[center][img]https://img.roleplayerguild.com/prod/users/0119fdf3-45b7-4ac6-95f5-1bea75da3076.jpg[/img][/center] Hey everyone, back from a long hiatus and looking to rekindle an old rp that I have that is basically finalized already. I just got my hands on Dungeondraft and I am planning on creating new maps and assets for use in my rp. This should polish it all and bring it all together rather nicely. I like having visual aids in my rp's, and I know that I mentioned that it was semi tabletop ( a few rolls to help with writing posts, nothing crazy) but these aren't going to be utilized as battlemaps, only visual aids to help players with their surroundings, building layouts, locations, etc. [center][img]https://img.roleplayerguild.com/prod/users/ab07ce06-29be-4769-92b6-981a99b19292.png[/img][/center] So down to it... Winds of Fate - A Thieves' Adventure is a globe trotting treasure seeking adventure for a group of [color=f7941d]4[/color] to [color=f7941d]6 players[/color], all underachieving thieves or common thugs to some degree or other, who all have to compensate with a major character flaw as well as their comically bad luck. It will be gritty, 18+, and also meant to be a bit comical or snarky in feel. There will be a lot of sailing, pirates, swashbuckling, and all that stuff, flintlock era, minimal magic, low to mid fantasy, so NO ORCS... Characters should be human, no elves, dwarves I'll accommodate. There will be elemental antagonists, as well as the dead, necromancers, demons, lesser demons, witches, beasts, etc. The basic rolling system (can be modified) [hider=DICE & MODIFIERS:] [color=f7941d][h3]Dices Rules:[/h3][/color] [h3][color=f7941d]11-20[/color] = Success, [color=f7941d]10-6[/color] = Moderate Success, [color=f7941d]5-0[/color] = Failure[/h3] [b][color=f7941d]Attack Rolls:[/color] [color=f7941d]1d20 + Dexterity[/color] (or [color=f7941d]skill[/color] if applicable) for weapons, [color=f7941d]+ Strength[/color] for unarmed. [i][b]NOTE:Skills that are weapon or combat related will stack.[/b][/i] [color=f7941d][b]Blocking/Parrying:[/b] 1d20 + Shield Rating/Parry Mod[/color], separate from Armor save (requires shield or parry skill) [color=f7941d]ARMOR Mod:[/color] [color=f7941d]1d20 + Armor Rating[/color] (saving throw in combat) [color=f7941d]AWARENESS Rolls: 1d20 + Awareness[/color] (rolled when scanning an environment or searching, etc.) [color=f7941d]Injury Mod:[/color] [color=f7941d]-2[/color] for the duration of the injury. [color=f7941d]Infection Mod:[/color] [color=f7941d]-1[/color] (added) [color=f7941d]Malnutrition Mod:[/color] [color=f7941d]-1[/color] (added) [color=f7941d]Dehydration Mod:[/color] [color=f7941d]-2[/color] (added) [color=f7941d]Intoxication Mod:[/color] [color=f7941d]-2[/color] for duration of effect. [color=f7941d]Flaw Mod:[/color] [color=f7941d]-2[/color] (When in effect) [i][b]NOTE: These modifiers also stack, and should be subtracted from any + modifiers before rolling.[/b][/i] [color=f7941d]Skill Rolls:[/color] [color=f7941d]1d20 + Skill Mod[/color] ( if no skill points exist for skill player rolls [color=f7941d]1d20[/color] without a modifier and must roll a [color=f7941d]11[/color] or better for a success. If successful several times the [color=00aeef]GM[/color] may award a character with this skill, adding [color=f7941d]1[/color] point, which will accumulate over time through experience in the game. Please make the [color=00aeef]GM[/color] aware of that you are doing a skill that is not in your CS to get credit for this.) [color=f7941d]Flintlock Mod:[/color] [color=f7941d]-2[/color] [color=f7941d]11-18[/color] = Hit, [color=f7941d]6-10[/color] = Poor Shot, [color=f7941d]5-0[/color] = Catastrophic Failure * If you roll an [color=f7941d]18[/color] the shot is perfectly accurate and executed with finesse. (Head shot, or similar, spectacular execution, etc.) [color=f7941d]Unfamiliar Weapon:[/color] [color=f7941d]-2[/color] [color=f7941d]Pickpocketing/looting:[/color] [color=f7941d]1d20 + Skill Mod[/color] [color=f7941d]If Successful Roll 1d100:[/color] X [color=6ecff6]Silver Bits[/color] [color=f7941d]Roll 100:[/color] [color=f7941d]1d20[/color] X [color=fff200]Gold Coins[/color] [color=f7941d]Failure Roll 0-5:[/color] Failed Pick, alerts the mark as well, resulting in confrontation.[/b][/hider] [hider=INITIATIVE ROLLS:] Initiative rolls will be done in posting process by individual players and are as follows: [color=f7941d][b]Awareness Rolls[/b][/color]- will be utilized to search for things or scan your immediate surroundings for clues, or to get a jump on any encounters.. The locating of traps and hidden items or clues, descriptions of environments, hidden routes and passages, etc. [color=f7941d][b]Willpower Rolls[/b][/color]- will be done to determine whether or not your characters can withstand certain forces within the game, and is basically the measurement of your resolve to see how you will act under pressure. Things like resisting certain statuses like sickness, sleep, starvation, hexes and curses, thought reading or mind control, etc. [color=f7941d][b]Intelligence Rolls:[/b][/color]- will be rolled to determine if your character is smart enough to decipher codes, read and understand various languages etc. The ability to learn new things, and the ability to retain information. [color=f7941d][b]Wit Rolls:[/b][/color]- will be utilized when trying to outsmart an opponent or encounter, your ability to reason with, or get one over on another individual. To outsmart the other party involved. [color=f7941d][b]Charisma Rolls:[/b][/color]- will be rolled when bartering, or when trying to be persuasive with another NPC or neutral encounters. It is a representation of how likeable your character is, and how well you can sway someone in your favor. It can lead to better prices when buying items or services, or win you favorable odds with the opposite sex in particular. [color=f7941d][b]Attack Rolls:[/b][/color]- will be rolled in combat along with your [b]Dexterity Mod[/b] (or skill mod if applicable) when fighting with weapons, or with your [b]Strength Mod[/b] for unarmed combat. [b]Note:[/b] Each player may have 2 attacks as beginning players unless they are equipped with a shield*. This negates one attack. [color=f7941d][b]Armor:[/b][/color]- Armor rolls will be used as a saving throw against taking wounds. Your final saving grace against combat wounds. If blocking with a shield you will roll for it's mod, and if this fails you may then roll for your armor. [color=f7941d][b]Luck Rolls:[/b][/color]- as the name suggests, luck is luck. Roll this if all else fails and maybe, just maybe, the god's will shine on you.