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PRP: The Pendulum, part 1

A feast and revel for friends and allies is held in the hall of House Eswynd. Surely nothing will go amiss.

Date

July 10, 2020, 7 p.m.

Hosted By

Haakon

GM'd By

Haakon

Participants

Margot(RIP) Ian Wash Emily Zoey

Organizations

Location

Outside Arx - Mourning Isles near Tyde Hall - Isles of the East Wind

Largesse Level

Refined

Comments and Log


The voyage from Arx was a long one, made longer by the need to travel overland to Brighthold, before boarding a ship. With such notables aboard, the journey was made in strength, with eighteen longships accompanying an exotic, two masted Gildorian cog flying the banners of Tyde.

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.~C~.\~s.~C.~.~c. ~C.s.~c.~S.~./~C~



Past Maelstrom and the Tydelands and into the straits beyond they'd sailed. The Isles of the East Wind are an intricate chain of over sixty islands, islets, and reefs, the largest of which is Storrock af Havet, home to House Eswynd, whose timber hall hosts the season's festivities. The Tyde ships had been greeted by horns well before coming into sight of the harbor, as the march's lookouts signal the Arvani fleet's approach.

Margot's welcome is markedly warmer than it had been on her first visit, years before, and the weather is markedly cooler than the oppressive heat of Arx. Upon entering the harbor, several Prodigal longships lock oars to let sailors run the oars in feats of athleticism, and the festive atmosphere only redoubles once they reach land, are greeted by the Marquessa-Consort with her retinue, and are brought to the great hall on the high hill.

Eswynds have ruled from that hill for many centuries, but no building in the port is older than eighty years, many of which are roofed with turf, as wooden shingles are marks of wealth in the deforested islands. The largest structure by far is Eswyndol, a great round timber hall, built around a central firepit, with the peak of the ceiling open to the sky. The posts and beams of the large chamber are crafted from the masts of captured ships, foreign banners and broken shields adorn every wall: many Shav, some Arvani. Abundant lanterns burning whale oil light the hall bright as midday. Doors at the east and west lead to smaller wings for storage and stock, but the center of festivity are the long tables, where guests are feted and feasted. Notably, none of the seats are placed with their backs to the south wall.

Ian's footing is notoriously uncertain on ships, where the ground is constantly moving under him without him being able to feel it doing so, and the first few steps on land where the ground is NOT moving are also uncertain, although his cane compensates for that pretty well. Still, coming down the dock, he's watching his feet more than the festivities and generally presenting an uninspiring prospect. Like a (barely) walking lump.

Wash has spent the previous two weeks gradually unwinding. He went from refusing to leave his bunk to refusing to leave the deck over that span. Eventually he's heaving lines and reefing sails with the rest of the crew, glad to be at sea and even enjoying not being in command. On the fifth day he even indulged in a bit of rum with dinner. It is a merry landfall that leads to Wash leaping over the rail of the cog and rapelling down to the docks. "Gildorian you say?" He asks the captain once they are seated at dinner. "The lower prow gives her stern a sexy swivel. You'd need that in all these tiny atolls."


Emily was not the most comfortable at sea and only a few times did she look green. The ranger rarely spends time on boats and thus was left to adjust during their voyage. Upon arrival the feats presented broke through the haze brought on by the time at sea and she rushed to watch from the side of the ship with greater interest and offered more than a few cheers.

Dressed in the mixture of leather armor, the Lady of Deepwood follows the Marquessa-Consort and others, keeping Heartwood and Absolution upon her person, the rubicund bow strapped and strung where it is. But in her great interest to study the culture of the Eswynd culture she wanders the hall, gazing up at the masts and the sigils of other houses or people.

A drink in hand she sips from it, making thoughtful sounds as she pauses upon noting a few familiar displays though she makes no comment on it or raise any fuss over. She does make her way eventually towards the seats and takes up her own, adjusting how she sits to afford for her weapons.


Zoey stays in their cabin for the most part during the trips, working on something that involves sketches and notes. She does come up on deck on occasion for fresh air and sunlight though. When the reach land she matches pace with Ian, though her eyes are on the festivities. She greets the locals with warm smiles when they look her way.

