Day 302: Disarmament
Still playing their parts, Sannit looks affronted... Bolo ... "Very well. We will disarm, trusting in the mighty guards of Asylim to see to our safety." Sannit and Bolo will turn over their weapons.
Merin nods to Tor... Tor hands over his bow and sword... Merin then hands over the only weapon he carries, which is his bow.
Vadin, taken a bit aback by the request... turns over his sword and knives to the guards saying, "As my friend here said, please take care of these. I will need them back."
Indigo does not budge. Her hands rest comfortably on the pommels of her swords, buckled at her waist. She thinks, ~
I can cut through both of these two in a single motion and be under the gateway so those archers cannot target me. Those other six will be limited in those close quarters.~
Sheldon touches Vadin on the shoulder as he begins to move, then steps forward, gesturing for his friends to hold. He speaks in clear Ansylin, which is a bit of a surprise to the the soldiers as his appearance is so distinctly Centrin. He also gestures more than he would in natural speech "
It seems negotiations will start now."
OOC:
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Paranormal Assault: Pacify + d100 = 81 + 89 = 170
Paranormal Defense: Skepticism + Clarity + d100
Regulars: 14 + 12 + 60 = 86
Damage: 170 - 86 = 84% * 20 = 17
Will: 2 - 17 = -15
Mind: 10 - 15 = -5, pacified
Marshals: 26 + 18 + 70 = 114
Damage: 170 - 114 = 56% * 20 = 11
Will: 8 - 11 = -3
Mind: 10 - 3 = 7: weak willed
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GM: | The other Seekers have never before witnessed Sheldon administer such use of power. It is obvious that he is focusing his efforts ahead of the direction he is facing, for all the Ansylin Regulars, Marshals, Archers, and common folk in front of him to a distance of 10 strides are affected. | |
Sheldon continues, "
Do the Magisters walk about this city without their retinue of soldiers. I think not. We are not here because we in Southroad Fair fear some reprisal from Asylim. We are here of our own volition and inception to engender a peaceable solution to an unprovoked conflict started by one of your very own Magisters. If we wanted war, not a single caravan would pass through Southraod Fair. Our guards will keep their weaponry, and we will be shown the same deference afforded your own Magistry. We are here on equal footing. We are not subject the their authority nor subordinate to their position. We will accept your escort. Please lead the way."
The people and soldiers stare in awe at such command. The Marshals are not so enthralled but feel rather compelled and without choice other than to oblige. The other Seekers are surprised at the tone their normally jovial friend suddenly portrayed and feel no urge whatsoever to relinquish their weapons.
The Seekers are escorted through the outer gate. The clay brick structure is a good stride thick and two paces tall, easily supporting the archers that patrol its top. There is a dusty path following the edge of the outer gate to the right. For those who have previously entered Asylim, it is the only path they have ever taken, for it leads directly to the Wharf District where entertainment is located and outsiders were previously allowed to roam.
The escort leads the party straight across this path through a second gate that leads to the Merchant District. No outsider in memory has ever set foot in this district. The merchants and workers stop from their busying tasks to stare at the procession. The street curves slightly leftward and reaches a fourway intersection. The party is escorted through another gate to the left which opens to the affluent Residential District. There are much fewer people here and the tillers and laborers present, also, stop and stare as the party goes by.
The Seekers are escorted through, yet, another gate that leads to the Magistry District. The palatial splay of the structures languish in vast contrast to the remainder of the congested city. Manicured shrubbery, large trees, gardens, and pools decorate the area. The delegation is led to a rectangular, seemingly squat, two-story structure with a flat roof. The front walkway leads directly to a flight of stairs that end on a landing of the flat roof of the first story. The second story is an open plaza covered with another flat roof, supported by columns, to protect those beneath from the heat of the burning sun.
As the party is ushered to the central area of the floor, they find themselves facing an arc of seven slightly elevated seats. From a separate set of stairs to the rear of the structure, the seven Magisters are arriving to take their respective seats. The Marshals back away from the party to stand at the edges of the plaza. The Magisters seat themselves. The Seekers stand approximately 3 paces from the seats.
An elderly Ansylin, with a seemingly kindly disposition, seats himself first and introduces himself. "
I am Contadino Cotone. I understand that you are representatives from Southroad Fair and have requested an audience. What is it you wish to discuss with me or how is it you think I may help you?"