[/hider] This RP is intended for [color=f7941d]Advanced[/color] to [color=f7941d]High - Casual players[/color] only. [center][b]THE PREMISE[/b][/center] The premise thus far is an ongoing, ever changing, open ended adventure for a group of underachieving, less than par, or just down on their luck thieves that are from a guild or come together through some mishap in the story and embark on adventures set upon them. These characters will all have to deal with some sort of "major flaw" that is unique to each player that will hinder them constantly. My character, for example, is a lush and addict.. These characters seem to have hard time, or are just plain unlucky. A haphazard and motley bunch. They are all underdogs, the underachieving, and will either get their shit together and persevere, or fail in epic proportions. The story starts off in Guillan, a huge capital and port city. It is the crowned jewel of the Lands of the Nine, and home to the High King of The Lands of the Nines. All the subsidiary kingdoms of the Nines must answer to him as the top authority. Guillan is a grand port city, sure.. but it is dense, and dirty, and extremely corrupted. There is a major divide between the rich and the poor which is very disproportioned, and acts very much like great bellows, only fueling the fires. As a massive port city, it is also a great trading hub, and almost anything from even the furthest bits of the Nine's can be found here, if you have the coin for it. It's crime syndicates are plenty, and range from petty criminals to vast, and infinitely powerful groups. The Black Hands are at the top of it all, and are all but untouchable.. Pirates and cutthroats, scoundrels. All manners of outfits. The streets are constantly soiled robbers and pickpockets, piracy on the trade routes, rape and murder.. even rumors of slaving and human traffickers from the very bowels of the city. Nothing is off limits to those consumed by greed, and everyone seems to have an angle, or a finger in something. Mind you keep your wits about you, or as best you can.. The plot is open ended, and can be entirely driven by the group how it sees fit, through various avenues provided by the extensive environment of the Lands of the Nine. It is a mid-to-low fantasy setting, as in slim on dragons and mythical beasts, but still outside the realms of reality. This RP will also have a success and mod roll system which is entirely optional to use. Mainly comprised of some success rolls and skillset rolls, mods for injuries, etc., but only to augment or direct the flow of your post and the successes of your characters during certain situations and should only be used to add a certain unexpected flair for your characters. The big driving force here is their flaws, which they are constantly having to deal with.. [hider=1. MERRICK THE VIRTUOUS, AND THE FALL OF RAZMU'DAI:] [center][img]https://img.roleplayerguild.com/prod/users/6dc74159-1a16-4c67-8a35-5bca41c51b0e.jpg[/img][/center] Some ten thousand years ago, when the Lands of The Nine's first became untied, there was a great soldier named Merrik. It was said that he was the son of a benevolent and righteous demigod named Niixus, who was well known in the times before then. His virtuous deeds and notoriety flourished among regions, far and wide. He was a just and good hearted man, and soon became a popular warrior King amongst a feudal realm. He was virtuous, and wanted to unite the Nine lands under one just rule. This realm was ripe with those who served the Dark Lords, and magic was as dense as water. Vile beasts and demon hordes, soldiers of the fallen Dark Kings, ravaged the lands, razing anything they came across, leaving none to tell about it. Some of the feuding rulers made alliances with the Dark Lords, [i]pacts with the devil[/i]. Heretical sects and temples dotted the landscape, and the lands had fallen into despair. Merrick sought to change this and this campaign, an all out witch hunt lasted for nearly 25 years. His vast armies, loyal followers to the cause marched vast distances, and crushed everything they encountered. He suffered many losses over the course of this witch hunt. Scores of scores of men died, perishing at the hands of the dark ones. It was said that if you were killed by them they took your soul. It was the darkest of times, the violence drove many to madness. Many thought Merrick to be the Great Savior, the chosen champion of the great All-Seer. An order of high priests known as [color=f9ad81][i]The Keepers[/i][/color] formed and followed his every move. They forged him a great sword, made from trinkets and relics, objects of great power and religious value. Merrick's sword became known as [color=f9ad81][i]The Blade of Banishment[/i][/color], and was said to have been kissed by the All-Seer's good graces himself. [center][img]https://img.roleplayerguild.com/prod/users/d2556f40-e839-4eff-ac3c-bd07fb015aaa.jpg[/img][/center] [center][img]https://img.roleplayerguild.com/prod/users/8690988f-684c-4ede-969c-58085f2506ee.jpg[/img][/center] His opponent, a vile and wretched demigod named Razmu'dai. A great and ancient evil. He was the Bringer of Despair and Darkness, Suffering and Death, and all that is vile and wretched. He commanded a powerful dark magic that could spawn vicious beats, and he could also raise the dead, filling their bodies with the souls of those whom he had taken. Legions of dark soldiers to do his bidding. He wore a dark suit of armor forged by his dark powers. Razmu'dai set his legions upon Merrick's armies, and they clashed like huge waves swept up by a tempest. Almost all were lost when Merrick and Razmu'dai met on the battlefield. Their swords clashed with great energies and huge shockwaves threw scores across the field, obliterating the dead hordes and crushing the rib cages and organs of the living. But in this great and epic battle of [i]Good and Evil[/i] fate would shine on the [i]Merrick the Virtuous[/i], and his blade found its mark. The Dark Lord's armor shattered into pieces and his evil spirit had been truly banished, and magic lost its strong grip on the realms of man, and dwindled to almost nothing. The only piece that was not destroyed was a single gauntlet. Merrick's sword also shattered and broke into 7 pieces, the same number of pieces as the Dark lord's armor. The gauntlet was dubbed the [i]Gauntlet of Power[/i]. Merrick ordered The Keepers to take these seven shards of his blade and these armor bits to the far corners of the realm. To guard them till the ends of time. The Dark Lord's armor was thought to be so dangerous that each piece was said to have been completely incased in chests filled with mercury. The Gauntlet of Power and a single piece of the sword were said to have been kept together on the site of this great battle somewhere, hidden deep in a grand and monumental tomb. The rest of the pieces were spread throughout the land to secret locations, never to be discovered again. It is rumored that these locations are still guarded in great vaults and hidden tombs of a sect who call themselves [i]The Guardians[/i], who are so devout that they will kill anyone to keep these relics hidden from man. [center][img]https://img.roleplayerguild.com/prod/users/0e515cf2-8eae-4431-9c67-ac6c7438bc56.jpg[/img][/center] It was also said that Merrick lived for another five hundred years and the Nines became united under his rule. The era of magic was over and it had given way to the common era of man, and it was a time of great prosperity in the Nines. Merrick was the last of the demigods to walk the earth. He is considered to be the great founding father of the Nines, and is still widely respected as a major patron Saint of The helpless and meek, and the defenseless. The [i]Bringer of Light[/i], Holy figure to the Keepers of the Light. The fall of Razmu'dai is celebrated every 1000 years on what is said to be the exact date of the battle where [b][i]Good[/i][/b] had finally conquered [b][i]Evil[/i][/b]. Merrick is supposedly buried in a great hidden tomb, the location only known to those who are now known as the Keepers. A secretive order, passed down through countless generations. So secretive that these families do not allow any outsiders to join their society. They are sworn to protect the locations of holy tombs and dangerous relics, and the location of Merrick Tomb in particular. They are also rumored to be able to conjure great [color=f9ad81][i]Guardians[/i][/color] from beyond the [i][color=f9ad81]Veil[/color][/i]. Champions and powerful Wardens. The last bastion to fend off the impending threat of darkness. [I]Merrick's Chosen Few..