CITY SQUARE ( OCT 17 ) Wherever you are, word begins to spread. Whispers, followed by everyone grabbing the nearest thing that could be used as a weapon and heading towards the center of the city. If you follow, you'll walk into an all-out battle.
The fight is mostly fought with fists, but some have blunt weapons, and a rare few have something sharp and shiny in their hands. Whether you want to get involved or not, there are still injured people running past you, and if you get too close, you might find yourself being attacked.
The goblins are friendly only to non-humans and those who have already allied themselves with them. Humans are far more partial to fellow humans. Regardless of what side you're fighting on, partway into the fight, everyone stops. If you aren't careful, you'll find yourself handcuffed before you know it and being carted off to jail.
Those who get away will not find the fight without consequences. All alliances have been cemented now — there is a clear line between the goblins and humans, and you'd better hope you picked the right side in this fight, because that's the side you're on now.
Those who fought for the goblins will no longer be welcome at the Voclain or Abel Inn; if they're staying there, they return to find their things out on the street. Many human vendors will refuse to sell to them, and word will spread fast that they can't be trusted. Those who fought for the humans won't be welcome at the Krozm Boarding House or the outskirts — should they come near, they will be regarded as a threat and treated as such.
JAIL ( OCT 17-18 ) The jail is near the outskirts, far away from the hustle and bustle of the city. You're carted into a small, empty room, containing only a desk and a sizeable cell. Everyone is shoved into the cell, regardless of affiliation. Human allies are treated a bit gentler, but not by much. Once everyone is in, the police leave the room, letting the door swing shut behind them. They come in every once in awhile to check in, but the truth is they don't really care.
The cell is pretty unpleasant to be in. Everyone is shouting and yelling, although they can't physically fight with their hands tied. Only a few people have shrunk into themselves, refusing to speak.
You're here for the next 24 hours. Might as well make the best of it. |
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[A young woman, despite bringing with her what appears to be a rather unwieldy traveling suitcase, leaps lightly onto the roof next to Glee, looking down at the goblin.]
Quite a mess this has become, isn't it?
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[ She looks the newcomer up and down in a heartbeat, registering the oddity of the briefcase and filing it away for later. ]
Are you here to fight back or to deal with the aftermath?
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[She wanders to the edge.]
I'm afraid I don't have much medical training, and my direct involvement in combat would be... unwise.
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Then keep your crystal handy and listen for anything from our people. And keep an eye on him -- [ a handflick at the goblin ] -- for me.
[ The bossiness comes naturally. So, fortunately, does magic -- Glee looks over the fray below for a moment, picks out a target, and disappears, only to reappear maybe a moment later with her arm wrapped around an older human woman. ]
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Accord watches with some bemusement as Glee goes about her work.]
Keeping the playing field even, at least. Better than can be said for some of the people on the ground.
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[ And save the world? Bringing back the sun and saving the world go hand in hand, in Glee's mind. But that's a subject for another day. ]
Who have you seen making trouble from ALASTAIR?
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[She eyes her meaningfully. Just because SHE isn't interfering doesn't mean Glee can't.]
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Take care of them, [ she says, flicking a hand over the two she's rescued so far. ] I'll be back.
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[Watching over things is what she does best!]
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[ Like. The ability to translocate, which Glee does again without fuss, off to grab some more people and at some point fight Gilgamesh. ]