Barabba wrote:
Leather armor! We're gonna be wearing this for at least a few hours, and heavy stuff is for the knights anyways.
Excellent choice! You take the leather armor off the wall and hand it to Cranzibald to carry. He's so useful when he's not being a pain! You decide to wait until later to change, because you're sure as HECK not about to undress in front of the Captain. You suppose you could just order him to turn around and not look at you, but you don't think you want to risk exposing yourself to Cranzibald while you're not completely confident in his ability to resist temptation.
You take another look at the leather armor. It looks like it will fit snugly, which will allow you to wear it under more ostentatious clothing, should the need arise. It never hurts to be prepared for a sword fight in your dinner clothes. Additionally, the tight fit will definitely give you a leg up on Green for attention of the men in her own court! She's a little bit ahead of you in Snark Points after your last encounter. You admit, that jab about your mismatched shoes and earrings was hard to come back from. But with this slick suit, you'll have plenty to flaunt at the boys and gain the upper hand for sure!
Barabba wrote:
>Have the artisans design a frilly suit of armor with a big sapphire in it that we can wear sometime later.
Oh my gosh, YES. Why did you never think of that before?!? You'll have to write that idea down for next time, but for now, you've got to get going!
You enter the right door and examine your options. Choosing a single weapon would probably be ideal in this situation. You don't want to be carrying around too much stuff if you're heading into an encounter with Green. The last thing you need to hear from her stupid mouth is her jeers about overcompensating. It's like her favorite word to use! But you know she only says it when she can't come up with a legitimate insult.
Along weapon racks all around the room, various spears, axes, swords, and other implements are set neatly. The smell still isn't great, but it's MUCH preferable to the armor room. You think you remember hearing something about honorable knights cleaning the blood off their blades after a battle? You don't really get it. What's the big deal? Why don't they just clean them off because blood is icky? OK, you really need to stop talking about this before you make yourself sick. You're scared of blood, and thinking about it isn't a whole lot better.
You carefully consider your options before picking a weapon. Cranzibald will probably be traveling with a heavier weapon, so you should probably look for something that gives you more of an advantage in speed. Aha! A rapier rests in one of the weapon racks! You studied fencing when you were younger, and a rapier is pretty much the same thing as a fencing foil, right? The blade gleams against the candlelight in the room, and small inscriptions in a language you aren't familiar with line the side. OK, seriously, Papa and Mama, why even do that? That benefits like no one. The rapier also comes with a sheath with the symbol of Azuria branded on it.
In another rack is a wooden bow and a quiver full of arrows. What luck! You also studied archery in your youth as well, and you're a pretty good shot, if you do say so yourself. Which you do. The bow is carved in an intricate pattern, with many spirals leading along the edges of it. It must have taken months to complete. You can't even imagine dedicating that much time to one project. It sounds so boring! Well, at least the results are nice. The arrows are made from the same wood as the bow, indicating that they were meant to be used as a pair. The head of each arrow is incredibly sharp, and look like they were all hand forged. You realize how long it must take to hand craft a weapon like this, and suddenly you really.......don't care.
Off in a neglected corner of the room is a simple metal staff. There are a few simple designs on it, but nothing really noteworthy. Of all the weapons in the room, it's by far the most crude. Oh wait, you remember this thing! Papa was given this staff by a traveling merchant. You're pretty sure you remember hearing it's imbued with magical properties. Wait a minute, why is one of your father's gifts just lying around here?!? Someone had better have a good explanation for this! Ahem, anyway, you don't know any magic, and the staff won't help you a whole lot in combat, but maybe if you ever want to learn some magic, it would be a solid choice. Plus it has sentimental value to it, which has got to be worth something, right?
Which weapon do you choose? The rapier? The bow and arrows? The staff? So many choices! How are you supposed to decide by yourself? You call upon the voice of democracy one last time. You hope it won't fail you, now!
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[Citation Needed] wrote:
your superinsulatory properties have always been a founding tenet of our friendship