[/I] [center][img]https://img.roleplayerguild.com/prod/users/ec18356f-d41b-4c26-8a95-8ffba1978101.jpg[/img][/center] [/hider] [hider=MAPS & LOCATIONS:] [h3]Maps and Locations:[/h3] I will update these locations accordingly over the course of the RP as it unfolds. New places of interest, specific locations, and the goods and services that can be obtained there, as well as the NPC's who provide them. Please check periodically. [hider=GUILLAN] [img]https://img.roleplayerguild.com/prod/users/e4dfb0d5-6a3b-4a04-a447-31979008d731.png[/img] [img]https://img.roleplayerguild.com/prod/users/37cc0270-63f1-4333-8a18-b22b28718d2a.jpg[/img] [img]https://img.roleplayerguild.com/prod/users/cd1cc609-4059-47c5-8d61-103d60c6846b.jpg[/img] [img]https://img.roleplayerguild.com/prod/users/feaf1bee-4a20-445e-8aaf-6279750a34a9.jpg[/img] [img]https://img.roleplayerguild.com/prod/users/a74ee09d-eb42-4b58-b893-cedf474e0787.jpg[/img][/hider] [hider=CURRENT LOCATION++] [img]https://img.roleplayerguild.com/prod/users/fd542835-44e9-4819-8d04-e5a53f72e063.png[/img] [/hider] [hider=THE FADED LANTERN TAVERN & INN:] [img]https://img.roleplayerguild.com/prod/users/e4fb17bf-0bda-41a8-a3b5-bf336ffd2495.jpg[/img] A well known tavern to all the common-folk and the lower class. The dock workers and sailors, petty criminals. The grog is plentiful and cheap, and everyone knows how to mind their own business. The room fares aren't high and the hearths are always warm. Home to many a thief and pick-pocket, and one well known fence, [color=f7941d][i]Lord Vargas[/i][/color], and is a great place to do a bit of business towards the back. Mind you Keep your voice down though, and be discreet. No one likes a yapper.. Located on the outskirts of the [i][b]Seaside Markets[/b][/i], just by the [b][i]Docks[/i][/b]. A good place to tuck in for the rainy, wetter nights, even if only to dry your clothes for a bit. They offer a variety of perishables, and good hot meals.[/hider] [hider=BLACK LION TRADING COMPANY:] [img]https://img.roleplayerguild.com/prod/users/6bcc2496-dff4-4cf3-9542-f98567cee3ed.jpg[/img] The Black Lion Trading Company is the top authority when it comes to all business dealing with trade, imports and exports, all commodities, and even the very prices they fetch in market. Nothing comes in or out without them having a finger on it. Highly trusted by the Royal Authorities, they are known to keep a tight book. They control all the trade routes and trading vessels in the Nines. Each ship must be logged without exception, and each is carefully scrutinized down to the last crates and barrels. All matters of commandeering or commissioning a ship or vessel for travel or business purposes can be done here. There are usually a few salty captains waiting in queue, and have ships of all sizes to suit whatever need should arise. Prices will vary, and be mindful, you get what you pay for..[/hider] [hider=THE RED SAIL:] [img]https://img.roleplayerguild.com/prod/users/f515b1cf-c552-4d0e-bf4c-e399a51ea3f1.png[/img] The Red Sail is a brothel located in the southwestern corner of the Seaside Markets, just between the Slums and Docks. It is a musty but warm lit and welcoming establishment. Smoke from the black Lotus is thick and enticing. The women are supple and wanton. All manner of men, and women, are serviced here, from sailors, common folk, and the working class from the slums. The establishment is ran by a Madame Margarette Fontaine, who keeps a close eye on her girls, and will go to great lengths to protect them. It is rumored that she likes to scar the faces of men who try do get over on her and hers, and known to do worse to those who be mistreat'n the fowler ways.. Make sure your coin is good, and keep away from the funny business and you'll find yourself a pleasant stay..[/hider][/hider] [hider=RELIGIONS:] There is quite a variety of religions in the Nines. They range from monotheistic to polytheistic, occult, fanatical groups, and heretics, and even rumors of the worship of dark gods and magics long dead, and even [I]necromancy[/I]. This list will be updated as you proceed in your travels. [hider=KEEPERS OF THE LIGHT:] [center][img]https://img.roleplayerguild.com/prod/users/94a10745-b551-4b4c-882d-bcc8a00b0683.jpg[/img][/center] [center][h3][b][color=f9ad81]The Keepers of The Light[/color][/b][/h3][/center] [color=f9ad81][b]Type:[/b][/color] Monotheism (patriarchal) [b][color=f9ad81]Direction:[/color][/b] Outwards [b][color=f9ad81]Focus:[/color][/b] Repentance, Forgiveness, Holy Virtues (Very similar to Christianity) [color=f9ad81][b]Ruling Deities:[/b][/color] The All-Seer [color=f9ad81][b]Important Deities:[/b][/color] The All-Seer, the God of Wisdom, Goodness and Virtue, the Giver of Life, the Provider Razmudai, the God of Darkness and Evil, Secrets, Suffering (malevolent) [color=f9ad81][b]Divine Interaction:[/b][/color] Miracles and penances (Seldom Occur, if ever) [color=f9ad81][b]Involves:[/b][/color] Devotional Prayer, Repentance of sins, Pilgrimage, Holiness [color=f9ad81][b]Afterlife:[/b][/color] Heaven-like [color=f9ad81][b]Supernatural:[/b][/color] benevolent spirits of relatives, Angelic beings (benevolent entities), Demonic beings (malevolent entities) [color=f9ad81][b]Worship:[/b][/color] Group meditation and prayer. [color=f9ad81][b]Holidays:[/b][/color] Solstices, Equinoxes [color=f9ad81][b]Holidays Celebrate:[/b][/color] Great Priests, historical events, past battles, Prophets and Saints. [b][color=f9ad81]Major Holiday(s):[/color][/b] happen only once every hundred years [center][img]https://img.roleplayerguild.com/prod/users/77984ef5-847c-465c-8e03-42d5d06b7f98.jpg[/img][/center] [color=f9ad81][b]Clergy:[/b][/color] High Priests are Male only. [color=f9ad81][b]Mass/Gathering:[/b][/color] All types of members from all walks of life. Worships every Seventh Day in large masses at the temple. Service includes the reading of religious scriptures, musical hymns, and certain special events, anointing of the youth (christenings), marriages, funerals, etc. [color=f9ad81][b]Function:[/b][/color] Community