[IC] In Defense of the Guild: Hall

Started by Throndir, June 22, 2016, 07:20:06 PM

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Throndir

[info]Kynnstitia, Lia[/info]
[spoiler=Open/close for music]http://www.youtube.com/v/rUHB-KPV7pc&autoplay=1[/spoiler]

It was already late in the night. Past midnight even, and the only sources of light were from the various lanterns lit about the guild's courtyard and the streets beyond. It was quiet in this immediate area where the guild hall stood, yet you knew that most of the activity was further and deeper into the city. The finals of the Tournament of Ternadan was still in full swing after all. The majority of your guild members were out there at the arenas cheering for their favorite team alongside thousands of others who gathered to view the spectacle of the final fight in the final day of the New Years Festival.

Yet there were a few of you who stood by at the guild, from either misery from previous defeats earlier, lack of any sort of interest in the proceedings happening at the arenas, tired from the day's activities, or simply drunk from the over consumption of alcohol during the day's festival events.


The fifty who stood by at the quiet halls simply passed the time waiting for their companions to return again. It would be a grand evening. The final two groups facing off against each other were none other than members from their guild, not a small feat for any guild in the large bustling city filled with hundreds of organizations. Regardless of who won, there would be celebration to be had.

It was then that you heard something. Someone yelling in the distance. You heard the warning shouts as some of your fellow guild members unseeable, but within earshot, claimed of an 'attack'. You didn't think much of it. After all, you very well knew that the guild was full of people who would more often than not over react from the slightest of things. Not to mention that more than half of the people who stayed behind were simply drunk. They were likely seeing things.

Someone near you shouted for them to shut up, but the yells grew more insistent, you were half inclined to see what was actually wrong. But you never had that chance. In a loud ear-splitting crack, the magical and seemingly impenetrable doors of the guild hall was forcefully opened, shattered as splinters of wood exploded and dust from the ancient oak scattering and filling the immediate area of the double doors. Shortly after that, the various windowed glass panes higher up, lining the walls of the guild hall too, shattered, with the glass pieces splintering even further as they fell and smashed against the cold floor.




A yell was heard over the thunderous sound of splintering wood. As one particular figure stood quickly to attention, gathering her weapon with her as well. More of your guild members from behind started to stir, some even taking up their arms upon seeing the catastrophe in front of them.

Some orders were barked as the guild members, still recovering from what had just happened, found themselves subjected to a spray for missiles coming from the now-opened windows. All of a sudden various intruders appeared at each of the windows, quickly sliding down as they began to pour in using ropes, grappling hooks, and even a few of them simply gliding down.

The intruders had no common uniform or outfit. In fact each were unique individuals who carried with them different sorts of weapons, gear, and clothing. Yet they wore the same particular emblem - the only similar thread between all of them. It was either a tattoo, etched into their armor, or even hanging loosely as an amulet.


There were many of you who recognized the symbol. It was from the Guild of Teras'nor. But you had little time to ponder more, as the heat of battle began to escalate.

The guild members around you looked to be in disorder, and though there were some who you knew could fight, they would need to be rallied.

[info]State any spells/buffs that you may have set when the window panes first exploded. Limit actions up to 2 full turns.

Commander
Mass Battle rules will apply for Commander. A turn for the armies takes place once every few turns. Fullround action required to send out commands to the army. Otherwise your troops will do nothing for the army-turn.

Guards
Will be introducing some things in the next few rounds.

RP Opportunity: Up to 500 exp for your introductory post.

Roll initiative.[/info]