Margot has shed her austre attire for once, though still dressy is for Margot is not measured by the same stick as others in the Compact, modest, snow white Aeterna and glistening iridecite being the height of her formality and as buttoned up as ever. Her hair though is left down her back in a long braid, with the glistening circlet around her head, and the duchess does seem to almost have an aire of relaxation once they're at sea, and as they get further away from the heat of the mainland and the politics of the compact. For a woman she's comfortable on the boat, though she doesn't draw attention to this too much where she can avoid it.

Upon arrival Margot turns a restrained but genuine smile to those who greet them, and exchanges pleasentries with the Marquessa, inquiring over the family and such. The hall too coaxes a warm look from her. "It has been far too long since I visited."

Music and laughter fill the hall as servants supply the nobility with plentiful food and drink, largely seafood and mutton dishes served with dark bread and washed down with beer, though some variety exists for the asking. Nuts roasted in honey and dusted with salt are a popular sweet. The Marquis Oskar appears near forty, with his fair hair worn long (as most of the Eswynds tend to favor), seated beside the Marquessa-Consort and with Duchess Tyde in the place of honor, though all their guests have a strong air of the exotic in these halls and pique great curiosity and conversation. The accompanying revel goes for hours, marked by such displays as one of the lady Eswynds standing on a table to sing verses of the raucous saga of Toell, a giant who caused a volcano to erupt by brawling with a dragon beneath the earth. The song is met with high acclaim, and the singer downs a full flagon of beer and bows at its conclusion to further cheers.

Another popular display is spear catching, in which two Prodigals (Haakon being one) start at opposite ends of the hall, and walk toward one another, hurling and catching a single war spear back and forth, reciting alternating lines of a poem as they throw, until they stand separated only by the fire pit. The spear is then thrust into the burning logs, and the game is finished. The spear is not dropped and neither man is wounded, which appears to have been the goal.

A less dangerous sport for the revelers is a token and dice board game called Islands, in which players move either black or white ship tokens from island to island, with the objective being to bring all ships to the home island, without letting the opponent catch any unprotected. There is some strategy, but the game is mostly luck, and rather quick to learn. To add challenge to the game, some players compose short rhymes as they roll.

And both food and drink keep coming.

Margot drinks with restraint, while her cup comes to her lips often it is only for sips and makes polite inquaries of both the Marquis and his wife about more serious issues couched inside of pleasent small talk all the while clapping and congradulating the preformers generously with out flinching at some of the more dangerous entertainment.

Dinner, for Ian, is an excruciating task of trying very, very hard not to embarrass his wife. His table manners are good, but in the careful way of someone who is On His Best Behavior, and it'd take a herculean effort to get more than one or two words at a time out of him. When he can answer in a neutral grunt, he does so. He drinks a respectable amount for someone who's not looking to get drunk tonight, hinting that he's inherited the legendary Kennex alcohol tolerance.


With her stomach finally settling after the voyage Emily partakes of the food, taking to wandering the great hall rather than stay seated at times. Watching the games, curiously asking questions of the prodigals in regards to the rules and continuing to partake of her drink. When asked to play she tries to wave them off but soon finds herself caught up in the game. A few rounds of poor luck and then finally she starts to get the hang of it, her mug refilled and her merry disposition in full force. Dark black curls are pushed away from her face as the ranger laughs and nods to the prodigal beside her. A cheer goes up when she wins and she stands to toast the competition. It is only then that she steps aside to look for water rather than dive into the next mug provided. She smiles to herself as she once more makes a study of the room, giving her time to soak in eveyrthing and the behaviors presented.


Wash is engaged and sociable. He throws dice, not risking the spear toss. He rhymes in doggerel, the same as he does when playing with his children. And once he understands the strategy enough to win a game of Islands, he lets someone play and wagers silver on the next match, basing the amount wagered on the skill of the rhymer rather than the talent of his play or the luck of his game.

Emily checked luck at difficulty 15, rolling 2 lower.

Wash checked luck at difficulty 15, rolling 6 lower.