leaders, healers of the sick, providers for the poor and elderly. [color=f9ad81][b]Lifestyle:[/b][/color] All types [b][color=f9ad81]Family:[/color][/b] Somewhat large [color=f9ad81][b]Chosen:[/b][/color] Elected by pre-existing high priests [color=f9ad81][b]Distinguished By:[/b][/color] Special clothing and robes, head wear [h3][center][color=f9ad81][b]Cultural Aspects:[/b][/color][/center][/h3] [color=f9ad81][b]Symbol:[/b][/color] Images of the All-Seer, emblazoned sun [b][color=f9ad81]Holy Colors:[/color][/b] Gold, Red, White [b][color=f9ad81]Passed Down:[/color][/b] Via the mass reproduction of Written tomes and volumes [b][color=f9ad81]Creation Myth Type:[/color][/b] World-Creator [color=f9ad81][b]Mortals' Origin:[/b][/color] Creation of the All-Seer [color=f9ad81][b]Major Myth/Symbol(s):[/b][/color] The Redemption The First Defeat of Razmudai [color=f9ad81][b]Deadly Sins:[/b][/color] Self-injury, malice, cowardice, irresponsibility and pride, greed, envy, lust, and worldly desires [color=f9ad81][b]High Virtues:[/b][/color] faith, wisdom, kindness and honesty, modesty, humbleness, humility. [color=f9ad81][b]Associated Artform:[/b][/color] Written texts, tapestries, murals, statues [color=f9ad81][b]Coming of Age:[/b][/color] 17 years old [color=f9ad81][b]Coming of Age Rite:[/b][/color] involves a collective ritual biannually [color=f9ad81][b]Marriage:[/b][/color] Monogamous relationships [color=f9ad81][b]Marriage Rites:[/b][/color] Major formal events held by the entire community [color=f9ad81][b]Death Rites:[/b][/color] Performed by priests, anointing rituals, last rights, preparation and burials. Catacombs, Vaults, Graves. [color=f9ad81][b]Major Taboos:[/b][/color] Incest, pedophilia, sinful desires [color=f9ad81][b]Prevalence:[/b][/color] Widely believed [color=f9ad81][b]Outsiders:[/b][/color] Are welcomed[/hider][/hider] [hider=PURCHASABLE GOODS & GEAR:] [h3]GOODS & SERVICES by CATEGORY:[/h3] [hider=SERVICES:] Here is a list of regular services and the average fees for them. Not all services will be available at every location, and will vary in cost depending on location, quality, and availability. [hider=INN's & TAVERN's:] [b]Bath:[/b] 1g (proper bath) [b]Clothes Washed:[/b] 30b (washes personal clothing, freshening up.) [b]Single Room:[/b] 2-3g (per night. Average room includes storage chest or armoire, bed, and wash basin. Inns and Taverns, etc.) [b]Room & Board:[/b] 5-6g (per 1 person/day. Includes [i][b]average room[/b][/i], and [i][b]2 meals[/b][/i], a [i][b]bath[/b][/i]) [b]Double Room:[/b] 5-6g (per night. Same as average room, with 2 beds) [b]Party Room:[/b] 10-15g (per night. Same as average room, with 4-6 beds, extra storage) [h3]Food Items:[/h3] [b]Cheap Meal:[/b] 5b [b]Avg. Meal:[/b] 10-12b [b]Good Meal:[/b] 15b [b]Beverages:[/b] 1-2b [b]Mead:[/b] 3b [b]Grog:[/b] 2-3b [b]Beer, Lagers:[/b] 2-3b [b]Grain Alcohol:[/b] 4-5b [b]Rum:[/b] 4-5b [b]Wines:[/b] 5-50b[/hider] [hider=BROTHELS & WHORES:] These prices will vary upon location, availability, and quality of service, as well as quality of stock. Tavern drinks and food items may also be available depending on the establishment. Rates for rooms are more costly, but they do provide discretion, and will not give away your location or information. In fact, discretion is their number one rule. [i]You will definitely rest better here than in an inn or tavern with a cold bed to sleep in..[/i] [b]Bath:[/b] 2g (lavish sponge bath, with help..) [b]Cheap Whore:[/b] 2g (per go), 4g (per/hr) [b]Seasoned Whore:[/b] 3g (per go), 6g (per/hr) [b]Madame's Best:[/b] 5g 9per go), 10g (per/hr) [b]By the Night Rates:[/b] Vary [b]Average Room:[/b] 5g (includes Average room, wash basin, storage chest or armoire, and discretion. Does not include company.) [b]Lavish Room:[/b] 7g (spacious lodge, plush furniture, private Lavatory, hearth, and extra storage, discretion. Does not include company.)[/hider] [hider=BLACKSMITH & FLETCHER:] Items that are fabricated will vary in price depending on item, quality, and the amount of resources required. [b]Repair Tools[/b] 1g [b]Repair Weapons:[/b] 35-55b [b]Repair Armor:[/b] 2-3g [b]Farrier Services:[/b] 4-5g (Shoeing Horses) [b]Fletching Services:[/b] 1g (Arrow and fletching repair, per 10) [b]Restringing:[/b] 1-2g (Provides new string for bows, custom made) [b]Maintenance:[/b] 1g (Grips, wraps, silencing, etc. A good looking over.) [b]Tack Repair:[/b] 2-3g (bit and buckle, saddle, strap, and buckles.)[/hider] [hider=STABLES] Prices will vary upon location, quality of service, and availability. [b]Feed & Water:[/b] 10b (includes hay and water trough) [b]Stable Fares:[/b] 55-75b (per night, average. includes hay, salt block, and water) [b]Grooming Fees:[/b] 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)[/hider] [hider=APOTHECARY] Apothecary's range in a wide variety goods and services. These services include visits to determine ailments, as well as the creation and distribution of salves and tonics, ointments and cures, for all types of ailments ranging in the common rash to mold exposure, and even cures for those nasty venereal diseases. [i]Maybe next time you'll think twice before you do the hokey-pokey, eh?[/i] [i][b]Prices will vary due to location, availability, and quality, as well as potency, and the rarity of certain ingredients.[/b][/i][/hider] [hider=TELEGRAMS, PIGEONS:] Telegrams and messages sent or received in a written format. Pigeons are the most effective means to send messages long distance but they can also travel by horseman over land as well. These posts and letters can often be sent from inns or taverns, but if not there is always one somewhere in even the smallest of towns. [b]Horse Telegram:[/b] 5b (may take up to 2 weeks) [b]Homing Pigeon:[/b] 1g (2 to 3 days)[/hider] [hider=PRIESTS/RELIGEONS/ORACLES:] Priests and temples, or Holy establishments may provide certain goods and services as well, and depend greatly on the type of religion it is. These services are varied, and so is their success in terms of execution. Oracles, Psychics, and Witches, may provide various trinkets and medallions, that may offer protection or wards to help along your travels. [h3]Priests:[/h3] [b]Lighting a Candle:[/b] 2b (Lighting candles in remembrance or prayer can lift the spirit, and sometimes negative effects) [b]Blessings:[/b] 5g (Blessings are performed by priests on things such as personal items or apparel, voyages and travels, and may or may not provide boons to both if successful.) [b]Anointing's:[/b] 10g (Anointing's are also performed by priests on people. These anointing's may or may not provide certain boons to individuals if done correctly. They may also clear any negative effects, heal wounds and sicknesses as well.) [h3]Oracles:[/h3] [b]Fortune Telling:[/b] 50b (looking into the eyes to foresee the near future for an individual) [b]Palm Reading/Tarot:[/b] 5g (in depth and lengthy reading to foresee one's destiny.) [b]Divine Guidance:[/b] 10g (an attempt to find a person, place, or object by psychic guidance.)