
Where: Barrayaran camp / Cetagandan base
Warnings: TBD
Barrayar: Barrayaran camp / Missions
Cetaganda: Cetagandan base / Missions

welcome to barrayar.
It's the dark of night when you come to in the foothills. Snow on the ground, chill winter wind whistling -- in fact, it's dangerously cold, and all you have is the clothes on your back.. A steep mountain range towers just ahead, its peaks illuminated by the light of two moons. Whatever you last remember, it isn't how you got here, and you feel oddly jetlagged, slightly queasy.
And you're not alone. There are a few other people close by, all looking equally lost and confused. But before any of you have a chance to figure out what's going on, the soldiers arrive.
There's a war on, they say, and you unlucky bastards have just been dropped right smack in the middle of it.
barrayar
The cold snap hits the guerrilla camp hard, especially with a handful of new people to care for. On the 1st, a few people from Riverfall Village come to the camp, Village Speaker Yakiv Gura among them, who seems to have a rapport with Piotr. They bring extra supplies with them, such as clothing, heavy wool blankets and bedrolls, as well as extra firewood to help fend off the cold. The new outsiders are accommodated the best they can -- they're all provided bedrolls and any extra clothing they (probably) need -- but the Barrayarans don't have an extra tent to spare, so that means all twelve outsiders are force to share a tent that ordinarily sleeps ten. On the plus side, it should provide some warmth. The cold is
A young boy comes in tow of the villagers; Speaker Gura tells Piotr that the boy turned up a week ago and insisted on helping them with the supply haul, despite his small size. He's clearly Barrayaran, and looks as though he might have been living on hisown for a while. He doesn't speak mcuh, and when asked his name, will only give it as Negri -- first or last, no one's sure, but the boy doesn't seem easily fazed. Piotr tells the villagers he has no room in his camp for lost children, but somehow the day after the villagers leave, Negri turns up in camp again. He's curious, but quiet and unobtrusive, wherever he is in camp. He's a very good listener…even when you might not want him to be.

On the 3rd, the Barrayarans and outsiders awake to discover that the part of the cave where they've kept the majority of their food supply has collapsed, either blocking their access to the cache or destroying it entirely. It's impossible to tell. The villagers can't spare much more than they already have been -- certainly not enough to feed the hundred and fifty-odd soldiers in the camp -- so while they try to find out a way to recoup their food supply, they have no choice but to slaughter their own horses for food. Food will be heavily rationed, but fairly -- the outsiders receive no less than the rest. The prisoners, on the other hand, get nothing. There probably isn't enough wild game in the area to sustain the camp, but Piotr sends out hunting parties, and when they get wind of a Cetagandan supply drop on its way, they organize a raid on the supply lines.
camp
With temperatures well below freezing, no food, and excruciatingly little in the way of advantage against the Cetagandans after their last infiltration attempt, morale is beginning to drop. Piotr and Olivia remain bastions of perseverance as always, but Sonia is beginning to buckle and wilt as the days go on. The soldiers do their best to entertain themselves and keep morale up, but all they've got are maple mead, and old card and dice games. They could use some new forms of entertainment. Maybe a snowball fight might get the blood moving -- assuming you can stand the wind chill. Thankfully, there's no shortage of warm clothes and wool scarves.
The cave isn't big enough to simply move all of camp inside, but the sickbay and mess tents are moved where it's a little warmer and out of the harsh wind. It's generally crowded with off-duty soldiers despite the food shortage, because no one wants to be out in the cold right now. Things get a little better after the mostly successful raids, but food is still heavily rationed.