It is a new place, so Zoey stays by Ian's side throughout the dinner. The singer telling the tale of the giant and the dragon gets an amused smile and polite applause when she takes her bow, and while she does not participate she does keep an eye on one of the games of Islands.

Margot also makes inquaries about Eswynd children (ABM - Always be matchmaking) and comments that next time she vists she should most certainly bring Lady Victoria along with her. The little heir to Tyde will certainly enjoy the more boisterious culture of the protigal house than the restraint of Tydehall after all.

The conversation between Heads of Houses, with its well couched gravity doesn't detract from the merriment of the event (Matters aren't bad in the March, but they have been better. But damn, that ship you rolled in on??). Norah is delighted by the prospect of Lady Victoria accompanying a future visit, and inquires after the young Lady's favorite colors.

When Emily manages to win her match of Islands, there is cursing and laughter, but the Prodigal she'd bested draws off a copper arm cuff and makes a gift of it to the Deepwood.

Wash is a popular man. The Kennex Admiral's brand of relaxed charm goes over well among the Abandoned, and the lack of priority given silvers in favor of style makes him even more popular. He gradually catches the interest of a particularly boisterous old one-eyed Eswynd, and somewhere Aethan feels a chill run inexplicably down his spine.


The cuff is taken with a thanks given and Emily does not hesitate in placing it on, letting it cinch down upon her bicep over the silk of her shirt. She makes her rounds, finding Haakon to briefly show off her winnings in a sense and turns about. "Look at this. I think I did right...I can't imagine it will happen again. Luck is fickle," she remarks. As is her skill. The Deepwood drinks from her mug, now filled with water so she has a better chance of remembering everything.

Dancing? This she can do and does with no real trained grace but rather an exuberance to try is there.


Wash is not drinking heavily, but he is drinking. The first time someone mentions dancing, Wash is the first to throw up his hands. "I know the two river stomp. If anyone wants to learn it."

Color? Margot thinks Victoria likes purple but can't say (wardobes of mostly black and white and grey don't allow much room for color expression). She makes a mental note to inquire of her children if they have colors they like. Does Margot have a favorite color? She tamps down the existential crisis before it begins and just smiles politely.

No dancing for Ian. No revelry. On top of displaying the traditional Kennex tolerance for alcohol, he's also displaying the traditional Kennex buttoned up demeanor. He's careful to keep his cane close enough to him that someone would have to really be in his personal space before they risked tripping over it. His electric blue eyes are always, always moving, picking out details, the way people move, the way they carry themselves, gestures, the turn of a glance. He probably notices the one eyed man noticing Wash, but seeing something and understanding its meaning are two very different things. Ian's good at the first one.

There is dancing now! Zoey whispers to Ian, likely telling him that she is going to join in, then goes to join in once she thinks she has the steps down.

The two river stomp is a three-step dance that involves a heel stomp on the downbeat. It's good for any song set to 3/4 time, and thus, one of the more energetic dances that Wash knows. It also originates from Grayson, so it isn't well known around the Thraxian islands. There is a half turn between every sixth beat, so it isn't exactly a line dance either. Wash demonstrates for Emily and invites her to participate.

Emily checked dexterity + performance at difficulty 15, rolling 11 higher.

Wash checked dexterity + teaching at difficulty 15, rolling 42 higher.

Zoey checked dexterity + performance at difficulty 15, rolling 30 higher.


A chuckle leaves her and Emily follows along with Wash. She's not amazingly talented but she can remember the steps and keeps up. No one is harmed in the process of her dancing either. Setting her drink aside she looks to Wash on occasion to be sure she's keeping up as needed. A laugh escapes her and she nods her head to him and then looks to Zoey when she joins them.


Ian seems remarkably okay with his wife going off to dance without him. Probably this isn't an unusual state of affairs for him. He goes on watching the people. From time to time, he looks towards the entrance, taking note of the behavior of the guards present. Anyone who knows anything about Ford's history might have some idea about why he's always just a little bit paranoid about parties like this.