[/hider] [hider=TRANSPORTATION] There are various means of transportation in the Nines. These range in a wide variety and can provide local or long distance means of travel. [b]Human Cart:[/b] 1g (district transport w/ personal gear only.) [b]Horse cart:[/b] 20-35b (district & local transport w/gear) [b]Coach:[/b] 2-3g (district & local transport w/gear. Long distance rates vary with location) [b]Ferry:[/b] 1g (per person) 2g (w/horse or gear) [b]Boats & Vessels:[/b] [i]Rates Vary[/i] (local & long distance transport w/gear)[/hider][/hider] [hider=WEAPONS & ARMOR] [hider=BLADES:] [i]Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.[/i] [b]Knife:[/b] 5-10b [b]*Punch[/b]-Knife: 15b [b]Throwing knives:[/b] 25b (each)(balanced) [b]Dagger:[/b] 1g [b]Stiletto Dagger:[/b] 2g [b]Short sword:[/b] 3-5g [b]Longsword:[/b] 5g [b]Cutlass:[/b] 5g [b]Rapier:[/b] 4-5g [b]Duelist's Rapier:[/b] 10g [b]Broadsword:[/b] 5g [b]Claymore:[/b] 7g [h3]Specialty items:[/h3] [b]Spring-loaded Dagger:[/b] 5-8g (forearm contraption) [b]Cane Sword:[/b] 5g [b]Linked Chain Sword:[/b] 7-10g (rare and unruly, expensive and hard to master) [/hider] [hider=STRINGS & BOWS] [i]Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.[/i] [b]Sling:[/b] 8b [b]Slingshot:[/b] 15b [b]bolas:[/b] 1g [b]Crude Bow:[/b] 15b [b]Hunting Bow:[/b] 1g [b]Short-Bow:[/b] 3g [b]Longbow:[/b] 4g [b]Recurve Bow:[/b] 8g [b]Composite Bow:[/b] 10g [b]Crossbow:[/b] 5g [b]Heavy Crossbow:[/b] 8g [h3]Specialty items:[/h3] [b]Repeating Crossbow:[/b] 15g (extremely rare, crank to operate) [b]Spring-Loaded Crossbow:[/b] 10g (rare, forearm contraption) [h3]Ammunition:[/h3] [b]Sling Ammo x20:[/b] 15b [b]Common Arrows x20:[/b] 35b [b]Specialty Arrows:[/b] ??? (specified) [b]Heavy Arrows x20:[/b] 3g [b]Common Bolts x10:[/b] 2g [b]Heavy Bolts x10:[/b] 3g[/hider] [hider=POLE, AXE & BLUDGEON] [i]Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.[/i] [b]Knuckle Dusters:[/b] 1g [b]Blackjack:[/b] 1g [b]Club:[/b] 1g [b]Mace:[/b] 3-5g [b]Hammer:[/b] 7g [b]Camp Axe:[/b] 1g [b]Tomahawk Axe:[/b] 3g (Steel, can be thrown) [b]Bearded Axe:[/b] 4g [b]Pike Axe:[/b] 4g (spiked) [b]Pole Axe:[/b] 5g [b]Halberd:[/b] 8g [b]Great Axe:[/b] 8g [b]Staff:[/b] 1-3g (wood, or wood/metal) [b]Javelin:[/b] 3g (short spear used for jab or can be thrown) [b]Spear:[/b] 4-5g (full sized spear) [/hider] [hider=POWDER WEAPONS:] [i]Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.[/i] [b]Powder Horn:[/b] 1g (20 shot count) [b]Ball Ammunition:[/b] 1g (per 20) [b] Large Bore Ammunition:[/b] 1g (per 10) [b]Patches:[/b] 5b (per 20 swatches) [b]Flintlock Derringer:[/b] 50b [b]Flintlock Pistol;[/b] 6g [b]Ornate Pistol:[/b] 8-10g [b]Hand Cannon:[/b] 7g [b]Flintlock Rifle:[/b] 8g [b]Ornate Rifle:[/b] 10-12g [b]Blunderbuss:[/b] 8g [/hider] [hider=ARMOR:] [i]Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons. Also note that Armor ratings suffer a [color=fff200][b]-1[/b][/color] mod to their score against [b][color=fff200]bludgeoning damage[/color][/b], and [b][color=fff200]normal clothing[/color][/b] has an Armor Rating of [color=fff200][b]+1[/b][/color].[/i] [h3]Leather Armor ([color=fff200]+2[/color])[/h3] [b]Leather Armor:[/b] 8g (set) [b]Studded Leather:[/b] 10g (set) [b]Leather Helm:[/b] 50b [b]Gloves:[/b] 2g [b]Studded Gloves:[/b] 3g [b]Boots:[/b] 3g [b]Studded Boots:[/b] 4g [b]Hooded Cloak:[/b] 3g (thick, protection from the elements, concealment) ([color=fff200]+1[/color], added) [h3]Chainmail Armor ([color=fff200]+3[/color])[/h3] [b]Chainmail:[/b] 12g (top and bottom) [b]Ornate Mail[/b] 15g (top and bottom) [b]Gloves:[/b] 3g [b]Hood:[/b] 3g [h3]Plate Armor ([color=fff200]+4[/color])[/h3] [b]Coat of Plates:[/b] 15g [b]Plate Armor:[/b] 18g [b]Ornate Plate:[/b] 20-25g [b]Gauntlets:[/b] 4g [b]Helm:[/b] 5g [b]Cuirass:[/b] 4g [b]Greaves:[/b] 4g [b]Arms, Pauldrons:[/b] 4g [h3]Shields ([color=fff200]+2[/color])[/h3] [b]Wooden Buckler:[/b] 55b [b]Wooden Shield:[/b] 75b [b]Composite Shield:[/b] 5g (wood, metal) [b]Metal Shield:[/b] ([color=fff200]+3[/color]) [/hider][/hider] [hider=FOOD ,DRUGS, and RATIONS] [i]Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality meals or rations.[/I] [hider=INN & TAVERN:] [b]1 Day Rations:[/b] 10-15b [b]Dried Meats:[/b] 15-20b [b]Cheap Meal:[/b] 5b [b]Avg. Meal:[/b] 10-12b [b]Good Meal:[/b] 15b [b]Beverages:[/b] 1-2b [b]Mead:[/b] 3b [b]Grog:[/b] 2-3b [b]Beer, Lagers:[/b] 2-3b [b]Grain Alcohol:[/b] 4-5b [b]Rum:[/b] 4-5b [b]Wines:[/b] 5-50b[/hider] [hider=DRUGS:] [b]Dust:[/b] 25b (stimulant, price per vile/gram) [b]Black Lotus:[/b] 30b (opioid, budding flower, price per 4 grams, smoked. Mild sedative and aphrodisiac.) [/hider] [hider=Livestock:] [b][color=f7941d]Domesticated:[/color][/b] [b]Lamb:[/b] 3g (feeds 5-10, feast) [b]Goat:[/b] 2g (feeds 5-10, feast) [b]Hog:[/b] 4-5g (feeds 10-15, feast) [b]Grazing Stock:[/b] (feeds 20-30, huge feast item. Cows, Bulls, etc.) [b][color=f7941d]Carcasses:[/color][/b] [b]Small Game:[/b] 15b (feeds 1. Rabbit, squirrel, etc) [b]River Fish:[/b] 15b (feeds 1-2. Trout, Brim, Smallmouth Bass, Catfish, etc.) [b]Wood Foul:[/b] 1g (feeds 1-2. Quail, Pheasant, Cornish Hens, Turkey, etc.) [b]Fox:[/b] 25b (feeds 2-3) [b]Sea Fish:[/b] 35-50b (feeds 2-4. Large salt water varieties) [b]Wild Cats:[/b] 2-3g (feeds 4-5, feast. Bobcats, Cougars, Pumas, etc.) [b]Boar:[/b] 2-3g (feeds 5-7, feast) [b]Whitetail Deer:[/b] 3-4g (feeds 5-8, feast) [b]Elk:[/b] 4-5g (feeds 7-10, feast) [b]Bear, Large:[/b] 8-10g (feeds 20-30, huge feast item) [b]Grazing Animals:[/b] 7-9g (feeds 20-30, huge feast item. Bison, Water buffalo, wild horses, etc.)[/hider] [hider=ALCHEMY, HEALING ELIXERS & CRAFTING:] [b]Healing ointment:[/b] 20b [b]Healing Elixir:[/b] 50b (heals wounds within 1 day) [b]Bandages:[/b] 10b (2 Sterile bandages) [b]Suture Kit:[/b] 15b [b]Alchemy items:[/b] range in a wide variety of elements and minerals and vary in price and availability. Some items may be sparse or unavailable, and can be extremely costly. [b]Steel Ingot:[/b] 1g [b]Leather Scrap:[/b] 1g [b]Pitch/Tar:[/b] 10b (jar) [i][b]Other items may be available. Ask if you have a personal request.[/b][/i] [/hider][/hider] [hider=BULK ITEMS FOR TRAVEL:] These items are heavy and require additional means to transport them. These items are bulky, and require a [color=fff200][i][b]pack mule[/b][/i][/color], a [color=fff200][i][b]wagon[/b][/i][/color], or [color=fff200][i][b]shipping vessel[/b][/i][/color] of some sort to move them, and are intended to feed party members for long periods of time. [b]Barrel-Dried Meat:[/b] 8g (feeds 6/wk, heavy) [b]Barrel-Fresh Fruit:[/b] 2g (feeds 6/wk, heavy) [b]Barrel-Potatoes:[/b] 2g (feeds 6/wk, heavy. provides starches, fights off hunger) [b]Barrel-Baking Flour:[/b] 5g (supplies 6/wk with daily bread rations, heavy) [b]Barrel-Fresh Water:[/b] 5g (supplies 1 person/wk, heavy) [b]Beer Keg:[/b] 7g (supplies 1 person/wk, heavy. Improves morale, fights off infection) [b]Wine Flagon, Large:[/b] 9g (supplies 1 person/wk, heavy. Improves morale, fights off infection) [b]Barrel-Apples:[/b] 2g (supplies 1 horse/wk, heavy. Provides sugars) [b]Horse Feed:[/b] 4g (feeds 1 horse/wk, heavy) [b]Hay Bales, Large:[/b] 1g (feeds 1 horse/day, heavy) [b]Salt Block:[/b] 1g (supplies 2 horses/wk, heavy. Provides salt)[/hider] [hider=GEAR & EQUIPMENT 1:] [i]Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality items.