[sblock=Character Data]
OOC:
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Sheldon: full health
Indigo: full health
Tor: full health
Merin: full health
Bolo: full health
Sannit: full health
Turtle:full health
Saemund: full heath
Feroz: full health
Vadin: full health
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[/sblock]
[sblock=Purchasing Power]
OOC:
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Store Credit in Southroad Fair: 1123 clams
60 Plates: (platinum coin, 3000 clams)
10 Gold Ingots (200 clams)
50 Dublins: (gold coin, 1000 clams)
50 Rupees: (silver coin, 500 clams)
76 Ocrin: (tin coin, 76 clams)
20% Southroad Fair Olive Trade Proceeds
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[/sblock]
[sblock=Current Party Holdings]
OOC:
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2 Windrunner Stallions
8 Windrunner Mares
3 decorative saddles (San-Bolo, Saemund)
4 standard saddles (Tor, Sheldon, Indigo, Merin, Vadin)
4 Windrunner Colts (with pack rigs)
2 Harnin Mining Mauls
2 Harnin Mining Spikes
2 Harnin Pick Axes
drawing of Assassins' Guild symbol
parchment containing known message
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[/sblock]
[sblock=Current Inventory]
OOC:
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Animal:
- Anhinga Talisman: 1 (++ Cohesion)
- Calling Bird Feet: 1 pair {+ Will}
- Calling Bird Tail Feathers: 5 (1 item) {+ Will}
- Chicken Feet: 2 pair {+ Confluence}
- Chicken Tail Feathers: 3 (1 item) {+ Confluence}
- Duck Tail Feathers: 3 (1 item) (+ Cohesion)
- Duck Feet: 1 pair (+ Cohesion)
- Flycatcher Talisman: 3 (+ Motility)
- Gallinule Talisman: 1 (++ Confluence)
- Harvester Feet: 1 pair (+ Health)
- Harvester Tail Feathers: 5 (1 item) {+ Health}
- Hawk Tail Feathers: 3 (1 item) {+ Strength}
- Hawk Feet: 2 pair (+ Strength)
- Huge Beetle Elytrum: 21 pairs
- Mink Skulls: 4 (+ Adhesion)
- Songbird Tail Feathers: 5 (1 item) {+ Persona}
- Songbird Feet: 1 pair (+ Persona)
- Tapir Hides: 9 (262% cover)
- Volantin Skins: 6 (360% cover)
- Volantin Venom Glands: 2 (- Persona x3)
- Volantin Talons: 120 (++ Motility)
- Vulture Talisman: 1 (+ Adhesion)
Metal:
- Zinc Ingots: 14 (+ Health) {Mend x2}
- Tin Ingots: 110 (+ Persona) {Muddle x2, - Persona x2}
- Lead: 2 {Rend x2, -Health x2}
- Iron Ingots: 37 (+ Confluence) {Mend x2}
- Iron Bricks: 10
- Aluminum Ingots: 7 (+ Motility) {Thump x2}
- Chromium Ingots: 10 (+ Strength) {Rejuvenate x2}
- Magnesium: 2 (+ Will) {Soothe x2, Mend x2, +Health x2}
- Copper: 2 (+ Persona) {-Persona x2, Shock x2}
- Molybdenum: 9 (+ Motility)
- Palladium: 2 {sound x3}
- Silver: 1 (+Will) {-Will x3}
Plant:
- Muddle Leaf: 1 {Muddle x2}
- Soothe Leaf: 2 (Soothe x2)
- Rend Leaf: 1 {Rend x2}
- Mend Leaf: 2 (Mend x2)
- Muddle Flower: 1 {Muddle x3}
- Soothe Flower: 1 {Soothe x3}
- Leaves of Harmony: 1 (Harmony x2)
Stone:
- Slate: 16 (Thump x2)
- Bloodstone: 4 (+ Health) {Mend x2}
- Sunstone: 1 (+ Persona) {Charm x2}
- Heartstone: 3 (+ Confluence) {Mend x2}
- Carbone Bricks: 35 (Heat x3)
- Lodestone: 1: {Thump x2}
- Slickstone: 1: {Cool x2}
- Livestone: 2 (+ Strength) {Restoration x2}
- Milkstone: 1 (+ Will) {Harmony x2}
- Emberstone: 1 (+ Cohesion) {Charm x2}
- Soft Brimstone Brick: 1: {heat x3}
- Waterstone: 1 (+Motility)
- Nightstone: 1 (+Adhesion) {darken x3}
- Ruddystone: 1 (+Health)
- Pietrazulfo Brick: 1 (Acidify x4, Heat x4)
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[/sblock]
[sblock=Unknown Items]
OOC:
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Bird Skull (Heron): 1
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[/sblock]
[sblock=Party Discoveries]
OOC:
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Hidden Valley in the Western Jungle
Secluded Lake in Western Jungle with Mysterious Island
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[/sblock]