Margot claps for the dancers that are performing, and makes a note of Emily (ABM) to approach her for the trip home. It's a lovely distraction from worrying about such vexing questions as having a color preferance. Who prefers colors?

Zoey greets Emily with a warm, encouraging smile as she joins in. It is easy enough to keep up, having grown up the the Crownlands herself.

The lively river two-step is followed by a raucous Storrock chain dance, which draws in all but the very most prim and/or sedentary of those in attendance. The dancers follow around the hall in a winding path with arms linked in a great, coiling spiral, while a singer provides the tempo, and all share in the chorus.

Ian notes that the guards change often, coming and going to avoid being distracted by long proximity to a rousing party they can't join. Yet gradually, the party must slow.

As the communal nature of Prodigal living could create an awkward overnight experience for the Arvani guests, several nearby homes belonging to the wealthier Prodigals of the port have been offered to the visiting nobles for their stay. Deep into the night, once the chain dance has finished, Marquis Oskar calls for his nearest relatives to sit with him and take council, asking his lady wife to see the honored guests to their rooms.

While Haakon, Branimir, and others take leave of their conversations and tables in order to attend the Marquis and talk family business, the Marquessa-Consort Norah- alone among the Eswynds in wearing silks and precious metals- rises to gracefully lead the Arvani nobles out of the hall and toward the waiting cottages, with a quartet of Eswynd warriors accompanying the Lady of the house and her guests.

Passing from the warmth and light of the hall and into the chill darkness of the night outside is bracing, and the clear night has brought out a canvas of stars overhead. The path ahead goes very gently downhill providing a magnificent view of the port town below, as well as the moon and stars glittering over the black, wind-whipped waters of the firth, beyond.

"I don't want to go back to Arx." Wash decides. "I think I should go to Stormward. Finally. Collect that Caravel and return to Arx with it. I need to stock up for the trip to Brightshore. Maybe take a shakedown cruise."


After such exuberance, the Deepwood Lady falls into step with the others, smiling and lightly talking with Zoey until the stars are revealed. A glance is given to Wash and she chuckles, "I can admit, the weather her is a relief after the stagnant air of the city," she remarks. Her head tilts back and up to watch the heavens as they continue on their path. Sure steps are taken as the Lady mixed a great deal of water with her alcohol to be certain she would not be a stumbling baffoon at the end of the night.

Her sharp blue eyes lower and she now watches the terrain beneath her feet.


Margot glances to Wash but cannot comment despite her agreement. She walks with Marquessa Norah, slipping the woman a bag with perfumes, lotions and scented soaps with a knowing smile, there are certain luxuries that are more important than silks and jewels that cannot be had out here after all.

Ian may be an Arvani noble, but he's also a sailor from a house that once was fairly poor. Communal living isn't something that would cause him to bat an eye. But he also doesn't really notice or understand how far out of their way the prodigals are going to make sure they have private rooms, so he doesn't comment on this aspect of his character. Rather, he braces on his cane and the table to stand up, and follows along where he's told to go, with his gaze planted on his feet, marking out his own mechanical, not-quite-right footsteps in that way that he does.

Zoey quietly reminisces with Emily about some shared event from their childhood as they walk, though she does glance back on occasion to make sure Ian is still following them.

Ian checked perception at difficulty 20, rolling 7 higher.

Zoey checked perception at difficulty 20, rolling 3 lower.

Wash checked perception at difficulty 20, rolling 0 higher.

Margot checked perception at difficulty 20, rolling 5 higher.

Emily checked perception at difficulty 20, rolling 3 lower.

Norah accepts Margot's satchel of gifts with restrained but VERY REAL gratitude, offering to the Duchess, but including the others with a look about, "My most sincere thanks for your presence; all too few of the folk in this land have any fond memories of the Arvani. It does my heart good to see my own countrymen received here, and in such good spirits." The revel has extended beyond the walls of Eswyndol, and a handful of peasantry are clustered in the path ahead, drinking and laughing. One of Norah's guards ranges ahead of the group to usher the peasants off the path, bidding them, "Go on, take it back home-" before he abruptly stumbles.