[/I] [b]Water Skin:[/b] 15b (leather, 1.5l) [b]Mug/Ale-Horn[/b] 12-15b [b]Blanket:[/b] 25b [b]Bedroll:[/b] 2g (not suitable for cold climates) [b]Padded Bedroll:[/b] 3g [b]Cook Spit:[/b] 2g [b]Cook Pan:[/b] 15b [b]Flint & Steel:[/b] 15b [b]Candle:[/b] 3b [b]Parchment:[/b] 5b (per 5 sheets) [b]Writing Quill and Ink:[/b] 10b [b]Oil Lamp:[/b] 15b [b]Oil:[/b] 10b (flammable fuel, price per flask) [b]Torch:[/b] 10b [b]Small Lantern:[/b] 20b [b]Lantern:[/b] 25b [b]Hooded Lantern:[/b] 35b [b]Simple Tent:[/b] 4g [b]Twine/Lashing:[/b] 10b (per 1ooft, simple twine) [b]Braided Rope:[/b] 4g (per 100ft, suitable for climbing/scaling) [b]Grappling Hook:[/b] 50b [/hider] [hider=GEAR & EQUIPMENT 2] [b]Spyglass:[/b] 2g [b]Shovel:[/b] 30b [b]Saw:[/b] 25b (one man), 75b (two man) [b]Pickaxe:[/b] 55b [b]Toolkit:[/b] 4g [b]Whetstone[/b] 10b [b]Barrel:[/b] 45b [b]Cask:[/b] 25b [b]Leather Pouch:[/b] 1g (small pouch, for belt) [b]Satchel Bag, Leather:[/b] 1g (reg.), 30b (large) [b]Small Chest:[/b] 2g (shoebox size) [b]Storage Chest:[/b] 3g (footlocker size) [b]Fishing Net:[/b] 25b [b]Glass Vial:[/b] 5b (3oz), 7b (5oz) [b]Flask:[/b] 5b (tin, 1 pint) [/hider] [hider=HORSE & TACK] [b]Draft Horse:[/b] 14g (work horses, war horses - 15g) [b]Warm Bloods:[/b] 12g (medium weight horse) [b]Thoroughbred:[/b] 13g (medium weight, well rounded) [b]Gaited Horse:[/b] 14g (Light horse bred for endurance, speed) [b]Pack Mule:[/b] 10g (mule used for transporting equipment) [h3]Stabling & Supplies:[/h3] [b]Stable Fares:[/b] 55-75b (per night, average. includes hay, salt block, and water) [b]Grooming Fees:[/b] 15-25b (includes a wash and a brushing, cleaning of shoes/hooves) [b]Farrier Fees:[/b] 2g (blacksmithing and leather works, re-shoeing, fittings, fabrications, etc.) [b]Salt Block:[/b] 15b [b]Feed Oats:[/b] 15b (per day's rations) [b]Hay bale, Small:[/b] 7b (per bale) [b]Saddle:[/b] 4-7g (depending on quality) [b]Tack Gear:[/b] 3-5g (depending on quality) [b]Small Pull-cart:[/b] 4g (rolls behind horse for the transport of personal gear, small) [b]One Horse Wagon:[/b] 6g (single axle) [b]Two Horse Wagon:[/b] 9-10g (double axle) [b]Four Horse Coach:[/b] 12-15g (double axle, extra storage, enclosed. Carries 6) [/hider] [hider=SHIPYARD] These prices are the average prices for various boats that can be purchased at port locations, and will vary in price and availability. [b]Canoe:[/b] 10g - A small canoe either made of wood or hide that can carry up to 2-4 people and personal gear only. Suitable for shallow waters, shoals, lakes, rivers, canals. Silent and swift in the water, and high maneuverable. Not suitable for deep ocean waters. [b]Rowboats/Skiffs:[/b] 15g - A rowboat with 3 bench seats. Can carry up to 6 people with 300lbs of gear. Powered by oars. Drag is only 2.5' and is suitable for shallow waters, shoals, lakes, rivers, canals, and peaceful coastline waters. Not suitable for deep ocean waters. [b]Wherry:[/b] 45g (1-2 person operation) - A Slender 20' boat with a single mast and sheeted sails. Primarily used to carry cargo on rivers and canals. Can hold up to 1 ton of cargo. This boat can go in extremely shallow waters with a drag of only 3', and the mast can be lowered to navigate through bridged waterways. [b]Shallop:[/b] 75g (1 person operation) - A heavy built 2-6 ton, single mast carrying fore and aft sails, outfitted with oars. An open framed boat with a capacity to carry 10-15 people with about 500lbs of gear. Heavy and cumbersome, not suitable for deep water or rough seas. These boats are slow and resistance is moderate to high. Best suited for transportation along rivers, canals, coastlines, and lakes. [b]Schooner:[/b] 2,500g (requires a small crew) - A 100-120 ton vessel with 2 or 3 masts, fore and aft rigged, one and a half deck ship with a hold of 20-25 tons of cargo. Fast and sleek. Stability is moderate in deep and coastal waters. Vessel has a limited Crew's Quarters, Navigators office, Supply Hold, Small Cooking area, Cargo Hold. This ship is primarily used by merchants, and some variations can be up to 200 tons and carry up to 30 tons of cargo. Can be equipped with cannon. [b]Galleon:[/b] 10,000g (Requires a moderate crew) - A large 250 ton, 3-4 mast square rigged, multi-deck ship with a hold of up to 50 tons. Galleons are lightly armed 16-24cannon vessels, and are primarily used for commerce or war. Highly stable in deep waters and low drag and wind resistance. A fast and maneuverable vessel suitable for long ocean voyages. Vessel has Captain's and Officer's quarters, Crew Quarters, Dining Hall, Magazine, Kitchen, and Cargo Hold, and 2 lifeboats. [/hider][/hider] [center][img]https://img.roleplayerguild.com/prod/users/0a90ddae-fe97-4324-88d8-8bf3d835ad1b.png[/img][/center] First Post example. (for feel and writing style.) [color=fff79a] [center][h3][b]Guillan- Market district, Noon.[/b][/h3][/center] [center][img]https://img.roleplayerguild.com/prod/users/1d40d53d-e34f-4934-92d5-6941051836ed.png[/img][/center] [h3][b]Y'Vanna-[/b][/h3] Y'vanna peeled her head from the drool-soaked table planks that served as her last night’s lodgings. Her left hand still clasped around a half drank horn of grog. The afternoon swelter woke her, and the air was thick with the smell of strong alcohol and vomit, and it was enough to drag her from slumber. Her eyes were red and half lidded, her stomach groaned as she bent to wrench the gruel and grog from her belly. [i]What sort of life is this?, [/i]she thought to herself. Guillan was supposed to be a stop along the way and nothing more. How had she remained here for nearly a full cycle? Sure, Guillan wasn't a bad place for a thief to make a living, if that's what you'd call it. Enough coin to fill her belly and horn, but that was about it. She couldn't even remember the last time she had a night under roof or with bed. The grog was nothing like the sweet mead she was accustomed to, but a little girl, she was not. She wiped the froth and bile from her lips and chin as she stood. Her face twisted slightly and she winced as she finished off the stale liquid from her horn. She made her way down to the water’s edge, perhaps the thing she enjoyed most about Guillan, as it reminded her of her own port city. Her leather leggings stretched and groaned as she knelt, immersing her head beneath the crystal waters. The shrill water was enough to widen her eyes and erect the hairs of her neck. She pulled her head from the waters and gasped. Finally she was awake, and for better or for worse. The sun was bright and beat down with little in the way to soften it, and it was almost unbearable she thought.. and her head, oh how it pounded. Her leathers were drenched and tight against her body as she walked. She made her way back to the same outdoor tavern as she placed two bits on the counter. [b][color=f7941d]"Another.." [/color][/b] she clamored.. Hair of the wolf would surely do the trick, as it had done nearly every day for as long as she could remember. The barmaid produced another horn on