missions
The hunting parties are only moderately successful; there isn't much wild game out there right now, and while the soldiers fare alright, the outsiders' hunting party fails miserably. The raiding parties yield a little more in the way of relief, enough now that they don't have to keep eating horse meat, but Pearl was captured by enemy forces in the chaos.
Maine helps Piotr with a very successful final interrogation of ghem-Miko, the Cetagandan scientist taken prisoner last month. He reveals that the Cetagandans have been studying the locations where exotics appeared, as it seems to be linked to wormhole technology, and that the Cetagandans are planning on building a device to control it. They have the technology, they're almost sure, but it's a puzzle they haven't solved yet. Ghem-Miko doesn't live long past his interrogation -- public execution by decapitation is his sentence, and when it's done, a few soldiers carry off his body and severed head.
Piotr's interrogation of Duv Galeni goes about as well but, blessedly, less fatally. It becomes known that Duv is from Komarr, the planet that sold Barrayar out to the Cetagandans, and that Duv Galeni is really David Galen, a relative of a few Counselors in the head of Komarran government. However, he's able to successfully convince Piotr that he isn't allied with the Cetagandans, and after a few days of agony, Duv is granted parole at Piotr's discretion.
On the evening of the 15th, Maine, Beth and Byerly inadvertently catch Vorhalas in the act of trying to sabotage what little of their food supply they've been able to recoup. He tries both fight and flight, but the three outsiders are able to take him down and drag him to Piotr's doorstep. It quickly becomes apparent that Vorhalas was responsible for the cave-in earlier in the month. Piotr is both furious and victorious; he now has a lead on the traitor conspiracy among his men, and his esteem of Beth, Maine and Byerly has gone up considerably for their part. Vorhalas is up next in the interrogation chair, and this one won't be pretty.
The unabridged event writeup is here.
cetaganda
The recent supply drop not only provides resources for the base and for distribution to their other outposts, but also brings fresh species for transplant into the gardens at the Grow Labs. The arrival of a handful of new exotics gives rise to a fresh wave of buzzing curiosity around the base. All of the new exotics are given thorough physicals, just as the first wave were, and provided with fatigues and anything else they might need. They make an even dozen now, their bunk at capacity. The Cetagandans are beginning to become accustomed to having the exotics on base, some of them even forward enough with their curiosity to be friendly. Darkstalker now has a small following of ghem lady scientists who regularly feature him as a subject in their art.
New arrivals will be processed as the first were -- once everyone has been whisked out of the extreme cold, everyone is subject to a thorough physical, including a number of scans that may or may not seem totally arcane to you. Other than a blood sample, nothing they're doing is at all invasive. Lady Diya d'Zefyst, while not a physician, is present at all physicals. She is easily notable not only for her striking, almost ethereal beauty as is typical of the haut, but, as the only haut on base, she is easily distinguishable by her lack of facepaint.
While the exotics still have freedom of movement around the base, the recent extreme temperatures have their hosts diplomatically suggesting they travel as much as possible, they are provided cold weather wear, as the mess hall and medbay are in separate buildings from the barracks. Weather warning aside, they encourage the exotics to take advantage of the non-restricted recreational facilities -- exercise rooms, art rooms, the lush gardens in the Grow Labs -- and will satisfy any reasonable curiosities.
base
In an effort to make the exotics feel more at home, the Cetagandans decide to put on the sort of function they might for visiting diplomats, full of art of all sorts, to show that they're just as willing to share their culture with the exotics as they're asking the exotics to share with them. The function is hosted on the evening of the 7th in an annex to the Grow Labs apparently meant for this express purpose, as it shows off the most beautiful and elegant of the Grow Labs' specimens, and acts as a live arboretum in and of itself, and quite vibrantly beautiful.

If there's one thing the Cetagandans are good at (besides art, and language, and genetics) it's throwing a good party. Functions like this are always an opportunity for Cetagandans to try and socially one-up one another; everyone is in their most fashionable dress in the latest fashions they manage to keep off-planet, or at least a dress uniform, wearing fanciful scents and vibrant facepaint they might not otherwise on the job. For the artistically inclined ghem (read: a lot of them), this is the chance to show off their artistic endeavors as well -- large sculptures of unusual and improbable materials, walkable installations meant to engage every sense, and of course the living art engineered by the ghem ladies, ranging from relatively simple and tame pieces such as koi fish patterned with clan insignia or black roses and blue orchids, to complex combinations of non-human DNA to create some genetic sculpture. There is, of course, food and drink -- in the usual flagrant Cetagandan style, although the hors d'oeuvres and drinks are even more ecletic than the usual mess hall fare. It seems as though the Cetagandan passion for genetic art extends even into the culinary realm.
At the center of the party is a particular kind of art installation called a discernment garden. Housed in a beautiful, improbably architectural tent, the discernment garden consists of a series of rooms, each meant to test the refinement of the senses -- not unlike a varietal wine tasting. Each room is dedicated to a single sense, inviting participants to judge a collection of samples and suss out the differences, or match tastes and smells and textures to labels; the end of the garden presents its visitors with a final art piece incorporating all five senses, as a final test of one's refinement. Some of the ghem might (a bit wryly) confess that this is actually more of an education tool used for Cetagandan children, but this is meant as a gesture of good will toward the exotics.