There is a moment in which some onlookers might share a chuckle at his expense, before noticing that the fallen guard isn't rising as the handful of peasants on the road move on the group with haste, producing hidden axes, knives, and cudgels. Their shouted threat in the Isles Shav tongue advises the few with an ear for such words, "Leave the Arvani and live!"

Margot nods to Norah with understanding, "Once you've had a child you should come to Arx, I would be delighted to have your company at the Tower." But the former point is emphised, heirs first. Her hand rests on the woman's arm and so it is when she notices the shift around her her hand tightens, drawin the Marquessa closer to her looking first to Wash, and and then to the people clearly understanding their cries. She takes a moment, her eyes half closing, a breath drawn slowly that likely only Norah notices and she speaks in clear, fluent Isles Shav, "You do understand if you harm us every one of you and your families will die horribly correct? My husband is the grandson of Donrai Thrax."

About half a second before the guard stumbles, Ian, who honestly didn't look like he was watching all that closely so how the hell did he notice this, changes completely. It's hard to place a finger on what, exactly, has changed. His expression is flat, but there's a serenity to that flat expression, now. The details that his moving eyes pick out are more specific than they were at the dinner. How many of them? Where are they? What are they armed with? Which ones are genuinely a threat to him? Where are my allies? Is there an enemy among them that I didn't know about? His movements are also more confident. He shifts his grip on his cane, and the alaricite sword sings out from within it, leaving him to use the body of the cane as a sort of parrying dagger (explains why it's so beat up). Anyone who knows swordplay would be able to see at a glance that he's an experienced swordsman, to grossly understate the issue. He holds that sword as though a minute ago, he was only a part of a person, and with a weapon in hand, he's complete again.


The stumble of the guard is not noted as something inherently wrong but when he does not get up, Emily shifts. A curious furrow of her brows begins as she steps forward to see if he is okay when the call goes out even if she does not understand the Shav. Its not Crownsland Shav and thus the Deepwood comes about quickly to take in what is happening. Just enough light to see and she is reaching back for Absolution, left hand firming on the bow as she reaches for her arrow to nock it into place and half draw, moving slowly into a position to help cover Margot. "Stay between us, Duchess," she advises softly. Emily is not unfamiliar with armed opponents and the war veteran narrows her gaze, choosng her target should she need to shoot.


Zoey wields a pair of wavetossed dawnstone hairpins.

Emily wields Absolution, a short recurve bow.

Wash is quick to lay a hand on his weapon, but he restrains himself from drawing the blade. The request to 'leave the Arvani' doesn't make any sense to him. "The Arvani what? You're going to need to be more specific." He says, casting a look around their small party to get assent that this is the truth. "Do you want this Arvani wine? I have a bottle or two. Never leave home without it." He tries to disarm the situation with humor, because that's never failed him before and gotten him mauled.

Norah's surviving trio of guards draw swords and step to defend their charge, bellowing, "Arms!" and "Treachery!" to raise the alarm. While such shouts will doubtless bring help in utmost haste, for several deadly moments, the Arvani and their three guards are on their own against an ambush.

A pair of arrows fly out of the darkness, a d the rabble of would-be assassins rush the band of nobles. They must really want that wine Wash had offered.

"I wish I had my bow," Zoey says under her breath as she pulls the pins from her hair. She looks around and keeps Ian behind her. She looks to Margot and Wash as they speak. Then the arrows start flying.

Haakon GM Roll checked dexterity(3) + archery(2) at difficulty 30, rolling 4 lower.

Haakon GM Roll checked dexterity(3) + archery(2) at difficulty 30, rolling 5 lower.

Haakon GM Roll checked dexterity(2) + choppy choppy(3) at difficulty 30, rolling 20 lower.

Haakon GM Roll checked dexterity(2) + choppy choppy(3) at difficulty 30, rolling 5 higher.

Ian checked dexterity + medium wpn at difficulty 30, rolling 18 higher.

Haakon GM Roll checked dexterity(2) + choppy choppy(3) at difficulty 30, rolling 1 higher.

Haakon GM Roll checked dexterity(2) + choppy choppy(3) at difficulty 30, rolling 1 higher.