the counter as it sloshed. She would've thanked the ogre of a woman, had she actually been doing her a favor. She grabbed her drink and downed it fast.. On to business. Her fingers tapped against the pommel of her cutlass as she figured upon what she was to do this day.. Not much going on for a thief in the afternoon sun, but the heat was not to offer her any rest. She missed the cool breeze that rolled in from the shores from her home lands, but she shook it off. No time for daydreaming, not now. Grandeurs and delusions only got in the way, at least that's what she told herself. She made her way back to the tented tables, choosing a different one this time, away from the cesspools of last nights lodgings. The air was stifling and she had grown tired of her situation, though her drunken state did little to free her of her stagnancy. She laid a few more bits on the table. The woman huffed and waddled over with all of her stench and girth. She set a small pitcher on the table, sloshing the liquid inside. She looked at Y'Vanna and placed her hands on her hips. [b][color=f7941d]"Aren't ye had enough lass?. Been 'ere nearly a moon’s cycle, day after day a'drinkin' the grog.."[/color][/b] the woman said, offering only a slight tinge of sympathy. [b][color=f7941d]"You'd do good to hold your tongue, old sow..."[/color][/b] Y'Vanna said in a low and firm voice as she raised a brow and tilted her head to meet the woman's eyes. [b][color=f7941d]"Sides, I pay ye do I not? My coin is good, aye?"[/color][/b] She snorted. The look was enough to curdle sweet milk in an instant. [i][b][color=f7941d]"Aye your coin is good... it's your attitude needs a good polishin'.."[/color][/b][/i] she said as she waddled back towards the bar adjacent the tented tables.. [b][color=f7941d]"Had ye been me own I'd had ye beaten with the sense of things, lass.."[/color][/b] she mumbled as she went. [b][color=f7941d]"Had I been yer own I'da left by now..."[/color][/b] Y'Vanna said, her voice raised and perturbed in manner as she poured another horn. [b][color=f7941d]"Or killed meself... Twat."[/color][/b] The woman cackled as she made her way behind the bar.. They had been at this for a while now.. Had she really been there that long? She downed the horn and poured another. The pounding in her head slowly subsided and gave way back to her thoughts. What to do? The question resounded yet again.. There was still a good bit of day left in the sky, and plenty of time to ponder. She was tired of the marks in the alleys, barely had coin themselves. Things needed to change for her, and she was going to change them. The sun beat down hard around the canvas covered tables, which offered little comfort from the heat. She played with her small purse, rolling the weight and strings in her fingers. What to do indeed.. [center][img]https://img.roleplayerguild.com/prod/users/1d40d53d-e34f-4934-92d5-6941051836ed.png[/img][/center] Several hours pass as Y'Vanna waits out the afternoon swelter. The market district was thick with people and the hot air and stench of it all was stifling. She propped her head with one of her arms as she sighed, watching the passers by, entranced by the motion of it all. She took the last sip from her horn, and looked at it disappointedly. She had been asking for another pitcher for nearly half an hour now, no response from the wicked shrew either. Y'Vanna was losing her patience. She cut eyes towards the bar adjacent her table under the tent. [i]"Look at her.."[/i] she thought.. acting as if she hadn't heard her requests for some time. Y'Vanna had little in the way of patience to begin with, and her temper had little need of encouragement like this. She huffed and slammed her horn hard on the table planks. [b][color=f7941d]"Damn it wench, I said another! Ye be deaf as well as ugly now? Do ye?" [/color][/b]Her voice was shrewd and cut like a blade. Others seated nearby grew quiet and looked onward in her direction and the scene she was making. Y'Vanna cared little, nor did she notice. The woman waddled silently back and forth behind the counter. Y'Vanna could hear her shuffling about. The woman soon came from behind the bar and walked over to Y'Vanna's table carrying a small tray. She stops directly in front her and sets the tray down. Y'Vanna looks coldly at the woman. The woman then grabs a small cup filled with a steamy liquid. The smell was putrid and stung at the nose. It was quite noxious, she thought. The woman sat across from her with a stern brow. She crossed her arms and leaned back a bit, tilting her head as if she was disappointed. She nodded her head and pointed at the small cup.. [b][color=f7941d]"Drink up lass, do ye good an' all." She nudged the cup closer. "Go on. take it all up now." [/color][/b] [b][color=f7941d]"Now ye know this not be what I asked ye for wench.."[/color][/b] Y'Vanna said, crossing her arms in contempt. [b][color=f7941d]"Sides, it smells like the shite from a sickened yak belly..."[/color][/b] [b][color=f7941d]"Just drink it.. go on. Ye be drenched in the mash and need a good lift up.. Now I see people all the time.. just like ye, drinking like the time just stopped a'tickin'.. People don't just drink like that for no reason lass.."[/color][/b] She paused a moment before continuing. She leaned across the table taking "Y'Vanna's hand. [b][color=f7941d]"I had me own daughter once... long time ago though... Look child, I know what ye be doin for coin.. Least ye not be taking to yer back to get it.. Those be the real fools. I know I didn't exactly get marks for me smarts, but any fool can see it dear. Now, I'm not sure what ye be runnin' from lass, but ye needn't be a'wastin away in the likes of this 'ere place either."[/color][/b] Y'Vanna jerked her hand loose from the woman. [b][color=f7941d]"Now just who ye be thinks ye know me? Trust me wench, ye know little about me.. or what I a-."[/color][/b] Y'Vanna couldn't finish her retort before the woman started back in at her. [b][color=f7941d]"Aye lass.. Ye be right on that.. I don't know ye.. but I do know ye aren't what ye be claiming to be. And ye don't need be knee deep in shite 'ere either."[/color][/b] she said in a very direct manner. [b][color=f7941d]"I seen the markings on the back o' yer neck, all slumped over and near a'drownin' in yer own liquids of an evenin'.. and that's enough."[/color][/b] she said, raising a brow. [b][color=f7941d]"But don't worry lass, I won't be tellin’... now drink up.. I might a have a bit you'd might be interested in, a proper job, if ye gets me jist."[/color][/b] She slid the cup closer to Y'Vanna with a stern look. Y'Vanna sighed and looked away for a moment, as if to take in the recent proposal. She looked back at the woman and leaned in landing a finger on the rim of the glass. She thought for a bit, and there was a brief silence between the two.. She took the small cup in her hand and brought it to her lips then stopped.. [b][color=f7941d]"Let's say I do be interested wench.. what sort of job is it... and is it worth me to be doin' in the first place."