[ JOB LISTING ] Guard [ DIFFICULTY LEVEL ] gaia_stargaia_stargaia_star [ TASK ] Thing's are getting a bit heated near one of the embassies, and additional guards are needed.
Quote:
One of the side effects of having War clan members visiting often is that sometimes they have an effect on the local populace. Which isn't necessarily terrible, but embassy buildings don't grow on trees. Except for the wooden ones, maybe, but those are extremely flammable. Anyway, calls for extra gaurds at the various embassies aren't uncommon, and this time it's Edict herself who takes notice of you.
"Go help."
Conquest isn't one to mince words, to be honest, but ignoring them isn't wise.
Pick any city in the world to have this take place and roll 3d4 for three prompts. You can have your character try to duck out of guard duty instead by rolling 1d10. 1-9 they get caught and you need to write all 4 prompts instead. Roll a 10 and they successfully don't get caught, after a fun day in the city causing a ruckus, they get back and join in time to receive pay and commendation for a job well done.
Embassy HP: 1000 A crude bomb of some sort is lobbed over the wall. You can choose to try tossing it over, defusing it, or containing the explosion. Roll 1d4 - even is successful, odd is a failure. Failure costs the embassy 250 HP A rioting mob storms the doors, there are literal torches and pitchforks being waved about. It's actually kind of charming, but this is no time for nostalgic remembrance! Fight them off, persuade them, or barricade the building. Roll 1d4 - even is successful, odd is a failure. Failure costs the embassy 250 HP (but no need to continue rolling for this prompt!) Hunters have infiltrated the battle zone, discreetly joining the human attacks. Pick them out and pick them off as best you can. Roll 6d100 to determine how much damage the hunters (and possibly you yourself) cause before you get rid of them A War Heir has gone happily berserk at the fighting and transformed into a fifty foot monster horse. Roll 1d100 to soothe them. If you roll any number containing 1 or 9, you succeed. If you don't, then that number is the damage taken by the embassy. Continue rolling until they are successfully soothed.
Should the embassy fall, Edict shows a quiet display of disappointment in you and has you removed from her sight for the rest of the day.
[ UPON COMPLETION ] +1 Raffle Ticket (you can only claim a MAX of 3 per player this way!) +5 Currency +1 Arcana Bonus gaia_crown+1 RARE UNIQUE CLOTHING PIECE RELATED TO THIS JOB (LINK COMPLETED THREAD HERE)
Vania was pretty stoked at the fact that she got to help with the meeting of the other clan War Members, but being ordered by a Conquest set her a little on edge.
It wasn't the fact that the Conquest had ordered, it was the way they said it.
But nonetheless, Vania went to help.
The meeting of War Horsemen definitely had an effect on the local populace, and she found herself getting riled up as well.
It wasn't long before there was a massive mob of people moving into her general area, and she was caught up with the feeling of the crowd as well as trying to fend them off.
There seemed to be far too many people. For every few she fought off, they just seemed to multiply...
But at the last moment, they were beaten back, and the Embassy retained damage but at least it was a bit salvageable.
For the most part.
CHARACTER: Vania CLAN: War META JOURNAL ARCANA: Chariot BRIEF DESCRIPTION OF MY CHARACTER: Blunt, spontaneous, and full of energy. Sometimes calm, but not often.
Brushing herself off and not too worse for wear, Vania stood up and was about to check the other side before a giant hoof knocked her into the wall.
She stared up, up, up to see a giant pony that had gotten a bit too excited.
And it needed to be calmed down.
Greeeeat.
CHARACTER: Vania CLAN: War META JOURNAL ARCANA: Chariot BRIEF DESCRIPTION OF MY CHARACTER: Blunt, spontaneous, and full of energy. Sometimes calm, but not often.
The War female stood up and glowered, running behind the large pony to grasp at the tail and attempt to pull them back from the wall, but they were too busy chasing the stragglers at the gate, whinnying and frothing at the bit to try to stomp them into the ground.
Vania fumed. UGH. Why was this so impossible!?
CHARACTER: Vania CLAN: War META JOURNAL ARCANA: Chariot BRIEF DESCRIPTION OF MY CHARACTER: Blunt, spontaneous, and full of energy. Sometimes calm, but not often.
Flying up to get face to face with the pony's level, Vania landed on their muzzle and gave them a good SMACK to the forehead, sending them reeling to the ground in a daze.
It wasn't a very calming method, but it was certainly effective.
Brushing off her hands, Vania grimaced as she turned and saw white coats storming the gates, and she realized... maybe knocking out the pony hadn't been the best course of action.
Whoops.
CHARACTER: Vania CLAN: War META JOURNAL ARCANA: Chariot BRIEF DESCRIPTION OF MY CHARACTER: Blunt, spontaneous, and full of energy. Sometimes calm, but not often.
They came in waves, so Vania flew over them and attacked where she could, punching a Hunter here and kicking one there, creating a path for other Horsemen to get in and deal damage while they defended the Embassy.
It took quite a bit of time, but after what seemed like hours, they finally made enough headway to start pushing the Hunters back, and sent them running with their (metaphorical) tails tucked in between their legs.
Vania realized, some of them did have tails. They may have been a part of their coats, but STILL...
A cheer went up with the Horsemen as the last Hunter was seen escaping, and the Embassy was quite a bit beaten up, but still standing.
Feeling a hearty clap on her shoulder, she grinned up at a fellow War Horseman, bumping fists with them as they went their respective ways.
Vania collected her pay for the day, feeling an overwhelming sense of pride at her accomplishment.
CHARACTER: Vania CLAN: War META JOURNAL ARCANA: Chariot BRIEF DESCRIPTION OF MY CHARACTER: Blunt, spontaneous, and full of energy. Sometimes calm, but not often.