Emily checked dexterity + dodge at difficulty 30, rolling 16 higher.

Emily checked dexterity + dodge at difficulty 30, rolling 5 higher.

Haakon GM Roll checked dexterity(2) + choppy choppy(3) at difficulty 30, rolling 11 higher.

Haakon GM Roll checked dexterity(2) + choppy choppy(3) at difficulty 30, rolling 14 higher.

Wash checked dexterity + dodge at difficulty 30, rolling 31 higher.

Margot checked composure at difficulty 15, rolling 33 higher. Margot rolled a critical!

"Stand down." Even as the fight is joined, Ian's pulling his blows and trying to convince the people who're attacking him to stop in a voice that, considering the situation, is absurdly calm. "You don't want this fight, and I don't want to kill you." There's a way that he says the words 'kill you' that... most people, in this context, would subconsciously put some kind of emphasis on the spoken act of murder. Ian doesn't. "Run. I won't chase you."

If Margot Tyde is effected at all by being attacked or by the blood splatter on her clothes, ir doesn't show at all. She remains entirely calm and turns that icey stare on their attackers (over Wash and Emily's shoulders). Someone's going to hurt for this. Oh yes.

Ian checked command + leadership at difficulty 30, rolling 32 higher.

Emily checked dexterity + archery at difficulty 30, rolling 19 higher.

Haakon GM Roll checked dexterity(3) + dodge(2) at difficulty 30, rolling 10 higher.

Zoey checked charm + diplomacy at difficulty 30, rolling 20 higher.

"Whatever grievance you might have, we can talk about it and come to some sort of agreement," Zoey adds to the ones near her. "This does not need to end in bloodshed."


Diplomacy has its place but they are outnumbered and Emily is not about to take the chance they can be convinced. Besides one or two taken down will in fact possibly stem the tide. The Deepwood narrows her gaze and as she sweeps one step aside and twists back in to stand in front of Margot she pulls up Absolution. Without missing a beat the usually exuberant archer is focused beyond measure. "Leave" she says as her arrow finds its home with a solid THUNK, fletching emitting from the chest of her target.


Wash checked dexterity + legerdemain at difficulty 15, rolling 51 higher.

Haakon GM Roll checked dexterity(3) + dodge(2) at difficulty 30, rolling 11 higher.

Wash pulls a bottle out of his satchel, it's not wine, it's vodka, but the blow intended for him catches the fragile bottle instead which explodes in a splash of pepper and blackberry infused potatojuice. "Ugh. That was limited edition!" He complains, fishing rubicund throwing daggers out of his satchel. "Twenty poorly trained, poorly armed men against a party including Ian. I'm just not sure how well this plan was thought through." He menaces the man threatening him, then flicks the dagger over his head and into the hand of one of the bandits threatening Norah. "I want that back!" He calls to the man.

"Will you fucking shut up and die?" one of the assailants shouts back in frustrated anger at the ineffectual ambush which has so far only managed to kill a pair of common guards. "Kill them, already!" one of the archers howls, before being cut off by an arrow sent their way in return. A horn sounds, spreading the raised alarm, and being answered in turn from the great hall. The effect on the assassins is mixed: some begin backpedaling away in the face of this.. unexpected resistance, while others throw everything into a last surge at the Duchess and Marquessa at the center of the Arvani knot. Also, that one guy is totally running off without returning Wash's dagger.

Margot checked composure + intimidation at difficulty 15, rolling 20 higher.

Haakon GM Roll checked dexterity(3) + archery(2) at difficulty 30, rolling 2 lower.

Haakon GM Roll checked dexterity(2) + choppy(3) at difficulty 30, rolling 16 higher.

Haakon GM Roll checked dexterity(2) + choppy(3) at difficulty 30, rolling 8 lower.

Ian checked dexterity + medium wpn at difficulty 30, rolling 23 higher.

Haakon GM Roll checked dexterity(2) + choppy(3) at difficulty 30, rolling 7 lower.

Haakon GM Roll checked dexterity(2) + choppy(3) at difficulty 30, rolling 11 lower.

