Lithium Flower
Arcane
- Joined
- Nov 29, 2016
- Messages
- 1,832
Sorry everyone, I sort of fucked up my sleep schedule on a busy week so when I wasn't sleeping I was either busy or not feeling like writing.
Part 17 – A Mere Bribe
The pleasant room and the soft bed within help you forget who you are and the predicament you are in for the night.
The guests are roused early next morning. After a light and short breakfast everyone assembles in the entrance hall. It becomes obvious to you that all of the other guests are treating this visitation as something other than a party: Deadliest Vile looks tense and alert, as if heading to battle; Step-There is nervous; Look-It-Up is saddled with several book bags, staring at them like a stardust addict in withdrawal. Only the Lord-Foreman and Head-Taker appear relaxed. You quietly ask the latter about Look-It-Up and he replies that the manus is a book-taker (an agent of Censors College tasked with retrieving overdue books) and an aspirant to be the next Lord-Inquisitor of Demiurge's Plaza to boot.
“Let us go over this once more:” Steel addresses all of you, “we shall travel to Lord-Foreman Sees-It's mance and comply with decorum while having all manners of fun. All the while, we should be vigilant. If you hear or see something that may endanger us, let the others know, albeit discreetly. Do not take action unless there is immediate danger against the people in this room. Good? Excellent. Then let us be off!”
Three Badland Walkers await you outside. The beasts are tall, lumbering things with flat torsos supported by a dozen tentacular limbs as wide as tree trunks. Their faces are located on the bottom of their wide, saucer-like torsos. The great heft of the creatures makes them rather slow but very stable riding beasts. Their crews lower the walkers down, allowing them to be boarded. Step-There grabs Look-It-Up and the two board one of the walkers, probably hoping to avoid you. Deadliest and Head-Taker soon appear to be engaged in conversation aboard another. You join Lord Steel's side on top of the third walker. Besides the two passengers and the driver, there are two more people on each beast: one holding up a parasol and another fanning the passengers.
You notice that Steel has brought a covered cage with him. Pointing to it, you inquire if he plans to offer Lord Sees-It a gift.
“No, of course not! How could you think so?” he replies, feigning outrage. “It is a mere bribe.”
---
The walkers arrive at the mance in a few hours. Sees-It's home is on the outskirts of the Badlands, far from any industrial buildings. It is smaller than Steel's manor but visibly more lush, possessing healthy vegetation around it and what looks like a garden behind the property. Curiously, as you approach the mance, you no longer feel the harsh wind and heat of the Badlands but a temperate atmosphere instead, and the smog cover parts above the building in a perfect circle, exposing the Void above.
This makes you wonder. Such environmental modifications are likely to be the works of magic You suddenly become troubled, thinking that you now remember hearing something about Lord Sees-It, but the precise details escape you.
The walkers reach the mance. A table and two guards are posted at the door. The guardsmen are a herald and a beholder, both wearing armour of padded purple cloth, white cloaks affixed to them by golden brooches. They are equipped with spears and shields, standard arms for soldiers and guards. The herald guard informs you that only personal weapons are permitted inside, and tells the beast drivers to lead the creatures to the stables behind the mance. Soon the table becomes a weapons rack, courtesy of Head-Taker and Vile.
The interior of the entrance hall is much more conventionally and richly decorated than that of Lord Steel's manor, almost bristling with all manner of flora. A large and rather lewd fountain takes up the entirety of one of the hall's corners, shaped like a female beholder who is secreting into a basin. Servants with cups are standing by the fountain, suggesting that one is free to drink from it. Two guards – a hammerite and a herald – flank either side of the fountain, watching the room. They have white uniforms with golden buttons in place of armour and carry smallswords at their sides.
The rest of the room is rather busy with servants (buzzers, all) and guests that have arrived before you. Your eyes are drawn to a very attractive female herald, dressed in a scarlet wig, a tightly corseted bodice, and pink stockings under her bell-shaped skirts. You vaguely recognize her as Loyalty, the Lady-Scribe of Demiurge's Plaza, known to the masses as being completely unremarkable except for her looks. The other guests must be her adjutants and appear to be busy moving her luggage into the mance together with a few of the building's staff.