[/color][/b] raising a brow as if slightly intrigued at the sound of this so called [I]"proposition"[/i]. [b][color=f7941d]"It be enough for ye to get away from 'ere lass.. Now go on, bottoms up." [/color][/b]she said slyly.. Y'Vanna thought for a second and threw the liquid to the back of her throat, wincing immediately . The foulness of the dark roasted liquid was indescribable. Black bean tea they called it, guaranteed to lift the drunk from the dead. She smiled and said [b][color=f7941d]"Alright then, let's be hearing it."[/color][/b] The two leaned in close and began talking over the details, and for about an hour or so this continues. It looked to the other inhabitants taking the grog as if they had surely been friends for ages. They finally settled and agreed, Y'Vanna and the woman stood, and then the barmaid produced a small folded papyrus and gave it to Y'Vanna. The two shook on it and parted ways. [b][color=f7941d]"We'll see ye none more then, aye?"[/color][/b] The large woman said loudly as she made her way to the bar, looking back in Y'Vanna's direction from over the counter as she went back to sprucing the cups. [color=f7941d][b]"Aye, wench, no more.. ye being seeing me no more.." [/b][/color]Y'Vanna smiled as she spoke, but she didn't look back. She took to the masses of people in the streets, which had died down a bit now. The daily hours were quickly waning, and so was the heat. It looked as if it might come to a drizzle from the looks of the sky. She found refuge on a bench nearing the end of a corner street, away from most of the traffic. She unfolded the papyrus and looked at the scratched out map and plan, careful not to afford even a single glance to any passers by. She smiled and found herself to be rather giddy upon doing so. A "proper job" indeed, she thought. It finally looked as if her very luck was changing and she would be free of this place, and it would soon be just another faded memory, cloaked in the clutter of better days to come.[/color] [center][img]https://img.roleplayerguild.com/prod/users/1d40d53d-e34f-4934-92d5-6941051836ed.png[/img][/center] [center][img]https://img.roleplayerguild.com/prod/users/779b97e0-fa35-49b1-991d-8b422ee0436e.jpg[/img] [img]https://img.roleplayerguild.com/prod/users/1d40d53d-e34f-4934-92d5-6941051836ed.png[/img][/center] [color=fff79a] Guillian was a major port city, much like Y’Vanna’s home city of Avondyllac, though it dwarfed it in size. It was a major trading hub in the Lands o’ the Nine, and brought goods and commodities alike to the people in all corners of the empire. Salts and spices, dyes, fruits and vegetables, and many hard to get delicacies that were succulent in nature all came together here. The Lands o’ the Nine were vast, and stretched far and wide over mountains and valleys and kissed the seas that surrounded it. Most anything the mind could conjure could be found in the Nines.. Guillan was also a cultural hub, as it sat almost dead center in the seat of the empire, it was also the capital. All walks of life exchanged daily routine and custom, as well as religion. There were all sorts from any class thinkable. From the high ups and prominent patrons to the very vile and malicious scrapers at the bottom. There were plenty of this last lot. There were uncountable alleys and nooks within Guillan and not one of them was without it's share of undesirables. This worked both for and against Y’Vanna as it was in these numbers that her ability to blend in came from, but it was also this lot that [i]was[/i] her competition. There was one thing to be true, there were thieves aplenty in Guillan. It was probably one of the thickest professions in the port city, next to the whore and songwrite… No matter though, not to Y’Vanna at least. She had a decent enough hand at it to get by. Her father had other intentions for her, and had he still been alive her life would have most likely went in [i]another[/i] direction. Delicate fingers traced over the marks on the back of her neck, as her thoughts shifted back and forth like waves in a turbulent sea. No time to get caught in her feelings she thought, as she sniffled and tugged for a small pouch tucked in her waist. She quickly found it and pulled it out, repositioning herself on the bench to take full advantage of the small nook of the corner. She pulled from the bag a small vial of very pale blue powder, so pale it almost had no color at all. Constables were everywhere, walking this way and that. Y'Vanna would have to be tidy about it. She pulled its cork and put a bit under her nail and put it to her nostril. The “[i]dust[/i]” as it was referred to was bountiful in Guillan. Another thing that Guillan was good for.. Didn’t have to go far to find the premium stuff. “[i]Dust[/i]” was a potent stimulant, and was popular with the scrapers and the likes. A dangerous vice to say the least, and it was very addictive in nature, and had claimed many a better man than she.. But as it was Y'Vanna was no [i]little[/i] girl. She’d had her nose full of it for the better half of a decade now, and she didn’t see an end to it any time soon. The powder soon hit, and her eyes widened as the sweet rush came on. Y'Vanna was keen on using it, especially after a good stent with the grog. She always kept a bit put back just for times like this. She knew it was a nasty habit, but it was like a consort that she couldn’t seem to kick, [i]or[/i] a leftover remnant from her days with the pirates that took her on after her father was killed. The markings on her neck nearly vibrated from the thought. Perhaps it was the [i]dust[/i].. The twang of it hit her throat and her eyes widened even more as she tucked the vial back into her waist. She ran her tongue across the back of her teeth and the cloudiness from the grog soon gave way to alertness. Y'Vanna was as sharp as a hewing axe.. The night would soon take the sky and she would embark on this new and enticing [i]“proposition”[/i]. [color=f7941d][b] "On with it [i]V[/i][/b]."[/color] She said to herself, a determined and inspirational sentiment. A firm brow and a stern look now fell upon her. "[b][i]V[/i][/b]" was a little nickname that had always kind of seemed to loom around her. It wasn't an official or given name but rather just seemed to float to the surface over time, and once that happened it spread like the plague. Her leather pants and boots wretched as she stood, She straightened her attire and sniffed again, and looked in both directions sporadically whilst running a finger across where the vial was stashed to make sure for the last time that it was securely in place, before turning to left. Her boots fell briskly to the cobble stones below as she turned down Albacore street heading towards the docks and shipyard. To her future to come. Y'Vanna had a feeling that [i]something[/i] very big was going to happen in her life this night. One that would surely change her course in one way or another. She thought upon this but a moment before it dwindled like ash in her mind. She welcomed a change, be it good or not.[/color] [center][img]https://img.roleplayerguild.com/prod/users/1d40d53d-e34f-4934-92d5-6941051836ed.png[/img][/center]