Haakon GM Roll checked dexterity(2) + choppy(3) at difficulty 30, rolling 6 higher.

Haakon GM Roll checked dexterity(2) + choppy(3) at difficulty 30, rolling 5 higher.

Wash checked dexterity + dodge at difficulty 30, rolling 25 higher.

Wash checked dexterity + dodge at difficulty 40, rolling 15 higher.

"Thief!" Wash calls out at the running shav. The instinct to chase after the valuable throwing knife is overwhelmed by the instinct to duck and cover. "Not in the face!" He prays to no one in specific.

Ian checked dexterity + medium wpn at difficulty 30, rolling 18 higher.

Haakon GM Roll checked dexterity(2) + not my guts(3) at difficulty 30, rolling 16 lower.

"I've stood alone against more people, more skilled and better armed," Ian confirms to Wash. When an attack comes at him, he bats it aside carelessly with the body of his cane that he's using as a parrying dagger. But this time, he's not just parrying to hold off the attack. He forces the man's guard open and delivers, with a grace and a martial precision that's almost heartbreaking, a brutal slash with his alaricite sword. The totally not supernaturally sharp blade cuts through clothing, through skin, muscle, fat, and even, with the force and angle of that hit, through bone. The result is blood -- so much blood -- spilled guts and, worst of all, an attacker who's not dead. As he delivers this cut, Ian raises his voice, not shouting, but with the expert projection of a battlefield commander: "You do not want to make an enemy of me. None of you. Stop this now." It's not that there's any threat in his voice or bearing -- his voice is flat, and his eyes are still profoundly serene. He's just stating a fact of life and offering heartfelt advice. But he's saying this as blood drips from his sword, and with a man writhing at his feet, contemplating his insides.

Zoey checked charm + diplomacy at difficulty 15, rolling 26 higher.

Zoey turns away from the gore, trying to make eye contact with their attackers again. "Nobody else need be harmed! Lay down your weapons and we can speak peacefully."

Emily checked dexterity + archery at difficulty 30, rolling 27 higher.

Haakon GM Roll checked dexterity(2) + arrow through the head joke(3) at difficulty 30, rolling 7 lower.


No one else need be harmed. But some are still looking bold and Emily tries to drive home the wise idea of ceasing their pursuits upon the Arvani. She releases her arrow once more and this one centers right on the skull of the figure before her. Deadly accurate this time the Deepwood remains where she is, protecting the Duchess and Marquessa with the others. Another arrow is grabbed and set to the bow to prepare another shot.


Wash checked dexterity + small wpn at difficulty 30, rolling 3 higher. Wash rolled a critical!

Haakon GM Roll checked dexterity(2) + not the knife(3) at difficulty 30, rolling 7 higher.

"Keep two of them alive, the rest, please stab such that they die painfully," directs the duchess.

Wash clambers back to his feet. He is much more graceful about that on the deck of a rolling ship. He sways with the sealegs of a man who spent the last two weeks at sea, then he lunges forward to lay his dagger in the back of the ruffians 'leader' but the press shoves him away at the last moment. Wash collects a scalp wound from a club and reels backward to clear space. He sucks the vodka out of his sleeve where it flopped into the puddle on the ground. "You better run!" He says at the retreating backside while he gathers his breath and himself.

Margot adds, "If you surrender you may live." She adds in Isles Shav.

Thee of the Shavs are on the ground, two unmoving, one staring in mute horror at his own entrails for a long moment, before a gut-shaking scream rips out of his throat. Shouts from the top of the hill, where warriors are rushing to answer the alarm are audible, but unnecessary: though none of the would-be assassins accept the offer to throw down weapons and surrender, neither do any of them intend to stay and continue a hopeless fight. Leaving their fallen, the band of Shav'arvani scatter and flee. Some north, some south, all in mortal haste.

Margot sighs, it's a tired sound as she pushes infront of the bodies that guard her and heads over to the one shav on the ground. She crouches down, the blood not sticking to her aeterna dress, and reaches down to shove his guts back into his body without care or concern. "So who's idea was this?" She asks, those icy blue eyes meeting the dying man's.