Two servants rush to attend Steel but he swiftly bypasses them, keeping the cage close, leaving the room through a side door without as much as a word to anyone. Step-There nervously shifts his weight from one bottom arm to the other, then makes his way in the direction of the fountain. That is when you notice Deadliest Vile and Head-Taker acting strange: the two eye the guards in the room up and down, exchange a skeptical look, then nod to each other. Head-Taker then rears up for the first time and extends a paw towards one of them, gesturing him to come forward.
After a few seconds of awkward staring, the herald guard crosses the room and faces the two warriors.
“Where is your leader?” Head-Taker growls. This appears to be his conversational tone, but the guard doesn't know that. The young herald's knees begin to tremble.
“Uhm...h-he is in the adjacent roo-"
“Then stop running your mouth and take me to him. I have security concerns,” Head-Taker cuts him off.
The guard opens his mouth as sweat beads up on his un-wigged forehead, as if to protest, but thinks better of it and leads Head-Taker out of the room. The beholder at your side makes an amused sound, then begins cleaning between his teeth with a knife one of his tentacles swiped from a food tray. Charming.
Look-It-Up has been standing awkwardly on the corner for the entirety of the interaction, clearly overwhelmed by the amount of people in the room. His first step is a stumble, leading him to spill the contents of his bags on the floor. A servant rushes to help him.
Wonderful. Steel took off, leaving you standing without instructions as the party hasn't begun yet (at least you don't think so. Probably not? Fuck if you know).
Still, you should probably find something to do...(choose 2)
A) Introduce yourself to the lovely heraldress. You've always had a thing for stockings and tight corsets.
B) Catch up with Step-There. The two of you might not like each other, but he might be the only true ally who could help you with Whisper's request.
C) Consult with Deadliest Vile about the mance's security. Him and Head-Taker seems to have noticed something that you didn't.
D) Look around, paying special attention to the mance's interior. You might be able to figure out the approximate number of staff while many are tending to the recent arrivals, plus examine the guards more closely.
E) Look around, paying special attention to the mance's exterior. You can still catch the glimpse of the guards at the door and the arsenal of seized weaponry with them.
F) Try to recall the rumours you've heard about Lord-Foreman Sees-It.
(+) Pull Look-It-Up aside and have him help – two heads (and half a dozen books) is better than one.
G) Do something else, please specify what
Added Look-It-Up and Loyalty to Dramatis Personae section of the journal
Part 17 – A Mere Bribe
The pleasant room and the soft bed within help you forget who you are and the predicament you are in for the night.
...Recovery die.
Results: 5, 6, 6; You now have 8 Health!
Results: 5, 6, 6; You now have 8 Health!
The guests are roused early next morning. After a light and short breakfast everyone assembles in the entrance hall. It becomes obvious to you that all of the other guests are treating this visitation as something other than a party: Deadliest Vile looks tense and alert, as if heading to battle; Step-There is nervous; Look-It-Up is saddled with several book bags, staring at them like a stardust addict in withdrawal. Only the Lord-Foreman and Head-Taker appear relaxed. You quietly ask the latter about Look-It-Up and he replies that the manus is a book-taker (an agent of Censors College tasked with retrieving overdue books) and an aspirant to be the next Lord-Inquisitor of Demiurge's Plaza to boot.
“Let us go over this once more:” Steel addresses all of you, “we shall travel to Lord-Foreman Sees-It's mance and comply with decorum while having all manners of fun. All the while, we should be vigilant. If you hear or see something that may endanger us, let the others know, albeit discreetly. Do not take action unless there is immediate danger against the people in this room. Good? Excellent. Then let us be off!”
Three Badland Walkers await you outside. The beasts are tall, lumbering things with flat torsos supported by a dozen tentacular limbs as wide as tree trunks. Their faces are located on the bottom of their wide, saucer-like torsos. The great heft of the creatures makes them rather slow but very stable riding beasts. Their crews lower the walkers down, allowing them to be boarded. Step-There grabs Look-It-Up and the two board one of the walkers, probably hoping to avoid you. Deadliest and Head-Taker soon appear to be engaged in conversation aboard another. You join Lord Steel's side on top of the third walker. Besides the two passengers and the driver, there are two more people on each beast: one holding up a parasol and another fanning the passengers.
You notice that Steel has brought a covered cage with him. Pointing to it, you inquire if he plans to offer Lord Sees-It a gift.
“No, of course not! How could you think so?” he replies, feigning outrage. “It is a mere bribe.”