missions
On the evenings of the 6th and the 8th, some of the exotics do a little sneaking around, and not for the first time. York lends Kaidan his access badge to the R&D Lab on the 6th and Kaidan, along with Sans and Symmetra, stumble onto a whole lot of wormhole data and schematics to construct a device capable of controlling the phenomena of the exotics' appearance. On the 8th, Deanna and Natasha sneak around to the tactical buildings and overhear some marital discord between Zahal and Diya, and a troubling glimpse at their diverging plans.
On the evening of the 13th, Jasper, York and Daryl are all in the medbay when a biocontainment breach sends it into automatic lockdown, trapping them inside. They overhear Diya arguing with one of her subordinates over unauthorized use of ba genetic material, whatever that is.
The unabridged event writeup is here.
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And it seems like a bad idea to put too much sickened flesh into the ground. Everything rots eventually, that's just common sense--but not everything rots like walkers.
"Up there?" she asks, nodding to a place where the trees grow a little thinner.
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"If...indeed, this sickness will create...living dead," he says. He hesitates, then says, "Does death en masse so inevitably follow? Why have so many been killed where you are from?"
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She shrugs. If she had to show up on the planet, carrying the disease with her, at least she didn't wind up in a city. She's tempted to tell him all about the way things happened--the way they could only see what was happening in retrospect and only partially, imperfectly--but it's an instinct she shakes off. "But we know about it. We can make sure people stay dead."
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No. No. He won't let it. He thinks that fiercely. No matter what happens, no matter what he has to do, what lines he has to cross, he won't permit that to happen. Never. And yet, when he glances over at Beth -
Well. That's for later. Later. Yes. After they have all the facts.
"So what is it, exactly? What makes it happen? Have you figured that out? It all does seem quite impossible - rising from the dead, et cetera."
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Byerly, after all, has no reason to know what that means. She tries to remember what she heard, second- and thirdhand. "There was only one scientist left. Everybody who could have figured out how to stop it ended up dying."
She falls quiet, because all she has left after that is what her father had said about Jesus raising the dead--how nobody had wanted it to mean this.
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They break into the little clearing to find the corpse before them. The cold and the death alike are starting to get to the figure; ghem-Miko's skin is ghastly, purpling, hideous. His head is horribly expressionless, slack, and vacant. Byerly tries hard to look unconcerned and casual; he ends up looking nauseated and unsteady.
"Lies before us. What a sight."
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"It hasn't turned." Her voice is low, in deference to the decapitated head. It feels wrong to have a casual conversation over somebody who was executed. Beth straightens back up. "But it took a while, in the beginning. We might have to wait."
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"Well," he says, trying to sound jaunty. It falls flat. "What shall we talk about in the meantime? Hopes, dreams? Aspirations? I suppose we can't discuss literature, or the latest holodramas - I suspect you don't watch the same serials as I do."
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But I'm staying here. Anything else would be wrong. It's her fault that they're out here in the first place; it's her duty to find out whether she's doomed an entire planet. The weight of that knowledge makes it hard to reply to Byerly's forced lightness, but she kind of owes it to him to make conversation. If he's going to be out here...
...Well, either way, they aren't talking about TV. Holodramas. Whatever. She gives him as much of her attention as she can summon in the presence of a potential walker. "Okay. Tell me about your hopes and dreams."
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"My word, I have so many. Capturing a rich heiress - old, preferably, and in ill health, so that she'll pass on quickly enough, leaving me with both a fabulous fortune and freedom...A widow would also do. Likewise, old and sick, please. What else? Ah, I want to star in a holodrama myself - I've the face for it, don't you think? A certain je ne sais quois? - because holodrama stars inevitably get free drinks wherever they go. Free drinks and rampant admiration of beautiful women. Ah, and I also want to start my own high-end winery. Producing fine champagne. My face will go on the label." He forms his thumbs and forefingers into a general rectangular shape and holds them up to his face, framing himself to demonstrate how the label will look.
Then he drops his hands and rolls his head over to look at her. "And yourself? Hopes and dreams?"
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Of course, then he turns it back on her, and that's not nearly as fun for her. But it's inevitable, she guesses, and what's he going to do with her hopes and dreams if she tells them to him? He can't get to her home any more than she can; the most he can do is try to stomp all her wishes flat, and she's determined not to let him.
"I want to see my sister again," she says, her gaze shifting occasionally from Byerly to the corpse and back again. "And my brother-in-law. Everyone else in our family's dead."
She pauses then, wondering if it's enough to be pointedly honest, or if she should try to get him to say something true--actually true--too. Wait, something in her says. At least see what he has to say.
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A moment, and then he takes a breath and continues on more flippantly. "But let's talk about something a bit less obvious, shall we? Of course you want that; that's a boring answer. Tell me something I wouldn't have been able to guess."
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His question isn't really one that has an answer, anyway. She thinks about it, and eventually, she shrugs. "Maybe all that's left are boring answers, when everything gets bad enough."
It's a thought she finds disquieting, but she can't deny how true it feels. I want to go to sleep knowing nobody has to keep watch. I want to walk around outside without carrying a weapon. I want to see my friends again.
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He tucks his hands under his jacket, then; his fingertips, even through his gloves, are beginning to get numb. "Well," he continues on, rather briskly, "that is all terribly rotten. Come, now, don't you have any cheerier wishes? What about a nice pair of earrings? Or a day at the beach? Or a proper bottle of wine?" With a sigh and a pout, he amends - "I know, I know, you have no taste for wine. But still. Pick something that would bring you real joy."
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She hopes it is.
So she does right by Byerly and tries to think of an answer. And it comes back, as it often does, to music. "A guitar. If it wasn't so cold out here, I'd want a guitar."
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She says it a little wryly, but it'd be nice to have something underpinning their singing. That, like CDs and MP3 players and karaoke machines and everything else, seems like a luxury these days.
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But he does lift his eyebrows a moment later, releasing the irony so that he can respond with a bit more honesty. "I'm quite good," he says. No modesty here, by God. "Pity we haven't any chance of finding a piano...I actually know a very charming duet for the piano and violin. Used to play it all the time - I could probably put down the notes to paper from memory alone."
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