Ian looks down at the man he just mutilated. "I'm not going to leave him to die like that," he comments to Margot while he uses a cloth produced from within his vest to meticulously clean his sword.


Emily does not back down, no in fact she stands ready should their be some misguided half attempt to harm the Duchess and Marquessa-Consort. She steps about, moving with Margot a bit and then reaching out with her foot to push at one of the fallen to see if he responds. Down for the count? She's not about to leave anything to chance. "Careful Duchess," Emily says, knowing full well daggers can come from everywhere and she is quick to lift her head and turn about to be sure there are no others ready to leap out.


"Is there a healer who can save him?" Zoey asks, but the tone in her voice makes it clear she has doubts.

Emily checked perception + survival at difficulty 15, rolling 27 higher.

Margot really doesn't seem concerned about saving anyone, she does look up long enough to make sure Norah's not dying. "Someone get the Marquis' guards?" She asks annoyed, her bloody hand still holding the man's guts into his belly, clearly expecting an answer to her earlier question.

Ian shakes his head to Zoey's question. "Gut wounds take a while to kill, but they all die eventually."


Making certain that help is on the way, Emily speaks quickly. "I am going to track them across the isle, the ones headed south. Let those who approach know which way I went." She expresses this as she takes off into the dark across the unknown terrain. Her bow ready in hand to see if she can not only bring back a live attacker but also Wash' dagger.


Haakon is among those warriors rushing down from the hall atop the hillock, several of whom join Wash and Emily in immediate pursuit of the erstwhile attackers. The gutted Shav can manage no speech, yet still there is something to be learned from him: one of the Eswynd warriors draws a hooked knife and cuts away the dying man's tunic to bare more of his tattoos. On the left side of his chest, a telling one is found. "Fucking Tordenskjold." A snort and spit. One of Norah's guards is dead, another badly wounded, and the greater chase is still underway. "Well. Least we know where they came from."

"Tordenskjold?" Zoey asks Haakon.

Ian nods to Emily to show that he understands, while he slides the blade of his sword (post-cleaning) back into his cane and locks it in place. He looks at Zoey. "You should make sure all of the people coming to help us know what happened. They'll want to know that the Marquessa and the Duchess are alright, and which way Lady Emily went." She should go somewhere where she's not going to see what he's planning on doing.

Margot looks up from where she's crouched by the dying man to the guards, pulling her hand back from his intestines when she hears a name. She straightens and sighs. "Well someone get me this Tordenskjold and a wash basin." She pauses and looks to Norah, "Are you alright?"

"Thunder Shield tribe. From a little island about twenty mile north and east," Haakon

...Haakon supplied with a sneer. "Fair sailors, but.. the fuck they thinking trying something like this?" A sniff. "Looks as though need to burn out an island."

For her part, Norah responds that it's hardly the first time she's had men trying to kill her, but her composure isn't quite as ironclad as Margot's. In the hills and hollows of the Eswynd isle, a chase is on, but the Hunt has only just begun.

Zoey nods to Ian and turns away to fill in the newcomers on what happened. She slides the pins back into her hair as she approaches. Oh those? Just shiny adornments.

With care, Ian eases himself into a kneeling position where Margot just was (it's not a natural position for him, especially with those leg braces limiting the movement of his ankles), but not to help the man he mutilated to hold his guts in. "Be still," he says, drawing his knife. He slits the man's throat, giving him a quick death rather than the drawn out, agonizing one that awaited him. It's a merciful act, but the calm with which he undertakes it, and... it's only a moment, and it's be easy to miss, Ian looks into the man's eyes for just a little too long as the light fades from them, and with a little too much interest.

Margot gives a solid look to Norah and turns to head back to the hall where they left Oskar, "With me." The duchess calls to those around her in general.

Cleaning his knife is a quicker and easier proposition than cleaning the sword. Getting back to his feet is not. Bracing himself on his cane, Ian pushes himself clumsily to his feet, almost (but not quite) slipping in the bloody earth. He moves to follow Margot, after looking back to make sure Zoey is following as well.

Haakon has rolled 1 2-sided dice: 2



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