---
The walkers arrive at the mance in a few hours. Sees-It's home is on the outskirts of the Badlands, far from any industrial buildings. It is smaller than Steel's manor but visibly more lush, possessing healthy vegetation around it and what looks like a garden behind the property. Curiously, as you approach the mance, you no longer feel the harsh wind and heat of the Badlands but a temperate atmosphere instead, and the smog cover parts above the building in a perfect circle, exposing the Void above.
This makes you wonder. Such environmental modifications are likely to be the works of magic You suddenly become troubled, thinking that you now remember hearing something about Lord Sees-It, but the precise details escape you.
The walkers reach the mance. A table and two guards are posted at the door. The guardsmen are a herald and a beholder, both wearing armour of padded purple cloth, white cloaks affixed to them by golden brooches. They are equipped with spears and shields, standard arms for soldiers and guards. The herald guard informs you that only personal weapons are permitted inside, and tells the beast drivers to lead the creatures to the stables behind the mance. Soon the table becomes a weapons rack, courtesy of Head-Taker and Vile.
The interior of the entrance hall is much more conventionally and richly decorated than that of Lord Steel's manor, almost bristling with all manner of flora. A large and rather lewd fountain takes up the entirety of one of the hall's corners, shaped like a female beholder who is secreting into a basin. Servants with cups are standing by the fountain, suggesting that one is free to drink from it. Two guards – a hammerite and a herald – flank either side of the fountain, watching the room. They have white uniforms with golden buttons in place of armour and carry smallswords at their sides.
The rest of the room is rather busy with servants (buzzers, all) and guests that have arrived before you. Your eyes are drawn to a very attractive female herald, dressed in a scarlet wig, a tightly corseted bodice, and pink stockings under her bell-shaped skirts. You vaguely recognize her as Loyalty, the Lady-Scribe of Demiurge's Plaza, known to the masses as being completely unremarkable except for her looks. The other guests must be her adjutants and appear to be busy moving her luggage into the mance together with a few of the building's staff.
Two servants rush to attend Steel but he swiftly bypasses them, keeping the cage close, leaving the room through a side door without as much as a word to anyone. Step-There nervously shifts his weight from one bottom arm to the other, then makes his way in the direction of the fountain. That is when you notice Deadliest Vile and Head-Taker acting strange: the two eye the guards in the room up and down, exchange a skeptical look, then nod to each other. Head-Taker then rears up for the first time and extends a paw towards one of them, gesturing him to come forward.
After a few seconds of awkward staring, the herald guard crosses the room and faces the two warriors.
“Where is your leader?” Head-Taker growls. This appears to be his conversational tone, but the guard doesn't know that. The young herald's knees begin to tremble.
“Uhm...h-he is in the adjacent roo-"
“Then stop running your mouth and take me to him. I have security concerns,” Head-Taker cuts him off.
The guard opens his mouth as sweat beads up on his un-wigged forehead, as if to protest, but thinks better of it and leads Head-Taker out of the room. The beholder at your side makes an amused sound, then begins cleaning between his teeth with a knife one of his tentacles swiped from a food tray. Charming.
Look-It-Up has been standing awkwardly on the corner for the entirety of the interaction, clearly overwhelmed by the amount of people in the room. His first step is a stumble, leading him to spill the contents of his bags on the floor. A servant rushes to help him.
Wonderful. Steel took off, leaving you standing without instructions as the party hasn't begun yet (at least you don't think so. Probably not? Fuck if you know).
Still, you should probably find something to do...(choose 2)
A) Introduce yourself to the lovely heraldress. You've always had a thing for stockings and tight corsets.
B) Catch up with Step-There. The two of you might not like each other, but he might be the only true ally who could help you with Whisper's request.
C) Consult with Deadliest Vile about the mance's security. Him and Head-Taker seems to have noticed something that you didn't.
D) Look around, paying special attention to the mance's interior. You might be able to figure out the approximate number of staff while many are tending to the recent arrivals, plus examine the guards more closely.
E) Look around, paying special attention to the mance's exterior. You can still catch the glimpse of the guards at the door and the arsenal of seized weaponry with them.
F) Try to recall the rumours you've heard about Lord-Foreman Sees-It.
(+) Pull Look-It-Up aside and have him help – two heads (and half a dozen books) is better than one.
G) Do something else, please specify what
Added Look-It-Up and Loyalty to Dramatis Personae section of the journal